CanvasContext.h revision 80e6d8873b79ced40e79fcba0bf793ea6528d20c
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#include <utils/Vector.h>
35
36#include <set>
37#include <string>
38
39namespace android {
40namespace uirenderer {
41
42class AnimationContext;
43class DeferredLayerUpdater;
44class OpenGLRenderer;
45class Rect;
46class Layer;
47class RenderState;
48
49namespace renderthread {
50
51class EglManager;
52
53enum SwapBehavior {
54    kSwap_default,
55    kSwap_discardBuffer,
56};
57
58// This per-renderer class manages the bridge between the global EGL context
59// and the render surface.
60// TODO: Rename to Renderer or some other per-window, top-level manager
61class CanvasContext : public IFrameCallback {
62public:
63    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
64            IContextFactory* contextFactory);
65    virtual ~CanvasContext();
66
67    // Won't take effect until next EGLSurface creation
68    void setSwapBehavior(SwapBehavior swapBehavior);
69
70    void initialize(ANativeWindow* window);
71    void updateSurface(ANativeWindow* window);
72    bool pauseSurface(ANativeWindow* window);
73    bool hasSurface() { return mNativeWindow.get(); }
74
75    void setup(int width, int height, float lightRadius,
76            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
77    void setLightCenter(const Vector3& lightCenter);
78    void setOpaque(bool opaque);
79    void makeCurrent();
80    void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
81    void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued);
82    void draw();
83    void destroy();
84
85    // IFrameCallback, Chroreographer-driven frame callback entry point
86    virtual void doFrame() override;
87
88    void buildLayer(RenderNode* node);
89    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
90    void markLayerInUse(RenderNode* node);
91
92    void destroyHardwareResources();
93    static void trimMemory(RenderThread& thread, int level);
94
95    static void invokeFunctor(RenderThread& thread, Functor* functor);
96
97    void runWithGlContext(RenderTask* task);
98
99    Layer* createTextureLayer();
100
101    ANDROID_API static void setTextureAtlas(RenderThread& thread,
102            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
103
104    void stopDrawing();
105    void notifyFramePending();
106
107    FrameInfoVisualizer& profiler() { return mProfiler; }
108
109    void dumpFrames(int fd);
110    void resetFrameStats();
111
112    void setName(const std::string&& name) { mName = name; }
113    const std::string& name() { return mName; }
114
115private:
116    friend class RegisterFrameCallbackTask;
117    // TODO: Replace with something better for layer & other GL object
118    // lifecycle tracking
119    friend class android::uirenderer::RenderState;
120
121    void setSurface(ANativeWindow* window);
122    void swapBuffers(const SkRect& dirty, EGLint width, EGLint height);
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
134    bool mOpaque;
135    OpenGLRenderer* mCanvas = nullptr;
136    bool mHaveNewSurface = false;
137    DamageAccumulator mDamageAccumulator;
138    std::unique_ptr<AnimationContext> mAnimationContext;
139
140    const sp<RenderNode> mRootRenderNode;
141
142    FrameInfo* mCurrentFrameInfo = nullptr;
143    // Ring buffer large enough for 2 seconds worth of frames
144    RingBuffer<FrameInfo, 120> mFrames;
145    std::string mName;
146    JankTracker mJankTracker;
147    FrameInfoVisualizer mProfiler;
148
149    std::set<RenderNode*> mPrefetechedLayers;
150};
151
152} /* namespace renderthread */
153} /* namespace uirenderer */
154} /* namespace android */
155#endif /* CANVASCONTEXT_H_ */
156