Leon Scroggins III 5b7f426ff0 Use a separate thread to decode AnimatedImageDrawable
Bug: 63908092
Test: Manual: Ie18811ba29a1db163aca08472b04ae185e9344f0

Depends on https://skia-review.googlesource.com/#/c/skia/+/101544. That
change removes the Skia class's time checks, and leaving it up to the
client to keep track of the time. In this case, the client wants to keep
track of the time because it only wants to update while it is being
drawn. If it goes off screen (for example), it will just resume where it
left off when it returns on screen. This allows for smooth animations.

If an AnimatedImageDrawable is being drawn to a SkiaRecordingCanvas,
decode on the new (lazily-created) AnimatedImageThread.

When running, always decode one frame ahead on the AnimatedImageThread
so that it will be ready when it is time to display.

During prepareTree, update the time and check whether there is a new
frame ready to draw or the next frame needs to be decoded. In either
case, return true. The next frame to be decoded will be triggered by
onDraw.

Change-Id: If447976e9df417060a950f658dbca9cf7980dd02
2018-01-29 21:08:18 -05:00

171 lines
6.0 KiB
C++

/*
* Copyright (C) 2016 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 <SkSurface.h>
#include "FrameBuilder.h"
#include "hwui/AnimatedImageDrawable.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/IRenderPipeline.h"
class SkPictureRecorder;
namespace android {
namespace uirenderer {
namespace skiapipeline {
class SkiaPipeline : public renderthread::IRenderPipeline {
public:
SkiaPipeline(renderthread::RenderThread& thread);
virtual ~SkiaPipeline();
TaskManager* getTaskManager() override;
void onDestroyHardwareResources() override;
bool pinImages(std::vector<SkImage*>& mutableImages) override;
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) override { return false; }
void unpinImages() override;
void onPrepareTree() override;
void renderLayers(const FrameBuilder::LightGeometry& lightGeometry,
LayerUpdateQueue* layerUpdateQueue, bool opaque, bool wideColorGamut,
const BakedOpRenderer::LightInfo& lightInfo) override;
bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& damageAccumulator,
bool wideColorGamut) override;
void renderFrame(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, bool opaque, bool wideColorGamut,
const Rect& contentDrawBounds, sk_sp<SkSurface> surface);
std::vector<VectorDrawableRoot*>* getVectorDrawables() { return &mVectorDrawables; }
static void destroyLayer(RenderNode* node);
static void prepareToDraw(const renderthread::RenderThread& thread, Bitmap* bitmap);
void renderLayersImpl(const LayerUpdateQueue& layers, bool opaque, bool wideColorGamut);
static float getLightRadius() {
if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
return Properties::overrideLightRadius;
}
return mLightRadius;
}
static uint8_t getAmbientShadowAlpha() {
if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
return Properties::overrideAmbientShadowStrength;
}
return mAmbientShadowAlpha;
}
static uint8_t getSpotShadowAlpha() {
if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
return Properties::overrideSpotShadowStrength;
}
return mSpotShadowAlpha;
}
static Vector3 getLightCenter() {
if (CC_UNLIKELY(Properties::overrideLightPosY > 0 || Properties::overrideLightPosZ > 0)) {
Vector3 adjustedLightCenter = mLightCenter;
if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
// negated since this shifts up
adjustedLightCenter.y = -Properties::overrideLightPosY;
}
if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
adjustedLightCenter.z = Properties::overrideLightPosZ;
}
return adjustedLightCenter;
}
return mLightCenter;
}
static void updateLighting(const FrameBuilder::LightGeometry& lightGeometry,
const BakedOpRenderer::LightInfo& lightInfo) {
mLightRadius = lightGeometry.radius;
mAmbientShadowAlpha = lightInfo.ambientShadowAlpha;
mSpotShadowAlpha = lightInfo.spotShadowAlpha;
mLightCenter = lightGeometry.center;
}
protected:
void dumpResourceCacheUsage() const;
renderthread::RenderThread& mRenderThread;
private:
void renderFrameImpl(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, bool opaque, bool wideColorGamut,
const Rect& contentDrawBounds, SkCanvas* canvas);
/**
* Debugging feature. Draws a semi-transparent overlay on each pixel, indicating
* how many times it has been drawn.
*/
void renderOverdraw(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, const Rect& contentDrawBounds,
sk_sp<SkSurface>);
/**
* Render mVectorDrawables into offscreen buffers.
*/
void renderVectorDrawableCache();
SkCanvas* tryCapture(SkSurface* surface);
void endCapture(SkSurface* surface);
std::vector<sk_sp<SkImage>> mPinnedImages;
/**
* populated by prepareTree with dirty VDs
*/
std::vector<VectorDrawableRoot*> mVectorDrawables;
// Block of properties used only for debugging to record a SkPicture and save it in a file.
/**
* mCapturedFile is used to enforce we don't capture more than once for a given name (cause
* permissions don't allow to reset a property from render thread).
*/
std::string mCapturedFile;
/**
* mCaptureSequence counts how many frames are left to take in the sequence.
*/
int mCaptureSequence = 0;
/**
* mSavePictureProcessor is used to run the file saving code in a separate thread.
*/
class SavePictureProcessor;
sp<SavePictureProcessor> mSavePictureProcessor;
/**
* mRecorder holds the current picture recorder. We could store it on the stack to support
* parallel tryCapture calls (not really needed).
*/
std::unique_ptr<SkPictureRecorder> mRecorder;
static float mLightRadius;
static uint8_t mAmbientShadowAlpha;
static uint8_t mSpotShadowAlpha;
static Vector3 mLightCenter;
};
} /* namespace skiapipeline */
} /* namespace uirenderer */
} /* namespace android */