CanvasContext.h revision e248bd1b2c3fcf8088429507e73b31f45ee2544b
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 "IContextFactory.h"
22#include "FrameInfo.h"
23#include "FrameInfoVisualizer.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 <SkRect.h>
33#include <utils/Functor.h>
34
35#include <set>
36#include <string>
37
38namespace android {
39namespace uirenderer {
40
41class AnimationContext;
42class DeferredLayerUpdater;
43class OpenGLRenderer;
44class Rect;
45class Layer;
46class RenderState;
47
48namespace renderthread {
49
50class EglManager;
51
52enum SwapBehavior {
53    kSwap_default,
54    kSwap_discardBuffer,
55};
56
57// This per-renderer class manages the bridge between the global EGL context
58// and the render surface.
59// TODO: Rename to Renderer or some other per-window, top-level manager
60class CanvasContext : public IFrameCallback {
61public:
62    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
63            IContextFactory* contextFactory);
64    virtual ~CanvasContext();
65
66    // Won't take effect until next EGLSurface creation
67    void setSwapBehavior(SwapBehavior swapBehavior);
68
69    bool initialize(ANativeWindow* window);
70    void updateSurface(ANativeWindow* window);
71    bool pauseSurface(ANativeWindow* window);
72    bool hasSurface() { return mNativeWindow.get(); }
73
74    void setup(int width, int height, float lightRadius,
75            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
76    void setLightCenter(const Vector3& lightCenter);
77    void setOpaque(bool opaque);
78    void makeCurrent();
79    void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
80    void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued);
81    void draw();
82    void destroy();
83
84    // IFrameCallback, Chroreographer-driven frame callback entry point
85    virtual void doFrame() override;
86
87    void buildLayer(RenderNode* node);
88    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
89    void markLayerInUse(RenderNode* node);
90
91    void destroyHardwareResources();
92    static void trimMemory(RenderThread& thread, int level);
93
94    static void invokeFunctor(RenderThread& thread, Functor* functor);
95
96    void runWithGlContext(RenderTask* task);
97
98    Layer* createTextureLayer();
99
100    ANDROID_API static void setTextureAtlas(RenderThread& thread,
101            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
102
103    void stopDrawing();
104    void notifyFramePending();
105
106    FrameInfoVisualizer& profiler() { return mProfiler; }
107
108    void dumpFrames(int fd);
109    void resetFrameStats();
110
111    void setName(const std::string&& name) { mName = name; }
112    const std::string& name() { return mName; }
113
114    void serializeDisplayListTree();
115
116private:
117    friend class RegisterFrameCallbackTask;
118    // TODO: Replace with something better for layer & other GL object
119    // lifecycle tracking
120    friend class android::uirenderer::RenderState;
121
122    void setSurface(ANativeWindow* window);
123    void requireSurface();
124
125    void freePrefetechedLayers();
126
127    RenderThread& mRenderThread;
128    EglManager& mEglManager;
129    sp<ANativeWindow> mNativeWindow;
130    EGLSurface mEglSurface = EGL_NO_SURFACE;
131    bool mBufferPreserved = false;
132    SwapBehavior mSwapBehavior = kSwap_default;
133    RingBuffer<SkRect, 3> mDamageHistory;
134
135    bool mOpaque;
136    OpenGLRenderer* mCanvas = nullptr;
137    bool mHaveNewSurface = false;
138    DamageAccumulator mDamageAccumulator;
139    std::unique_ptr<AnimationContext> mAnimationContext;
140
141    const sp<RenderNode> mRootRenderNode;
142
143    FrameInfo* mCurrentFrameInfo = nullptr;
144    // Ring buffer large enough for 2 seconds worth of frames
145    RingBuffer<FrameInfo, 120> mFrames;
146    std::string mName;
147    JankTracker mJankTracker;
148    FrameInfoVisualizer mProfiler;
149
150    std::set<RenderNode*> mPrefetechedLayers;
151};
152
153} /* namespace renderthread */
154} /* namespace uirenderer */
155} /* namespace android */
156#endif /* CANVASCONTEXT_H_ */
157