This is adding the renderer side infrastructure to allow rendering multiple render nodes with different threads. This is a pre-step for decoupling a non client decor resize reder from a content resize render. Multiple render nodes can be added to be drawn, and to prevent overdrawing, a content bounds area can be set Bug: 22527834 Change-Id: Ie7271e20895bf38957e5a84aeefc883e282039ad
148 lines
4.0 KiB
C++
148 lines
4.0 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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#include "DrawFrameTask.h"
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#include <utils/Log.h>
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#include <utils/Trace.h>
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#include "../DeferredLayerUpdater.h"
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#include "../DisplayList.h"
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#include "../RenderNode.h"
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#include "CanvasContext.h"
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#include "RenderThread.h"
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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DrawFrameTask::DrawFrameTask()
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: mRenderThread(nullptr)
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, mContext(nullptr)
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, mSyncResult(kSync_OK) {
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}
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DrawFrameTask::~DrawFrameTask() {
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}
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void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context,
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RenderNode* targetNode) {
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mRenderThread = thread;
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mContext = context;
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mTargetNode = targetNode;
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}
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void DrawFrameTask::pushLayerUpdate(DeferredLayerUpdater* layer) {
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LOG_ALWAYS_FATAL_IF(!mContext, "Lifecycle violation, there's no context to pushLayerUpdate with!");
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for (size_t i = 0; i < mLayers.size(); i++) {
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if (mLayers[i].get() == layer) {
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return;
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}
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}
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mLayers.push_back(layer);
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}
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void DrawFrameTask::removeLayerUpdate(DeferredLayerUpdater* layer) {
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for (size_t i = 0; i < mLayers.size(); i++) {
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if (mLayers[i].get() == layer) {
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mLayers.erase(mLayers.begin() + i);
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return;
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}
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}
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}
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int DrawFrameTask::drawFrame() {
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LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!");
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mSyncResult = kSync_OK;
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mSyncQueued = systemTime(CLOCK_MONOTONIC);
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postAndWait();
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return mSyncResult;
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}
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void DrawFrameTask::postAndWait() {
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AutoMutex _lock(mLock);
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mRenderThread->queue(this);
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mSignal.wait(mLock);
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}
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void DrawFrameTask::run() {
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ATRACE_NAME("DrawFrame");
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bool canUnblockUiThread;
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bool canDrawThisFrame;
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{
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TreeInfo info(TreeInfo::MODE_FULL, mRenderThread->renderState());
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canUnblockUiThread = syncFrameState(info);
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canDrawThisFrame = info.out.canDrawThisFrame;
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}
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// Grab a copy of everything we need
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CanvasContext* context = mContext;
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// From this point on anything in "this" is *UNSAFE TO ACCESS*
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if (canUnblockUiThread) {
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unblockUiThread();
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}
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if (CC_LIKELY(canDrawThisFrame)) {
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context->draw();
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}
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if (!canUnblockUiThread) {
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unblockUiThread();
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}
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}
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bool DrawFrameTask::syncFrameState(TreeInfo& info) {
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ATRACE_CALL();
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int64_t vsync = mFrameInfo[static_cast<int>(FrameInfoIndex::Vsync)];
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mRenderThread->timeLord().vsyncReceived(vsync);
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mContext->makeCurrent();
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Caches::getInstance().textureCache.resetMarkInUse(mContext);
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for (size_t i = 0; i < mLayers.size(); i++) {
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mContext->processLayerUpdate(mLayers[i].get());
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}
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mLayers.clear();
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mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
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// This is after the prepareTree so that any pending operations
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// (RenderNode tree state, prefetched layers, etc...) will be flushed.
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if (CC_UNLIKELY(!mContext->hasSurface())) {
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mSyncResult |= kSync_LostSurfaceRewardIfFound;
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}
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if (info.out.hasAnimations) {
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if (info.out.requiresUiRedraw) {
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mSyncResult |= kSync_UIRedrawRequired;
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}
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}
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// If prepareTextures is false, we ran out of texture cache space
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return info.prepareTextures;
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}
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void DrawFrameTask::unblockUiThread() {
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AutoMutex _lock(mLock);
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mSignal.signal();
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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