f648108f83
Bug: 22802885 Change-Id: I6beed5474d3a943b16e9097f7bd61ce3cbd37505
119 lines
3.9 KiB
C++
119 lines
3.9 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 TREEINFO_H
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#define TREEINFO_H
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#include "utils/Macros.h"
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#include <utils/Timers.h>
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#include <string>
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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class CanvasContext;
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}
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class DamageAccumulator;
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class LayerUpdateQueue;
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class OpenGLRenderer;
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class RenderState;
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class ErrorHandler {
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public:
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virtual void onError(const std::string& message) = 0;
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protected:
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~ErrorHandler() {}
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};
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// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
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class TreeInfo {
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PREVENT_COPY_AND_ASSIGN(TreeInfo);
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public:
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enum TraversalMode {
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// The full monty - sync, push, run animators, etc... Used by DrawFrameTask
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// May only be used if both the UI thread and RT thread are blocked on the
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// prepare
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MODE_FULL,
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// Run only what can be done safely on RT thread. Currently this only means
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// animators, but potentially things like SurfaceTexture updates
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// could be handled by this as well if there are no listeners
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MODE_RT_ONLY,
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};
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TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
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: mode(mode)
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, prepareTextures(mode == MODE_FULL)
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, canvasContext(canvasContext)
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{}
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TraversalMode mode;
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// TODO: Remove this? Currently this is used to signal to stop preparing
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// textures if we run out of cache space.
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bool prepareTextures;
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renderthread::CanvasContext& canvasContext;
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// TODO: buildLayer uses this to suppress running any animations, but this
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// should probably be refactored somehow. The reason this is done is
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// because buildLayer is not setup for injecting the animationHook, as well
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// as this being otherwise wasted work as all the animators will be
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// re-evaluated when the frame is actually drawn
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bool runAnimations = true;
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// Must not be null during actual usage
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DamageAccumulator* damageAccumulator = nullptr;
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#if HWUI_NEW_OPS
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LayerUpdateQueue* layerUpdateQueue = nullptr;
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#else
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// The renderer that will be drawing the next frame. Use this to push any
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// layer updates or similar. May be NULL.
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OpenGLRenderer* renderer = nullptr;
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#endif
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ErrorHandler* errorHandler = nullptr;
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// Frame number for use with synchronized surfaceview position updating
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int64_t frameNumber = -1;
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int32_t windowInsetLeft = 0;
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int32_t windowInsetTop = 0;
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bool updateWindowPositions = false;
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struct Out {
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bool hasFunctors = false;
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// This is only updated if evaluateAnimations is true
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bool hasAnimations = false;
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// This is set to true if there is an animation that RenderThread cannot
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// animate itself, such as if hasFunctors is true
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// This is only set if hasAnimations is true
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bool requiresUiRedraw = false;
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// This is set to true if draw() can be called this frame
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// false means that we must delay until the next vsync pulse as frame
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// production is outrunning consumption
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// NOTE that if this is false CanvasContext will set either requiresUiRedraw
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// *OR* will post itself for the next vsync automatically, use this
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// only to avoid calling draw()
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bool canDrawThisFrame = true;
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} out;
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// TODO: Damage calculations
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* TREEINFO_H */
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