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