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/*
 * Copyright (C) 2014 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.
 */
#ifndef TREEINFO_H
#define TREEINFO_H

#include "utils/Macros.h"

#include <utils/Timers.h>

#include <string>

namespace android {
namespace uirenderer {

namespace renderthread {
class CanvasContext;
}

class DamageAccumulator;
class LayerUpdateQueue;
class OpenGLRenderer;
class RenderState;

class ErrorHandler {
public:
    virtual void onError(const std::string& message) = 0;
protected:
    ~ErrorHandler() {}
};

// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
class TreeInfo {
    PREVENT_COPY_AND_ASSIGN(TreeInfo);
public:
    enum TraversalMode {
        // The full monty - sync, push, run animators, etc... Used by DrawFrameTask
        // May only be used if both the UI thread and RT thread are blocked on the
        // prepare
        MODE_FULL,
        // Run only what can be done safely on RT thread. Currently this only means
        // animators, but potentially things like SurfaceTexture updates
        // could be handled by this as well if there are no listeners
        MODE_RT_ONLY,
    };

    TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
            : mode(mode)
            , prepareTextures(mode == MODE_FULL)
            , canvasContext(canvasContext)
    {}

    TraversalMode mode;
    // TODO: Remove this? Currently this is used to signal to stop preparing
    // textures if we run out of cache space.
    bool prepareTextures;
    renderthread::CanvasContext& canvasContext;
    // TODO: buildLayer uses this to suppress running any animations, but this
    // should probably be refactored somehow. The reason this is done is
    // because buildLayer is not setup for injecting the animationHook, as well
    // as this being otherwise wasted work as all the animators will be
    // re-evaluated when the frame is actually drawn
    bool runAnimations = true;

    // Must not be null during actual usage
    DamageAccumulator* damageAccumulator = nullptr;

#if HWUI_NEW_OPS
    LayerUpdateQueue* layerUpdateQueue = nullptr;
#else
    // The renderer that will be drawing the next frame. Use this to push any
    // layer updates or similar. May be NULL.
    OpenGLRenderer* renderer = nullptr;
#endif
    ErrorHandler* errorHandler = nullptr;

    // Frame number for use with synchronized surfaceview position updating
    int64_t frameNumber = -1;
    int32_t windowInsetLeft = 0;
    int32_t windowInsetTop = 0;
    bool updateWindowPositions = false;

    struct Out {
        bool hasFunctors = false;
        // This is only updated if evaluateAnimations is true
        bool hasAnimations = false;
        // This is set to true if there is an animation that RenderThread cannot
        // animate itself, such as if hasFunctors is true
        // This is only set if hasAnimations is true
        bool requiresUiRedraw = false;
        // This is set to true if draw() can be called this frame
        // false means that we must delay until the next vsync pulse as frame
        // production is outrunning consumption
        // NOTE that if this is false CanvasContext will set either requiresUiRedraw
        // *OR* will post itself for the next vsync automatically, use this
        // only to avoid calling draw()
        bool canDrawThisFrame = true;
    } out;

    // TODO: Damage calculations
};

} /* namespace uirenderer */
} /* namespace android */

#endif /* TREEINFO_H */