ANativeWindow usage now has enough feature parity so that we can use that instead. Bug: 137012798 Test: builds Test: Scroll through settings Change-Id: I0054315058b28bcb5e779a6f71a3cfb164625a5f
285 lines
9.2 KiB
C++
285 lines
9.2 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 <SkBitmap.h>
|
|
#include <SkRect.h>
|
|
#include <SkSize.h>
|
|
#include <cutils/compiler.h>
|
|
#include <utils/Functor.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.
|
|
*/
|
|
GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
|
|
|
|
// Won't take effect until next EGLSurface creation
|
|
void setSwapBehavior(SwapBehavior swapBehavior);
|
|
|
|
void setSurface(ANativeWindow* window, bool enableTimeout = true);
|
|
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 setWideGamut(bool wideGamut);
|
|
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
|
|
ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
|
|
|
|
ANDROID_API 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;
|
|
}
|
|
|
|
// Must be called before setSurface
|
|
void setRenderAheadDepth(int renderAhead);
|
|
|
|
SkISize getNextFrameSize() const;
|
|
|
|
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 setPresentTime();
|
|
|
|
SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
|
|
|
|
// The same type as Frame.mWidth and Frame.mHeight
|
|
int32_t mLastFrameWidth = 0;
|
|
int32_t mLastFrameHeight = 0;
|
|
|
|
RenderThread& mRenderThread;
|
|
std::unique_ptr<ReliableSurface> mNativeSurface;
|
|
// 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;
|
|
bool mFixedRenderAhead = false;
|
|
uint32_t mRenderAheadDepth = 0;
|
|
uint32_t mRenderAheadCapacity = 0;
|
|
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;
|
|
RingBuffer<std::pair<FrameInfo*, int64_t>, 4> mLast4FrameInfos;
|
|
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;
|
|
};
|
|
|
|
} /* namespace renderthread */
|
|
} /* namespace uirenderer */
|
|
} /* namespace android */
|