Chris Craik 69e5adffb1 Define shadow casting behavior within layers
bug:15860114

Savelayers and HW layers both now support shadow casting.

For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.

Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
2014-08-15 00:59:44 +00:00

351 lines
10 KiB
C++

/*
* Copyright (C) 2013 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 "RenderThread.h"
#if defined(HAVE_PTHREADS)
#include <sys/resource.h>
#endif
#include <gui/DisplayEventReceiver.h>
#include <utils/Log.h>
#include "../RenderState.h"
#include "CanvasContext.h"
#include "EglManager.h"
#include "RenderProxy.h"
namespace android {
using namespace uirenderer::renderthread;
ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
namespace uirenderer {
namespace renderthread {
// Number of events to read at a time from the DisplayEventReceiver pipe.
// The value should be large enough that we can quickly drain the pipe
// using just a few large reads.
static const size_t EVENT_BUFFER_SIZE = 100;
// Slight delay to give the UI time to push us a new frame before we replay
static const int DISPATCH_FRAME_CALLBACKS_DELAY = 4;
TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
RenderTask* TaskQueue::next() {
RenderTask* ret = mHead;
if (ret) {
mHead = ret->mNext;
if (!mHead) {
mTail = 0;
}
ret->mNext = 0;
}
return ret;
}
RenderTask* TaskQueue::peek() {
return mHead;
}
void TaskQueue::queue(RenderTask* task) {
// Since the RenderTask itself forms the linked list it is not allowed
// to have the same task queued twice
LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
if (mTail) {
// Fast path if we can just append
if (mTail->mRunAt <= task->mRunAt) {
mTail->mNext = task;
mTail = task;
} else {
// Need to find the proper insertion point
RenderTask* previous = 0;
RenderTask* next = mHead;
while (next && next->mRunAt <= task->mRunAt) {
previous = next;
next = next->mNext;
}
if (!previous) {
task->mNext = mHead;
mHead = task;
} else {
previous->mNext = task;
if (next) {
task->mNext = next;
} else {
mTail = task;
}
}
}
} else {
mTail = mHead = task;
}
}
void TaskQueue::queueAtFront(RenderTask* task) {
if (mTail) {
task->mNext = mHead;
mHead = task;
} else {
mTail = mHead = task;
}
}
void TaskQueue::remove(RenderTask* task) {
// TaskQueue is strict here to enforce that users are keeping track of
// their RenderTasks due to how their memory is managed
LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
"Cannot remove a task that isn't in the queue!");
// If task is the head we can just call next() to pop it off
// Otherwise we need to scan through to find the task before it
if (peek() == task) {
next();
} else {
RenderTask* previous = mHead;
while (previous->mNext != task) {
previous = previous->mNext;
}
previous->mNext = task->mNext;
if (mTail == task) {
mTail = previous;
}
}
}
class DispatchFrameCallbacks : public RenderTask {
private:
RenderThread* mRenderThread;
public:
DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
virtual void run() {
mRenderThread->dispatchFrameCallbacks();
}
};
RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>()
, mNextWakeup(LLONG_MAX)
, mDisplayEventReceiver(0)
, mVsyncRequested(false)
, mFrameCallbackTaskPending(false)
, mFrameCallbackTask(0)
, mRenderState(NULL)
, mEglManager(NULL) {
mFrameCallbackTask = new DispatchFrameCallbacks(this);
mLooper = new Looper(false);
run("RenderThread");
}
RenderThread::~RenderThread() {
LOG_ALWAYS_FATAL("Can't destroy the render thread");
}
void RenderThread::initializeDisplayEventReceiver() {
LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
mDisplayEventReceiver = new DisplayEventReceiver();
status_t status = mDisplayEventReceiver->initCheck();
LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
"failed with status: %d", status);
// Register the FD
mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
}
void RenderThread::initThreadLocals() {
initializeDisplayEventReceiver();
mEglManager = new EglManager(*this);
mRenderState = new RenderState();
}
int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
ALOGE("Display event receiver pipe was closed or an error occurred. "
"events=0x%x", events);
return 0; // remove the callback
}
if (!(events & Looper::EVENT_INPUT)) {
ALOGW("Received spurious callback for unhandled poll event. "
"events=0x%x", events);
return 1; // keep the callback
}
reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
return 1; // keep the callback
}
static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
nsecs_t latest = 0;
ssize_t n;
while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
for (ssize_t i = 0; i < n; i++) {
const DisplayEventReceiver::Event& ev = buf[i];
switch (ev.header.type) {
case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
latest = ev.header.timestamp;
break;
}
}
}
if (n < 0) {
ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
}
return latest;
}
void RenderThread::drainDisplayEventQueue(bool skipCallbacks) {
ATRACE_CALL();
nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
if (vsyncEvent > 0) {
mVsyncRequested = false;
mTimeLord.vsyncReceived(vsyncEvent);
if (!skipCallbacks && !mFrameCallbackTaskPending) {
ATRACE_NAME("queue mFrameCallbackTask");
mFrameCallbackTaskPending = true;
queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
}
}
}
void RenderThread::dispatchFrameCallbacks() {
ATRACE_CALL();
mFrameCallbackTaskPending = false;
std::set<IFrameCallback*> callbacks;
mFrameCallbacks.swap(callbacks);
for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
(*it)->doFrame();
}
}
void RenderThread::requestVsync() {
if (!mVsyncRequested) {
mVsyncRequested = true;
status_t status = mDisplayEventReceiver->requestNextVsync();
LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
"requestNextVsync failed with status: %d", status);
}
}
bool RenderThread::threadLoop() {
#if defined(HAVE_PTHREADS)
setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
#endif
initThreadLocals();
int timeoutMillis = -1;
for (;;) {
int result = mLooper->pollOnce(timeoutMillis);
LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
"RenderThread Looper POLL_ERROR!");
nsecs_t nextWakeup;
// Process our queue, if we have anything
while (RenderTask* task = nextTask(&nextWakeup)) {
task->run();
// task may have deleted itself, do not reference it again
}
if (nextWakeup == LLONG_MAX) {
timeoutMillis = -1;
} else {
nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
if (timeoutMillis < 0) {
timeoutMillis = 0;
}
}
if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
drainDisplayEventQueue(true);
mFrameCallbacks.insert(
mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
mPendingRegistrationFrameCallbacks.clear();
requestVsync();
}
}
return false;
}
void RenderThread::queue(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.queue(task);
if (mNextWakeup && task->mRunAt < mNextWakeup) {
mNextWakeup = 0;
mLooper->wake();
}
}
void RenderThread::queueAtFront(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.queueAtFront(task);
mLooper->wake();
}
void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
queue(task);
}
void RenderThread::remove(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.remove(task);
}
void RenderThread::postFrameCallback(IFrameCallback* callback) {
mPendingRegistrationFrameCallbacks.insert(callback);
}
void RenderThread::removeFrameCallback(IFrameCallback* callback) {
mFrameCallbacks.erase(callback);
mPendingRegistrationFrameCallbacks.erase(callback);
}
void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
if (mFrameCallbacks.erase(callback)) {
mPendingRegistrationFrameCallbacks.insert(callback);
}
}
RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
AutoMutex _lock(mLock);
RenderTask* next = mQueue.peek();
if (!next) {
mNextWakeup = LLONG_MAX;
} else {
mNextWakeup = next->mRunAt;
// Most tasks won't be delayed, so avoid unnecessary systemTime() calls
if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
next = mQueue.next();
} else {
next = 0;
}
}
if (nextWakeup) {
*nextWakeup = mNextWakeup;
}
return next;
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */