CanvasContext.h revision 98f75d53dbe243b1661c616643698e025d4978f6
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#pragma once 18 19#include "BakedOpDispatcher.h" 20#include "BakedOpRenderer.h" 21#include "DamageAccumulator.h" 22#include "FrameBuilder.h" 23#include "FrameInfo.h" 24#include "FrameInfoVisualizer.h" 25#include "FrameMetricsReporter.h" 26#include "IContextFactory.h" 27#include "IRenderPipeline.h" 28#include "LayerUpdateQueue.h" 29#include "RenderNode.h" 30#include "thread/Task.h" 31#include "thread/TaskProcessor.h" 32#include "utils/RingBuffer.h" 33#include "renderthread/RenderTask.h" 34#include "renderthread/RenderThread.h" 35 36#include <cutils/compiler.h> 37#include <EGL/egl.h> 38#include <SkBitmap.h> 39#include <SkRect.h> 40#include <utils/Functor.h> 41#include <gui/Surface.h> 42 43#include <functional> 44#include <set> 45#include <string> 46#include <vector> 47 48namespace android { 49namespace uirenderer { 50 51class AnimationContext; 52class DeferredLayerUpdater; 53class Layer; 54class Rect; 55class RenderState; 56 57namespace renderthread { 58 59class EglManager; 60class Frame; 61 62// This per-renderer class manages the bridge between the global EGL context 63// and the render surface. 64// TODO: Rename to Renderer or some other per-window, top-level manager 65class CanvasContext : public IFrameCallback { 66public: 67 static CanvasContext* create(RenderThread& thread, bool translucent, 68 RenderNode* rootRenderNode, IContextFactory* contextFactory); 69 virtual ~CanvasContext(); 70 71 /** 72 * Update or create a layer specific for the provided RenderNode. The layer 73 * attached to the node will be specific to the RenderPipeline used by this 74 * context 75 * 76 * @return true if the layer has been created or updated 77 */ 78 bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) { 79 return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator); 80 } 81 82 /** 83 * Destroy any layers that have been attached to the provided RenderNode removing 84 * any state that may have been set during createOrUpdateLayer(). 85 */ 86 static void destroyLayer(RenderNode* node); 87 88 /* 89 * If Properties::isSkiaEnabled() is true then this will return the Skia 90 * grContext associated with the current RenderPipeline. 91 */ 92 GrContext* getGrContext() const { return mRenderThread.getGrContext(); } 93 94 // Won't take effect until next EGLSurface creation 95 void setSwapBehavior(SwapBehavior swapBehavior); 96 97 void initialize(Surface* surface); 98 void updateSurface(Surface* surface); 99 bool pauseSurface(Surface* surface); 100 void setStopped(bool stopped); 101 bool hasSurface() { return mNativeSurface.get(); } 102 103 void setup(float lightRadius, 104 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 105 void setLightCenter(const Vector3& lightCenter); 106 void setOpaque(bool opaque); 107 bool makeCurrent(); 108 void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, 109 int64_t syncQueued, RenderNode* target); 110 void draw(); 111 void destroy(TreeObserver* observer); 112 113 // IFrameCallback, Choreographer-driven frame callback entry point 114 virtual void doFrame() override; 115 void prepareAndDraw(RenderNode* node); 116 117 void buildLayer(RenderNode* node, TreeObserver* observer); 118 bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); 119 void markLayerInUse(RenderNode* node); 120 121 void destroyHardwareResources(TreeObserver* observer); 122 static void trimMemory(RenderThread& thread, int level); 123 124 static void invokeFunctor(RenderThread& thread, Functor* functor); 125 126 DeferredLayerUpdater* createTextureLayer(); 127 128 void stopDrawing(); 129 void notifyFramePending(); 130 131 FrameInfoVisualizer& profiler() { return mProfiler; } 132 133 void dumpFrames(int fd); 134 void resetFrameStats(); 135 136 void setName(const std::string&& name) { mName = name; } 137 const std::string& name() { return mName; } 138 139 void serializeDisplayListTree(); 140 141 void