b816087962
Using a multi threaded render node to render the window frame asynchronously from the application relayout. Bug: 22527834 Bug: 24400680 Bug: 24459827 Bug: 24409773 Bug: 24537510 Change-Id: I1010fc6a8b6e38424178140afa3ca124433ab7e4
177 lines
5.2 KiB
C++
177 lines
5.2 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 CANVASCONTEXT_H_
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#define CANVASCONTEXT_H_
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#include "DamageAccumulator.h"
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#include "IContextFactory.h"
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#include "FrameInfo.h"
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#include "FrameInfoVisualizer.h"
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#include "RenderNode.h"
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#include "utils/RingBuffer.h"
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#include "renderthread/RenderTask.h"
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#include "renderthread/RenderThread.h"
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#include <cutils/compiler.h>
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#include <EGL/egl.h>
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#include <SkBitmap.h>
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#include <SkRect.h>
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#include <utils/Functor.h>
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#include <set>
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#include <string>
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#include <vector>
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namespace android {
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namespace uirenderer {
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class AnimationContext;
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class DeferredLayerUpdater;
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class OpenGLRenderer;
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class Rect;
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class Layer;
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class RenderState;
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namespace renderthread {
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class EglManager;
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enum SwapBehavior {
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kSwap_default,
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kSwap_discardBuffer,
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};
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// This per-renderer class manages the bridge between the global EGL context
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// and the render surface.
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// TODO: Rename to Renderer or some other per-window, top-level manager
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class CanvasContext : public IFrameCallback {
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public:
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CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory);
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virtual ~CanvasContext();
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// Won't take effect until next EGLSurface creation
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void setSwapBehavior(SwapBehavior swapBehavior);
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bool initialize(ANativeWindow* window);
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void updateSurface(ANativeWindow* window);
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bool pauseSurface(ANativeWindow* window);
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bool hasSurface() { return mNativeWindow.get(); }
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void setup(int width, int height, float lightRadius,
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uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
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void setLightCenter(const Vector3& lightCenter);
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void setOpaque(bool opaque);
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void makeCurrent();
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void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
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void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
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int64_t syncQueued, RenderNode* target);
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void draw();
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void destroy();
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// IFrameCallback, Chroreographer-driven frame callback entry point
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virtual void doFrame() override;
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void prepareAndDraw(RenderNode* node);
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void buildLayer(RenderNode* node);
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bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
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void markLayerInUse(RenderNode* node);
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void destroyHardwareResources();
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static void trimMemory(RenderThread& thread, int level);
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static void invokeFunctor(RenderThread& thread, Functor* functor);
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void runWithGlContext(RenderTask* task);
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Layer* createTextureLayer();
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ANDROID_API static void setTextureAtlas(RenderThread& thread,
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const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
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void stopDrawing();
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void notifyFramePending();
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FrameInfoVisualizer& profiler() { return mProfiler; }
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void dumpFrames(int fd);
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void resetFrameStats();
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void setName(const std::string&& name) { mName = name; }
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const std::string& name() { return mName; }
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void serializeDisplayListTree();
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void addRenderNode(RenderNode* node, bool placeFront) {
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int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
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mRenderNodes.emplace( mRenderNodes.begin() + pos, node);
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}
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void removeRenderNode(RenderNode* node) {
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mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
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mRenderNodes.end());
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}
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void setContentDrawBounds(int left, int top, int right, int bottom) {
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mContentDrawBounds.set(left, top, right, bottom);
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}
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private:
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friend class RegisterFrameCallbackTask;
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// TODO: Replace with something better for layer & other GL object
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// lifecycle tracking
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friend class android::uirenderer::RenderState;
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void setSurface(ANativeWindow* window);
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void requireSurface();
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void freePrefetechedLayers();
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RenderThread& mRenderThread;
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EglManager& mEglManager;
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sp<ANativeWindow> mNativeWindow;
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EGLSurface mEglSurface = EGL_NO_SURFACE;
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bool mBufferPreserved = false;
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SwapBehavior mSwapBehavior = kSwap_default;
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RingBuffer<SkRect, 3> mDamageHistory;
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bool mOpaque;
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OpenGLRenderer* mCanvas = nullptr;
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bool mHaveNewSurface = false;
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DamageAccumulator mDamageAccumulator;
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std::unique_ptr<AnimationContext> mAnimationContext;
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std::vector< sp<RenderNode> > mRenderNodes;
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FrameInfo* mCurrentFrameInfo = nullptr;
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// Ring buffer large enough for 2 seconds worth of frames
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RingBuffer<FrameInfo, 120> mFrames;
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std::string mName;
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JankTracker mJankTracker;
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FrameInfoVisualizer mProfiler;
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std::set<RenderNode*> mPrefetechedLayers;
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// Stores the bounds of the main content.
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Rect mContentDrawBounds;
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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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#endif /* CANVASCONTEXT_H_ */
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