Huihong Luo 054b8d3000 Webview overlay support
The basic idea is to create a child surface control from the root surface control passed from ViewRootImpl to the render thread.

Transactions are sent back to the java layer to get merged.

In case of offscreen layers, SurfaceControl must be disabled.

This new feature is disabled for Vulkan at the moment, a new CL will be used to enable the support.

Bug: 173671170
Test: manual, webview apks
Change-Id: I119405d13eca3c59fd3ec78e50dc7739f78411d4
2021-04-17 13:24:48 -07:00

317 lines
10 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.
*/
#pragma once
#include "DamageAccumulator.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "FrameMetricsReporter.h"
#include "IContextFactory.h"
#include "IRenderPipeline.h"
#include "JankTracker.h"
#include "LayerUpdateQueue.h"
#include "Lighting.h"
#include "ReliableSurface.h"
#include "RenderNode.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "utils/RingBuffer.h"
#include "ColorMode.h"
#include <SkBitmap.h>
#include <SkRect.h>
#include <SkSize.h>
#include <cutils/compiler.h>
#include <utils/Functor.h>
#include <utils/Mutex.h>
#include <functional>
#include <future>
#include <set>
#include <string>
#include <utility>
#include <vector>
namespace android {
namespace uirenderer {
class AnimationContext;
class DeferredLayerUpdater;
class ErrorHandler;
class Layer;
class Rect;
class RenderState;
namespace renderthread {
class Frame;
// This per-renderer class manages the bridge between the global EGL context
// and the render surface.
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory);
virtual ~CanvasContext();
/**
* Update or create a layer specific for the provided RenderNode. The layer
* attached to the node will be specific to the RenderPipeline used by this
* context
*
* @return true if the layer has been created or updated
*/
bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator,
ErrorHandler* errorHandler) {
return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, errorHandler);
}
/**
* Pin any mutable images to the GPU cache. A pinned images is guaranteed to
* remain in the cache until it has been unpinned. We leverage this feature
* to avoid making a CPU copy of the pixels.
*
* @return true if all images have been successfully pinned to the GPU cache
* and false otherwise (e.g. cache limits have been exceeded).
*/
bool pinImages(std::vector<SkImage*>& mutableImages) {
return mRenderPipeline->pinImages(mutableImages);
}
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
/**
* Unpin any image that had be previously pinned to the GPU cache
*/
void unpinImages() { mRenderPipeline->unpinImages(); }
static void invokeFunctor(const RenderThread& thread, Functor* functor);
static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
/*
* If Properties::isSkiaEnabled() is true then this will return the Skia
* grContext associated with the current RenderPipeline.
*/
GrDirectContext* getGrContext() const { return mRenderThread.getGrContext(); }
ASurfaceControl* getSurfaceControl() const { return mSurfaceControl; }
// Won't take effect until next EGLSurface creation
void setSwapBehavior(SwapBehavior swapBehavior);
void setSurface(ANativeWindow* window, bool enableTimeout = true);
void setSurfaceControl(ASurfaceControl* surfaceControl);
bool pauseSurface();
void setStopped(bool stopped);
bool hasSurface() const { return mNativeSurface.get(); }
void allocateBuffers();
void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightGeometry(const Vector3& lightCenter, float lightRadius);
void setOpaque(bool opaque);
void setColorMode(ColorMode mode);
bool makeCurrent();
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
void draw();
void destroy();
// IFrameCallback, Choreographer-driven frame callback entry point
virtual void doFrame() override;
void prepareAndDraw(RenderNode* node);
void buildLayer(RenderNode* node);
void markLayerInUse(RenderNode* node);
void destroyHardwareResources();
static void trimMemory(RenderThread& thread, int level);
DeferredLayerUpdater* createTextureLayer();
void stopDrawing();
void notifyFramePending();
FrameInfoVisualizer& profiler() { return mProfiler; }
void dumpFrames(int fd);
void resetFrameStats();
void setName(const std::string&& name);
void addRenderNode(RenderNode* node, bool placeFront);