addRenderNode(RenderNode* node, bool placeFront) { 142 int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size()); 143 mRenderNodes.emplace(mRenderNodes.begin() + pos, node); 144 } 145 146 void removeRenderNode(RenderNode* node) { 147 mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node), 148 mRenderNodes.end()); 149 } 150 151 void setContentDrawBounds(int left, int top, int right, int bottom) { 152 mContentDrawBounds.set(left, top, right, bottom); 153 } 154 155 RenderState& getRenderState() { 156 return mRenderThread.renderState(); 157 } 158 159 void addFrameMetricsObserver(FrameMetricsObserver* observer) { 160 if (mFrameMetricsReporter.get() == nullptr) { 161 mFrameMetricsReporter.reset(new FrameMetricsReporter()); 162 } 163 164 mFrameMetricsReporter->addObserver(observer); 165 } 166 167 void removeFrameMetricsObserver(FrameMetricsObserver* observer) { 168 if (mFrameMetricsReporter.get() != nullptr) { 169 mFrameMetricsReporter->removeObserver(observer); 170 if (!mFrameMetricsReporter->hasObservers()) { 171 mFrameMetricsReporter.reset(nullptr); 172 } 173 } 174 } 175 176 // Used to queue up work that needs to be completed before this frame completes 177 ANDROID_API void enqueueFrameWork(std::function<void()>&& func); 178 179 ANDROID_API int64_t getFrameNumber(); 180 181 void waitOnFences(); 182 183private: 184 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 185 IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline); 186 187 friend class RegisterFrameCallbackTask; 188 // TODO: Replace with something better for layer & other GL object 189 // lifecycle tracking 190 friend class android::uirenderer::RenderState; 191 192 void setSurface(Surface* window); 193 194 void freePrefetchedLayers(TreeObserver* observer); 195 196 bool isSwapChainStuffed(); 197 198 SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); 199 200 EGLint mLastFrameWidth = 0; 201 EGLint mLastFrameHeight = 0; 202 203 RenderThread& mRenderThread; 204 sp<Surface> mNativeSurface; 205 // stopped indicates the CanvasContext will reject actual redraw operations, 206 // and defer repaint until it is un-stopped 207 bool mStopped = false; 208 // CanvasContext is dirty if it has received an update that it has not 209 // painted onto its surface. 210 bool mIsDirty = false; 211 SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; 212 struct SwapHistory { 213 SkRect damage; 214 nsecs_t vsyncTime; 215 nsecs_t swapCompletedTime; 216 nsecs_t dequeueDuration; 217 nsecs_t queueDuration; 218 }; 219 220 RingBuffer<SwapHistory, 3> mSwapHistory; 221 int64_t mFrameNumber = -1; 222 223 // last vsync for a dropped frame due to stuffed queue 224 nsecs_t mLastDropVsync = 0; 225 226 bool mOpaque; 227 BakedOpRenderer::LightInfo mLightInfo; 228 FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 }; 229 230 bool mHaveNewSurface = false; 231 DamageAccumulator mDamageAccumulator; 232 LayerUpdateQueue mLayerUpdateQueue; 233 std::unique_ptr<AnimationContext> mAnimationContext; 234 235 std::vector< sp<RenderNode> > mRenderNodes; 236 237 FrameInfo* mCurrentFrameInfo = nullptr; 238 // Ring buffer large enough for 2 seconds worth of frames 239 RingBuffer<FrameInfo, 120> mFrames; 240 std::string mName; 241 JankTracker mJankTracker; 242 FrameInfoVisualizer mProfiler; 243 std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter; 244 245 std::set<RenderNode*> mPrefetchedLayers; 246 247 // Stores the bounds of the main content. 248 Rect mContentDrawBounds; 249 250 // TODO: This is really a Task<void> but that doesn't really work 251 // when Future<> expects to be able to get/set a value 252 struct FuncTask : public Task<bool> { 253 std::function<void()> func; 254 }; 255 class FuncTaskProcessor; 256 257 std::vector< sp<FuncTask> > mFrameFences; 258 sp<TaskProcessor<bool> > mFrameWorkProcessor; 259 std::unique_ptr<IRenderPipeline> mRenderPipeline; 260}; 261 262} /* namespace renderthread */ 263} /* namespace uirenderer */ 264} /* namespace android */ 265