TreeInfo.h revision 9eb9f6f8cbbbd87d45da8071aa54cb066a797723
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#ifndef TREEINFO_H 17#define TREEINFO_H 18 19#include <string> 20 21#include <utils/Timers.h> 22 23#include "DamageAccumulator.h" 24#include "utils/Macros.h" 25 26namespace android { 27namespace uirenderer { 28 29class BaseRenderNodeAnimator; 30class AnimationListener; 31class OpenGLRenderer; 32class RenderState; 33 34class AnimationHook { 35public: 36 virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) = 0; 37protected: 38 ~AnimationHook() {} 39}; 40 41class ErrorHandler { 42public: 43 virtual void onError(const std::string& message) = 0; 44protected: 45 ~ErrorHandler() {} 46}; 47 48// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN 49class TreeInfo { 50 PREVENT_COPY_AND_ASSIGN(TreeInfo); 51public: 52 enum TraversalMode { 53 // The full monty - sync, push, run animators, etc... Used by DrawFrameTask 54 // May only be used if both the UI thread and RT thread are blocked on the 55 // prepare 56 MODE_FULL, 57 // Run only what can be done safely on RT thread. Currently this only means 58 // animators, but potentially things like SurfaceTexture updates 59 // could be handled by this as well if there are no listeners 60 MODE_RT_ONLY, 61 }; 62 63 explicit TreeInfo(TraversalMode mode, RenderState& renderState) 64 : mode(mode) 65 , frameTimeMs(0) 66 , animationHook(NULL) 67 , prepareTextures(mode == MODE_FULL) 68 , runAnimations(true) 69 , damageAccumulator(NULL) 70 , renderState(renderState) 71 , renderer(NULL) 72 , errorHandler(NULL) 73 {} 74 75 explicit TreeInfo(TraversalMode mode, const TreeInfo& clone) 76 : mode(mode) 77 , frameTimeMs(clone.frameTimeMs) 78 , animationHook(clone.animationHook) 79 , prepareTextures(mode == MODE_FULL) 80 , runAnimations(clone.runAnimations) 81 , damageAccumulator(clone.damageAccumulator) 82 , renderState(clone.renderState) 83 , renderer(clone.renderer) 84 , errorHandler(clone.errorHandler) 85 {} 86 87 const TraversalMode mode; 88 nsecs_t frameTimeMs; 89 AnimationHook* animationHook; 90 // TODO: Remove this? Currently this is used to signal to stop preparing 91 // textures if we run out of cache space. 92 bool prepareTextures; 93 // TODO: buildLayer uses this to suppress running any animations, but this 94 // should probably be refactored somehow. The reason this is done is 95 // because buildLayer is not setup for injecting the animationHook, as well 96 // as this being otherwise wasted work as all the animators will be 97 // re-evaluated when the frame is actually drawn 98 bool runAnimations; 99 100 // Must not be null during actual usage 101 DamageAccumulator* damageAccumulator; 102 RenderState& renderState; 103 // The renderer that will be drawing the next frame. Use this to push any 104 // layer updates or similar. May be NULL. 105 OpenGLRenderer* renderer; 106 ErrorHandler* errorHandler; 107 108 struct Out { 109 Out() 110 : hasFunctors(false) 111 , hasAnimations(false) 112 , requiresUiRedraw(false) 113 , canDrawThisFrame(true) 114 {} 115 bool hasFunctors; 116 // This is only updated if evaluateAnimations is true 117 bool hasAnimations; 118 // This is set to true if there is an animation that RenderThread cannot 119 // animate itself, such as if hasFunctors is true 120 // This is only set if hasAnimations is true 121 bool requiresUiRedraw; 122 // This is set to true if draw() can be called this frame 123 // false means that we must delay until the next vsync pulse as frame 124 // production is outrunning consumption 125 // NOTE that if this is false CanvasContext will set either requiresUiRedraw 126 // *OR* will post itself for the next vsync automatically, use this 127 // only to avoid calling draw() 128 bool canDrawThisFrame; 129 } out; 130 131 // TODO: Damage calculations 132}; 133 134} /* namespace uirenderer */ 135} /* namespace android */ 136 137#endif /* TREEINFO_H */ 138