ea7a7fb75a
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
99 lines
2.5 KiB
C++
99 lines
2.5 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 DRAWFRAMETASK_H
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#define DRAWFRAMETASK_H
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#include <vector>
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#include <utils/Condition.h>
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#include <utils/Mutex.h>
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#include <utils/StrongPointer.h>
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#include "RenderTask.h"
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#include "../Rect.h"
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#include "../FrameInfo.h"
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#include "../TreeInfo.h"
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class DisplayListData;
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class RenderNode;
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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enum SyncResult {
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kSync_OK = 0,
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kSync_UIRedrawRequired = 1 << 0,
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kSync_LostSurfaceRewardIfFound = 1 << 1,
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};
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/*
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* This is a special Super Task. It is re-used multiple times by RenderProxy,
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* and contains state (such as layer updaters & new DisplayListDatas) that is
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* tracked across many frames not just a single frame.
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* It is the sync-state task, and will kick off the post-sync draw
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*/
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class DrawFrameTask : public RenderTask {
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public:
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DrawFrameTask();
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virtual ~DrawFrameTask();
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void setContext(RenderThread* thread, CanvasContext* context, RenderNode* targetNode);
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void pushLayerUpdate(DeferredLayerUpdater* layer);
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void removeLayerUpdate(DeferredLayerUpdater* layer);
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int drawFrame();
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int64_t* frameInfo() { return mFrameInfo; }
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virtual void run() override;
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private:
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void postAndWait();
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bool syncFrameState(TreeInfo& info);
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void unblockUiThread();
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Mutex mLock;
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Condition mSignal;
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RenderThread* mRenderThread;
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CanvasContext* mContext;
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RenderNode* mTargetNode = nullptr;
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/*********************************************
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* Single frame data
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*********************************************/
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std::vector< sp<DeferredLayerUpdater> > mLayers;
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int mSyncResult;
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int64_t mSyncQueued;
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int64_t mFrameInfo[UI_THREAD_FRAME_INFO_SIZE];
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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 /* DRAWFRAMETASK_H */
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