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
97 lines
2.5 KiB
C++
97 lines
2.5 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 DRAWFRAMETASK_H
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#define DRAWFRAMETASK_H
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#include <vector>
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#include <utils/Condition.h>
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#include <utils/Mutex.h>
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#include <utils/StrongPointer.h>
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#include "RenderTask.h"
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#include "../Rect.h"
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#include "../TreeInfo.h"
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class DisplayListData;
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class RenderNode;
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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enum SyncResult {
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kSync_OK = 0,
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kSync_UIRedrawRequired = 1 << 1,
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};
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/*
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* This is a special Super Task. It is re-used multiple times by RenderProxy,
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* and contains state (such as layer updaters & new DisplayListDatas) that is
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* tracked across many frames not just a single frame.
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* It is the sync-state task, and will kick off the post-sync draw
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*/
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class DrawFrameTask : public RenderTask {
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public:
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DrawFrameTask();
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virtual ~DrawFrameTask();
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void setContext(RenderThread* thread, CanvasContext* context);
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void pushLayerUpdate(DeferredLayerUpdater* layer);
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void removeLayerUpdate(DeferredLayerUpdater* layer);
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void setDirty(int left, int top, int right, int bottom);
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void setDensity(float density) { mDensity = density; }
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int drawFrame(nsecs_t frameTimeNanos, nsecs_t recordDurationNanos);
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virtual void run();
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private:
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void postAndWait();
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bool syncFrameState(TreeInfo& info);
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void unblockUiThread();
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Mutex mLock;
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Condition mSignal;
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RenderThread* mRenderThread;
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CanvasContext* mContext;
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/*********************************************
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* Single frame data
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*********************************************/
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Rect mDirty;
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nsecs_t mFrameTimeNanos;
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nsecs_t mRecordDurationNanos;
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float mDensity;
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std::vector< sp<DeferredLayerUpdater> > mLayers;
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int mSyncResult;
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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 /* DRAWFRAMETASK_H */
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