CanvasContext.h revision ba6adf66d3c44c0aa2fd8a224862ff1901d64300
1/* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef CANVASCONTEXT_H_ 18#define CANVASCONTEXT_H_ 19 20#include "DamageAccumulator.h" 21#include "DrawProfiler.h" 22#include "IContextFactory.h" 23#include "FrameInfo.h" 24#include "RenderNode.h" 25#include "utils/RingBuffer.h" 26#include "renderthread/RenderTask.h" 27#include "renderthread/RenderThread.h" 28 29#include <cutils/compiler.h> 30#include <EGL/egl.h> 31#include <SkBitmap.h> 32#include <utils/Functor.h> 33#include <utils/Vector.h> 34 35#include <set> 36 37namespace android { 38namespace uirenderer { 39 40class AnimationContext; 41class DeferredLayerUpdater; 42class OpenGLRenderer; 43class Rect; 44class Layer; 45class RenderState; 46 47namespace renderthread { 48 49class EglManager; 50 51enum SwapBehavior { 52 kSwap_default, 53 kSwap_discardBuffer, 54}; 55 56// This per-renderer class manages the bridge between the global EGL context 57// and the render surface. 58// TODO: Rename to Renderer or some other per-window, top-level manager 59class CanvasContext : public IFrameCallback { 60public: 61 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 62 IContextFactory* contextFactory); 63 virtual ~CanvasContext(); 64 65 // Won't take effect until next EGLSurface creation 66 void setSwapBehavior(SwapBehavior swapBehavior); 67 68 bool initialize(ANativeWindow* window); 69 void updateSurface(ANativeWindow* window); 70 bool pauseSurface(ANativeWindow* window); 71 bool hasSurface() { return mNativeWindow.get(); } 72 73 void setup(int width, int height, const Vector3& lightCenter, float lightRadius, 74 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 75 void setOpaque(bool opaque); 76 void makeCurrent(); 77 void processLayerUpdate(DeferredLayerUpdater* layerUpdater); 78 void prepareTree(TreeInfo& info, int64_t* uiFrameInfo); 79 void draw(); 80 void destroy(); 81 82 // IFrameCallback, Chroreographer-driven frame callback entry point 83 virtual void doFrame() override; 84 85 void buildLayer(RenderNode* node); 86 bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); 87 void markLayerInUse(RenderNode* node); 88 89 void destroyHardwareResources(); 90 static void trimMemory(RenderThread& thread, int level); 91 92 static void invokeFunctor(RenderThread& thread, Functor* functor); 93 94 void runWithGlContext(RenderTask* task); 95 96 Layer* createTextureLayer(); 97 98 ANDROID_API static void setTextureAtlas(RenderThread& thread, 99 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize); 100 101 void stopDrawing(); 102 void notifyFramePending(); 103 104 DrawProfiler& profiler() { return mProfiler; } 105 106 void dumpFrames(int fd); 107 void resetFrameStats(); 108 109private: 110 friend class RegisterFrameCallbackTask; 111 // TODO: Replace with something better for layer & other GL object 112 // lifecycle tracking 113 friend class android::uirenderer::RenderState; 114 115 void setSurface(ANativeWindow* window); 116 void swapBuffers(); 117 void requireSurface(); 118 119 void requireGlContext(); 120 121 void freePrefetechedLayers(); 122 123 RenderThread& mRenderThread; 124 EglManager& mEglManager; 125 sp<ANativeWindow> mNativeWindow; 126 EGLSurface mEglSurface; 127 bool mBufferPreserved; 128 SwapBehavior mSwapBehavior; 129 130 bool mOpaque; 131 OpenGLRenderer* mCanvas; 132 bool mHaveNewSurface; 133 DamageAccumulator mDamageAccumulator; 134 std::unique_ptr<AnimationContext> mAnimationContext; 135 136 const sp<RenderNode> mRootRenderNode; 137 138 DrawProfiler mProfiler; 139 FrameInfo* mCurrentFrameInfo; 140 // Ring buffer large enough for 1 second worth of frames 141 RingBuffer<FrameInfo, 60> mFrames; 142 143 std::set<RenderNode*> mPrefetechedLayers; 144}; 145 146} /* namespace renderthread */ 147} /* namespace uirenderer */ 148} /* namespace android */ 149#endif /* CANVASCONTEXT_H_ */ 150