ce9762b57f
Test: It makes Bug: 183120308 Change-Id: I331262dd2da59817031f0c708f4c102041dcb5e0
197 lines
7.2 KiB
C++
197 lines
7.2 KiB
C++
/*
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* Copyright (C) 2018 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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#include "VkInteropFunctorDrawable.h"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <GLES3/gl3.h>
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#include <gui/TraceUtils.h>
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#include <private/hwui/DrawGlInfo.h>
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#include <utils/Color.h>
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#include <utils/GLUtils.h>
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#include <utils/Trace.h>
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#include <thread>
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#include "renderthread/EglManager.h"
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#include "thread/ThreadBase.h"
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#include "utils/TimeUtils.h"
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namespace android {
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namespace uirenderer {
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namespace skiapipeline {
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static renderthread::EglManager sEglManager;
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// ScopedDrawRequest makes sure a GL thread is started and EGL context is initialized on it.
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class ScopedDrawRequest {
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public:
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ScopedDrawRequest() { beginDraw(); }
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private:
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void beginDraw() {
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if (!sEglManager.hasEglContext()) {
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sEglManager.initialize();
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}
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}
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};
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void VkInteropFunctorDrawable::vkInvokeFunctor(Functor* functor) {
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ScopedDrawRequest _drawRequest{};
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EGLDisplay display = sEglManager.eglDisplay();
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DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
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if (display != EGL_NO_DISPLAY) {
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mode = DrawGlInfo::kModeProcess;
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}
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(*functor)(mode, nullptr);
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}
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#define FENCE_TIMEOUT 2000000000
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void VkInteropFunctorDrawable::onDraw(SkCanvas* canvas) {
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ATRACE_CALL();
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if (canvas->recordingContext() == nullptr) {
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SkDEBUGF(("Attempting to draw VkInteropFunctor into an unsupported surface"));
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return;
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}
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ScopedDrawRequest _drawRequest{};
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SkImageInfo surfaceInfo = canvas->imageInfo();
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if (mFrameBuffer == nullptr || mFBInfo != surfaceInfo) {
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// Buffer will be used as an OpenGL ES render target.
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AHardwareBuffer_Desc desc = {
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.width = static_cast<uint32_t>(surfaceInfo.width()),
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.height = static_cast<uint32_t>(surfaceInfo.height()),
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.layers = 1,
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.format = ColorTypeToBufferFormat(surfaceInfo.colorType()),
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.usage = AHARDWAREBUFFER_USAGE_CPU_READ_NEVER |
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AHARDWAREBUFFER_USAGE_CPU_WRITE_NEVER |
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AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE |
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AHARDWAREBUFFER_USAGE_GPU_FRAMEBUFFER,
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};
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mFrameBuffer = allocateAHardwareBuffer(desc);
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if (!mFrameBuffer) {
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ALOGW("VkInteropFunctorDrawable::onDraw() failed in AHardwareBuffer_allocate()");
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return;
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}
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mFBInfo = surfaceInfo;
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}
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// TODO: Synchronization is needed on mFrameBuffer to guarantee that the previous Vulkan
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// TODO: draw command has completed.
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// TODO: A simple but inefficient way is to flush and issue a QueueWaitIdle call. See
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// TODO: GrVkGpu::destroyResources() for example.
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{
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ATRACE_FORMAT("WebViewDraw_%dx%d", mFBInfo.width(), mFBInfo.height());
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EGLDisplay display = sEglManager.eglDisplay();
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LOG_ALWAYS_FATAL_IF(display == EGL_NO_DISPLAY, "Failed to get EGL_DEFAULT_DISPLAY! err=%s",
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uirenderer::renderthread::EglManager::eglErrorString());
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// We use an EGLImage to access the content of the GraphicBuffer
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// The EGL image is later bound to a 2D texture
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const EGLClientBuffer clientBuffer = eglGetNativeClientBufferANDROID(mFrameBuffer.get());
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AutoEglImage autoImage(display, clientBuffer);
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if (autoImage.image == EGL_NO_IMAGE_KHR) {
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ALOGW("Could not create EGL image, err =%s",
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uirenderer::renderthread::EglManager::eglErrorString());
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return;
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}
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AutoSkiaGlTexture glTexture;
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, autoImage.image);
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GL_CHECKPOINT(MODERATE);
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glBindTexture(GL_TEXTURE_2D, 0);
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DrawGlInfo info;
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SkM44 mat4(canvas->getLocalToDevice());
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SkIRect clipBounds = canvas->getDeviceClipBounds();
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info.clipLeft = clipBounds.fLeft;
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info.clipTop = clipBounds.fTop;
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info.clipRight = clipBounds.fRight;
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info.clipBottom = clipBounds.fBottom;
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info.isLayer = true;
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info.width = mFBInfo.width();
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info.height = mFBInfo.height();
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mat4.getColMajor(&info.transform[0]);
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info.color_space_ptr = canvas->imageInfo().colorSpace();
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glViewport(0, 0, info.width, info.height);
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AutoGLFramebuffer glFb;
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// Bind texture to the frame buffer.
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glTexture.mTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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ALOGE("Failed framebuffer check for created target buffer: %s",
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GLUtils::getGLFramebufferError());
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return;
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}
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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mWebViewHandle->drawGl(info);
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EGLSyncKHR glDrawFinishedFence =
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eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_FENCE_KHR, NULL);
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LOG_ALWAYS_FATAL_IF(glDrawFinishedFence == EGL_NO_SYNC_KHR,
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"Could not create sync fence %#x", eglGetError());
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glFlush();
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// TODO: export EGLSyncKHR in file descr
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// TODO: import file desc in Vulkan Semaphore
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// TODO: instead block the GPU: probably by using external Vulkan semaphore.
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// Block the CPU until the glFlush finish.
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EGLint waitStatus = eglClientWaitSyncKHR(display, glDrawFinishedFence, 0, FENCE_TIMEOUT);
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LOG_ALWAYS_FATAL_IF(waitStatus != EGL_CONDITION_SATISFIED_KHR,
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"Failed to wait for the fence %#x", eglGetError());
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eglDestroySyncKHR(display, glDrawFinishedFence);
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}
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SkPaint paint;
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paint.setBlendMode(SkBlendMode::kSrcOver);
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canvas->save();
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// The size of the image matches the size of the canvas. We've used the matrix already, while
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// drawing into the offscreen surface, so we need to reset it here.
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canvas->resetMatrix();
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auto functorImage = SkImage::MakeFromAHardwareBuffer(mFrameBuffer.get(), kPremul_SkAlphaType,
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canvas->imageInfo().refColorSpace(),
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kBottomLeft_GrSurfaceOrigin);
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canvas->drawImage(functorImage, 0, 0, SkSamplingOptions(), &paint);
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canvas->restore();
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}
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void VkInteropFunctorDrawable::syncFunctor(const WebViewSyncData& data) const {
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ScopedDrawRequest _drawRequest{};
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FunctorDrawable::syncFunctor(data);
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}
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} // namespace skiapipeline
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} // namespace uirenderer
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} // namespace android
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