CanvasContext.h revision eab3f2658aa41d37c3b05d49a2ce4e3f4ed85399
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 "FrameInfo.h"
22#include "FrameInfoVisualizer.h"
23#include "FrameMetricsReporter.h"
24#include "IContextFactory.h"
25#include "LayerUpdateQueue.h"
26#include "RenderNode.h"
27#include "thread/Task.h"
28#include "thread/TaskProcessor.h"
29#include "utils/RingBuffer.h"
30#include "renderthread/RenderTask.h"
31#include "renderthread/RenderThread.h"
32
33#if HWUI_NEW_OPS
34#include "BakedOpDispatcher.h"
35#include "BakedOpRenderer.h"
36#include "FrameBuilder.h"
37#endif
38
39#include <cutils/compiler.h>
40#include <EGL/egl.h>
41#include <SkBitmap.h>
42#include <SkRect.h>
43#include <utils/Functor.h>
44#include <gui/Surface.h>
45
46#include <functional>
47#include <set>
48#include <string>
49#include <vector>
50
51namespace android {
52namespace uirenderer {
53
54class AnimationContext;
55class DeferredLayerUpdater;
56class OpenGLRenderer;
57class Rect;
58class Layer;
59class RenderState;
60
61namespace renderthread {
62
63class EglManager;
64
65enum SwapBehavior {
66    kSwap_default,
67    kSwap_discardBuffer,
68};
69
70// This per-renderer class manages the bridge between the global EGL context
71// and the render surface.
72// TODO: Rename to Renderer or some other per-window, top-level manager
73class CanvasContext : public IFrameCallback {
74public:
75    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
76            IContextFactory* contextFactory);
77    virtual ~CanvasContext();
78
79    // Won't take effect until next EGLSurface creation
80    void setSwapBehavior(SwapBehavior swapBehavior);
81
82    void initialize(Surface* surface);
83    void updateSurface(Surface* surface);
84    bool pauseSurface(Surface* surface);
85    bool hasSurface() { return mNativeSurface.get(); }
86
87    void setup(int width, int height, float lightRadius,
88            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
89    void setLightCenter(const Vector3& lightCenter);
90    void setOpaque(bool opaque);
91    void makeCurrent();
92    void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
93            int64_t syncQueued, RenderNode* target);
94    void draw();
95    void destroy();
96
97    // IFrameCallback, Choreographer-driven frame callback entry point
98    virtual void doFrame() override;
99    void prepareAndDraw(RenderNode* node);
100
101    void buildLayer(RenderNode* node);
102    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
103    void markLayerInUse(RenderNode* node);
104
105    void destroyHardwareResources();
106    static void trimMemory(RenderThread& thread, int level);
107
108    static void invokeFunctor(RenderThread& thread, Functor* functor);
109
110    void runWithGlContext(RenderTask* task);
111
112    Layer* createTextureLayer();
113
114    ANDROID_API static void setTextureAtlas(RenderThread& thread,
115            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
116
117    void stopDrawing();
118    void notifyFramePending();
119
120    FrameInfoVisualizer& profiler() { return mProfiler; }
121
122    void dumpFrames(int fd);
123    void resetFrameStats();
124
125    void setName(const std::string&& name) { mName = name; }
126    const std::string& name() { return mName; }
127
128    void serializeDisplayListTree();
129
130    void addRenderNode(RenderNode* node, bool placeFront) {
131        int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
132        mRenderNodes.emplace(mRenderNodes.begin() + pos, node);
133    }
134
135    void removeRenderNode(RenderNode* node) {
136        mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
137                mRenderNodes.end());
138    }
139
140    void setContentDrawBounds(int left, int top, int right, int bottom) {
141        mContentDrawBounds.set(left, top, right, bottom);
142    }
143
144    RenderState& getRenderState() {
145        return mRenderThread.renderState();
146    }
147
148    void addFrameMetricsObserver(FrameMetricsObserver* observer) {
149        if (mFrameMetricsReporter.get() == nullptr) {
150            mFrameMetricsReporter.reset(new FrameMetricsReporter());
151        }
152
153        mFrameMetricsReporter->addObserver(observer);
154    }
155
156    void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
157        if (mFrameMetricsReporter.get() != nullptr) {
158            mFrameMetricsReporter->removeObserver(observer);
159            if (!mFrameMetricsReporter->hasObservers()) {
160                mFrameMetricsReporter.reset(nullptr);
161            }
162        }
163    }
164
165    // Used to queue up work that needs to be completed before this frame completes
166    ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
167
168private:
169    friend class RegisterFrameCallbackTask;
170    // TODO: Replace with something better for layer & other GL object
171    // lifecycle tracking
172    friend class android::uirenderer::RenderState;
173
174    void setSurface(Surface* window);
175    void requireSurface();
176
177    void freePrefetechedLayers();
178
179    void waitOnFences();
180
181    EGLint mLastFrameWidth = 0;
182    EGLint mLastFrameHeight = 0;
183
184    RenderThread& mRenderThread;
185    EglManager& mEglManager;
186    sp<Surface> mNativeSurface;
187    EGLSurface mEglSurface = EGL_NO_SURFACE;
188    bool mBufferPreserved = false;
189    SwapBehavior mSwapBehavior = kSwap_default;
190    struct SwapHistory {
191        SkRect damage;
192        nsecs_t vsyncTime;
193        nsecs_t swapTime;
194    };
195
196    RingBuffer<SwapHistory, 3> mSwapHistory;
197
198    bool mOpaque;
199#if HWUI_NEW_OPS
200    BakedOpRenderer::LightInfo mLightInfo;
201    FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
202#else
203    OpenGLRenderer* mCanvas = nullptr;
204#endif
205
206    bool mHaveNewSurface = false;
207    DamageAccumulator mDamageAccumulator;
208    LayerUpdateQueue mLayerUpdateQueue;
209    std::unique_ptr<AnimationContext> mAnimationContext;
210
211    std::vector< sp<RenderNode> > mRenderNodes;
212
213    FrameInfo* mCurrentFrameInfo = nullptr;
214    // Ring buffer large enough for 2 seconds worth of frames
215    RingBuffer<FrameInfo, 120> mFrames;
216    std::string mName;
217    JankTracker mJankTracker;
218    FrameInfoVisualizer mProfiler;
219    std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
220
221    std::set<RenderNode*> mPrefetechedLayers;
222
223    // Stores the bounds of the main content.
224    Rect mContentDrawBounds;
225
226    // TODO: This is really a Task<void> but that doesn't really work
227    // when Future<> expects to be able to get/set a value
228    struct FuncTask : public Task<bool> {
229        std::function<void()> func;
230    };
231    class FuncTaskProcessor;
232
233    std::vector< sp<FuncTask> > mFrameFences;
234    sp<TaskProcessor<bool> > mFrameWorkProcessor;
235};
236
237} /* namespace renderthread */
238} /* namespace uirenderer */
239} /* namespace android */
240#endif /* CANVASCONTEXT_H_ */
241