void removeRenderNode(RenderNode* node);
void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
void addFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() == nullptr) {
mFrameMetricsReporter.reset(new FrameMetricsReporter());
}
mFrameMetricsReporter->addObserver(observer);
}
void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() != nullptr) {
mFrameMetricsReporter->removeObserver(observer);
if (!mFrameMetricsReporter->hasObservers()) {
mFrameMetricsReporter.reset(nullptr);
}
}
}
// Used to queue up work that needs to be completed before this frame completes
void enqueueFrameWork(std::function<void()>&& func);
int64_t getFrameNumber();
void waitOnFences();
IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
void addFrameCompleteListener(std::function<void(int64_t)>&& func) {
mFrameCompleteCallbacks.push_back(std::move(func));
}
void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) {
mRenderPipeline->setPictureCapturedCallback(callback);
}
void setForceDark(bool enable) { mUseForceDark = enable; }
bool useForceDark() {
return mUseForceDark;
}
SkISize getNextFrameSize() const;
// Called when SurfaceStats are available.
static void onSurfaceStatsAvailable(void* context, ASurfaceControl* control,
ASurfaceControlStats* stats);
void setASurfaceTransactionCallback(
const std::function<void(int64_t, int64_t, int64_t)>& callback) {
mASurfaceTransactionCallback = callback;
}
bool mergeTransaction(ASurfaceTransaction* transaction, ASurfaceControl* control);
static CanvasContext* getActiveContext();
private:
CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
friend class android::uirenderer::RenderState;
void freePrefetchedLayers();
bool isSwapChainStuffed();
bool surfaceRequiresRedraw();
void setupPipelineSurface();
SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
void finishFrame(FrameInfo* frameInfo);
/**
* Invoke 'reportFrameMetrics' on the last frame stored in 'mLast4FrameInfos'.
* Populate the 'presentTime' field before calling.
*/
void reportMetricsWithPresentTime();
// The same type as Frame.mWidth and Frame.mHeight
int32_t mLastFrameWidth = 0;
int32_t mLastFrameHeight = 0;
RenderThread& mRenderThread;
std::unique_ptr<ReliableSurface> mNativeSurface;
// The SurfaceControl reference is passed from ViewRootImpl, can be set to
// NULL to remove the reference
ASurfaceControl* mSurfaceControl = nullptr;
// stopped indicates the CanvasContext will reject actual redraw operations,
// and defer repaint until it is un-stopped
bool mStopped = false;
// Incremented each time the CanvasContext is stopped. Used to ignore
// delayed messages that are triggered after stopping.
int mGenerationID;
// CanvasContext is dirty if it has received an update that it has not
// painted onto its surface.
bool mIsDirty = false;
SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
struct SwapHistory {
SkRect damage;
nsecs_t vsyncTime;
nsecs_t swapCompletedTime;
nsecs_t dequeueDuration;
nsecs_t queueDuration;
};
// Need at least 4 because we do quad buffer. Add a 5th for good measure.
RingBuffer<SwapHistory, 5> mSwapHistory;
int64_t mFrameNumber = -1;
int64_t mDamageId = 0;
// last vsync for a dropped frame due to stuffed queue
nsecs_t mLastDropVsync = 0;
bool mOpaque;
bool mUseForceDark = false;
LightInfo mLightInfo;
LightGeometry mLightGeometry = {{0, 0, 0}, 0};
bool mHaveNewSurface = false;
DamageAccumulator mDamageAccumulator;
LayerUpdateQueue mLayerUpdateQueue;
std::unique_ptr<AnimationContext> mAnimationContext;
std::vector<sp<RenderNode>> mRenderNodes;
FrameInfo* mCurrentFrameInfo = nullptr;
// List of frames that are awaiting GPU completion reporting
RingBuffer<std::pair<FrameInfo*, int64_t>, 4> mLast4FrameInfos
GUARDED_BY(mLast4FrameInfosMutex);
std::mutex mLast4FrameInfosMutex;
std::string mName;
JankTracker mJankTracker;
FrameInfoVisualizer mProfiler;
std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
std::set<RenderNode*> mPrefetchedLayers;
// Stores the bounds of the main content.
Rect mContentDrawBounds;
std::vector<std::future<void>> mFrameFences;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks;
// If set to true, we expect that callbacks into onSurfaceStatsAvailable
bool mExpectSurfaceStats = false;
std::function<void(int64_t, int64_t, int64_t)> mASurfaceTransactionCallback;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */