android_frameworks_base/libs/hwui/DeferredLayerUpdater.cpp
Derek Sollenberger 56ad6ec42f Remove LayerRenderer.
There is only one caller each for the static functions here so this
CL moves the logic to the caller.  Also by moving some of the code
into the pipeline it makes it easier for future changes to configure
how a pipeline handles a layer.

Change-Id: Ib735b5154325cbb658fd151f7a19dbf434ab44b7
2016-07-26 13:05:13 -04:00

142 lines
4.8 KiB
C++

/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "DeferredLayerUpdater.h"
#include "renderthread/EglManager.h"
#include "renderthread/RenderTask.h"
#include "utils/PaintUtils.h"
namespace android {
namespace uirenderer {
DeferredLayerUpdater::DeferredLayerUpdater(Layer* layer)
: mSurfaceTexture(nullptr)
, mTransform(nullptr)
, mNeedsGLContextAttach(false)
, mUpdateTexImage(false)
, mLayer(layer) {
mWidth = mLayer->getWidth();
mHeight = mLayer->getHeight();
mBlend = mLayer->isBlend();
mColorFilter = SkSafeRef(mLayer->getColorFilter());
mAlpha = mLayer->getAlpha();
mMode = mLayer->getMode();
}
DeferredLayerUpdater::~DeferredLayerUpdater() {
SkSafeUnref(mColorFilter);
setTransform(nullptr);
mLayer->postDecStrong();
mLayer = nullptr;
}
void DeferredLayerUpdater::setPaint(const SkPaint* paint) {
mAlpha = PaintUtils::getAlphaDirect(paint);
mMode = PaintUtils::getXfermodeDirect(paint);
SkColorFilter* colorFilter = (paint) ? paint->getColorFilter() : nullptr;
SkRefCnt_SafeAssign(mColorFilter, colorFilter);
}
void DeferredLayerUpdater::apply() {
mLayer->setColorFilter(mColorFilter);
mLayer->setAlpha(mAlpha, mMode);
if (mSurfaceTexture.get()) {
if (mNeedsGLContextAttach) {
mNeedsGLContextAttach = false;
mSurfaceTexture->attachToContext(mLayer->getTextureId());
}
if (mUpdateTexImage) {
mUpdateTexImage = false;
doUpdateTexImage();
}
if (mTransform) {
mLayer->getTransform().load(*mTransform);
setTransform(nullptr);
}
}
}
void DeferredLayerUpdater::doUpdateTexImage() {
if (mSurfaceTexture->updateTexImage() == NO_ERROR) {
float transform[16];
int64_t frameNumber = mSurfaceTexture->getFrameNumber();
// If the GLConsumer queue is in synchronous mode, need to discard all
// but latest frame, using the frame number to tell when we no longer
// have newer frames to target. Since we can't tell which mode it is in,
// do this unconditionally.
int dropCounter = 0;
while (mSurfaceTexture->updateTexImage() == NO_ERROR) {
int64_t newFrameNumber = mSurfaceTexture->getFrameNumber();
if (newFrameNumber == frameNumber) break;
frameNumber = newFrameNumber;
dropCounter++;
}
bool forceFilter = false;
sp<GraphicBuffer> buffer = mSurfaceTexture->getCurrentBuffer();
if (buffer != nullptr) {
// force filtration if buffer size != layer size
forceFilter = mWidth != static_cast<int>(buffer->getWidth())
|| mHeight != static_cast<int>(buffer->getHeight());
}
#if DEBUG_RENDERER
if (dropCounter > 0) {
RENDERER_LOGD("Dropped %d frames on texture layer update", dropCounter);
}
#endif
mSurfaceTexture->getTransformMatrix(transform);
GLenum renderTarget = mSurfaceTexture->getCurrentTextureTarget();
LOG_ALWAYS_FATAL_IF(renderTarget != GL_TEXTURE_2D && renderTarget != GL_TEXTURE_EXTERNAL_OES,
"doUpdateTexImage target %x, 2d %x, EXT %x",
renderTarget, GL_TEXTURE_2D, GL_TEXTURE_EXTERNAL_OES);
updateLayer(forceFilter, renderTarget, transform);
}
}
void DeferredLayerUpdater::updateLayer(bool forceFilter, GLenum renderTarget,
const float* textureTransform) {
mLayer->setBlend(mBlend);
mLayer->setForceFilter(forceFilter);
mLayer->setSize(mWidth, mHeight);
mLayer->getTexTransform().load(textureTransform);
if (renderTarget != mLayer->getRenderTarget()) {
mLayer->setRenderTarget(renderTarget);
mLayer->bindTexture();
mLayer->setFilter(GL_NEAREST, false, true);
mLayer->setWrap(GL_CLAMP_TO_EDGE, false, true);
}
}
void DeferredLayerUpdater::detachSurfaceTexture() {
if (mSurfaceTexture.get()) {
status_t err = mSurfaceTexture->detachFromContext();
if (err != 0) {
// TODO: Elevate to fatal exception
ALOGE("Failed to detach SurfaceTexture from context %d", err);
}
mSurfaceTexture = nullptr;
mLayer->clearTexture();
}
}
} /* namespace uirenderer */
} /* namespace android */