f138b174fd
Move content bounds into DrawFrameTask. This ensures that changes in bounds are synchronized with changes in rendering commands, avoiding potential underdraw. Bug: 64200212 Test: Repro steps in bug. Drag up/down on resize handle, verify no flicker. Change-Id: I3109acf262e23c2a7d8904f1dcbfc8273aaed65b
280 lines
8.7 KiB
C++
280 lines
8.7 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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#pragma once
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#include "BakedOpDispatcher.h"
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#include "BakedOpRenderer.h"
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#include "DamageAccumulator.h"
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#include "FrameBuilder.h"
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#include "FrameInfo.h"
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#include "FrameInfoVisualizer.h"
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#include "FrameMetricsReporter.h"
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#include "IContextFactory.h"
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#include "IRenderPipeline.h"
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#include "LayerUpdateQueue.h"
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#include "RenderNode.h"
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#include "thread/Task.h"
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#include "thread/TaskProcessor.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 <gui/Surface.h>
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#include <functional>
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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 Layer;
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class Rect;
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class RenderState;
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namespace renderthread {
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class EglManager;
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class Frame;
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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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static CanvasContext* create(RenderThread& thread, bool translucent,
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RenderNode* rootRenderNode, IContextFactory* contextFactory);
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virtual ~CanvasContext();
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/**
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* Update or create a layer specific for the provided RenderNode. The layer
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* attached to the node will be specific to the RenderPipeline used by this
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* context
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*
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* @return true if the layer has been created or updated
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*/
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bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) {
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return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut);
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}
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/**
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* Pin any mutable images to the GPU cache. A pinned images is guaranteed to
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* remain in the cache until it has been unpinned. We leverage this feature
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* to avoid making a CPU copy of the pixels.
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*
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* @return true if all images have been successfully pinned to the GPU cache
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* and false otherwise (e.g. cache limits have been exceeded).
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*/
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bool pinImages(std::vector<SkImage*>& mutableImages) {
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return mRenderPipeline->pinImages(mutableImages);
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}
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bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
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return mRenderPipeline->pinImages(images);
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}
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/**
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* Unpin any image that had be previously pinned to the GPU cache
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*/
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void unpinImages() { mRenderPipeline->unpinImages(); }
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/**
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* Destroy any layers that have been attached to the provided RenderNode removing
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* any state that may have been set during createOrUpdateLayer().
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*/
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static void destroyLayer(RenderNode* node);
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static void invokeFunctor(const RenderThread& thread, Functor* functor);
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static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
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/*
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* If Properties::isSkiaEnabled() is true then this will return the Skia
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* grContext associated with the current RenderPipeline.
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*/
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GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
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// Won't take effect until next EGLSurface creation
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void setSwapBehavior(SwapBehavior swapBehavior);
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void initialize(Surface* surface);
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void updateSurface(Surface* surface);
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bool pauseSurface(Surface* surface);
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void setStopped(bool stopped);
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bool hasSurface() { return mNativeSurface.get(); }
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void setup(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 setWideGamut(bool wideGamut);
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bool makeCurrent();
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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, Choreographer-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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DeferredLayerUpdater* createTextureLayer();
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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);
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void serializeDisplayListTree();
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void addRenderNode(RenderNode* node, bool placeFront);
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void removeRenderNode(RenderNode* node);
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void setContentDrawBounds(const Rect& bounds) {
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mContentDrawBounds = bounds;
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}
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RenderState& getRenderState() {
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return mRenderThread.renderState();
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}
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void addFrameMetricsObserver(FrameMetricsObserver* observer) {
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if (mFrameMetricsReporter.get() == nullptr) {
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mFrameMetricsReporter.reset(new FrameMetricsReporter());
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}
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mFrameMetricsReporter->addObserver(observer);
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}
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void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
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if (mFrameMetricsReporter.get() != nullptr) {
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mFrameMetricsReporter->removeObserver(observer);
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if (!mFrameMetricsReporter->hasObservers()) {
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mFrameMetricsReporter.reset(nullptr);
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}
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}
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}
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// Used to queue up work that needs to be completed before this frame completes
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ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
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ANDROID_API int64_t getFrameNumber();
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void waitOnFences();
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IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
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private:
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CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
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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(Surface* window);
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void freePrefetchedLayers();
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bool isSwapChainStuffed();
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SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
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EGLint mLastFrameWidth = 0;
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EGLint mLastFrameHeight = 0;
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RenderThread& mRenderThread;
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sp<Surface> mNativeSurface;
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// stopped indicates the CanvasContext will reject actual redraw operations,
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// and defer repaint until it is un-stopped
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bool mStopped = false;
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// CanvasContext is dirty if it has received an update that it has not
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// painted onto its surface.
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bool mIsDirty = false;
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SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
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struct SwapHistory {
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SkRect damage;
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nsecs_t vsyncTime;
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nsecs_t swapCompletedTime;
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nsecs_t dequeueDuration;
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nsecs_t queueDuration;
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};
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RingBuffer<SwapHistory, 3> mSwapHistory;
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int64_t mFrameNumber = -1;
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// last vsync for a dropped frame due to stuffed queue
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nsecs_t mLastDropVsync = 0;
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bool mOpaque;
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bool mWideColorGamut = false;
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BakedOpRenderer::LightInfo mLightInfo;
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FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
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bool mHaveNewSurface = false;
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DamageAccumulator mDamageAccumulator;
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LayerUpdateQueue mLayerUpdateQueue;
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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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std::string mName;
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JankTracker mJankTracker;
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FrameInfoVisualizer mProfiler;
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std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
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std::set<RenderNode*> mPrefetchedLayers;
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// Stores the bounds of the main content.
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Rect mContentDrawBounds;
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// TODO: This is really a Task<void> but that doesn't really work
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// when Future<> expects to be able to get/set a value
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struct FuncTask : public Task<bool> {
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std::function<void()> func;
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};
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class FuncTaskProcessor;
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std::vector< sp<FuncTask> > mFrameFences;
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sp<TaskProcessor<bool> > mFrameWorkProcessor;
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std::unique_ptr<IRenderPipeline> mRenderPipeline;
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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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