d72e0a339b
Bug: 15185239 Bug: 15238382 Make DeferredLayerUpdater ref counted so that HardwareLayer:finalizer() works non-crashily on leaked layers Give DeferredLayerUpdater the ability to have a layer destroyer set so that leaked layers can still be recycled on the RenderThread Order layer updates based off of pushLayerUpdate() calls to fix issue with nested layers Change-Id: I4449cee607f7e5126e02fed7464cf48038e3dfdf
112 lines
3.0 KiB
C++
112 lines
3.0 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef CANVASCONTEXT_H_
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#define CANVASCONTEXT_H_
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#include <cutils/compiler.h>
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#include <EGL/egl.h>
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#include <SkBitmap.h>
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#include <utils/Functor.h>
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#include <utils/Vector.h>
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#include "../DrawProfiler.h"
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#include "../RenderNode.h"
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#include "RenderTask.h"
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#include "RenderThread.h"
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#define FUNCTOR_PROCESS_DELAY 4
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class OpenGLRenderer;
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class Rect;
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class Layer;
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namespace renderthread {
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class GlobalContext;
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// This per-renderer class manages the bridge between the global EGL context
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// and the render surface.
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class CanvasContext : public IFrameCallback {
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public:
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CanvasContext(bool translucent, RenderNode* rootRenderNode);
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virtual ~CanvasContext();
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bool initialize(ANativeWindow* window);
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void updateSurface(ANativeWindow* window);
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void pauseSurface(ANativeWindow* window);
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void setup(int width, int height, const Vector3& lightCenter, float lightRadius);
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void setOpaque(bool opaque);
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void makeCurrent();
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void processLayerUpdate(DeferredLayerUpdater* layerUpdater, TreeInfo& info);
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void prepareTree(TreeInfo& info);
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void draw(Rect* dirty);
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void destroyCanvasAndSurface();
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// IFrameCallback, Chroreographer-driven frame callback entry point
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virtual void doFrame();
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bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
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void flushCaches(Caches::FlushMode flushMode);
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void invokeFunctor(Functor* functor);
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void runWithGlContext(RenderTask* task);
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Layer* createRenderLayer(int width, int height);
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Layer* createTextureLayer();
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ANDROID_API static void setTextureAtlas(const sp<GraphicBuffer>& buffer,
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int64_t* map, size_t mapSize);
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void notifyFramePending();
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DrawProfiler& profiler() { return mProfiler; }
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private:
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friend class RegisterFrameCallbackTask;
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void setSurface(ANativeWindow* window);
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void swapBuffers();
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void requireSurface();
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void requireGlContext();
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GlobalContext* mGlobalContext;
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RenderThread& mRenderThread;
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sp<ANativeWindow> mNativeWindow;
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EGLSurface mEglSurface;
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bool mDirtyRegionsEnabled;
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bool mOpaque;
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OpenGLRenderer* mCanvas;
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bool mHaveNewSurface;
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const sp<RenderNode> mRootRenderNode;
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DrawProfiler mProfiler;
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};
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* CANVASCONTEXT_H_ */
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