summaryrefslogtreecommitdiff
path: root/libs/hwui/renderthread/CanvasContext.h
blob: b0d980b94308202d416a2882fcf8c1889ab7198b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
/*
 * 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 CANVASCONTEXT_H_
#define CANVASCONTEXT_H_

#include "DamageAccumulator.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "FrameMetricsReporter.h"
#include "IContextFactory.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
#include "thread/Task.h"
#include "thread/TaskProcessor.h"
#include "utils/RingBuffer.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"

#if HWUI_NEW_OPS
#include "BakedOpDispatcher.h"
#include "BakedOpRenderer.h"
#include "FrameBuilder.h"
#endif

#include <cutils/compiler.h>
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <SkRect.h>
#include <utils/Functor.h>
#include <gui/Surface.h>

#include <functional>
#include <set>
#include <string>
#include <vector>

namespace android {
namespace uirenderer {

class AnimationContext;
class DeferredLayerUpdater;
class OpenGLRenderer;
class Rect;
class Layer;
class RenderState;

namespace renderthread {

class EglManager;

enum SwapBehavior {
    kSwap_default,
    kSwap_discardBuffer,
};

// This per-renderer class manages the bridge between the global EGL context
// and the render surface.
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
            IContextFactory* contextFactory);
    virtual ~CanvasContext();

    // Won't take effect until next EGLSurface creation
    void setSwapBehavior(SwapBehavior swapBehavior);

    void initialize(Surface* surface);
    void updateSurface(Surface* surface);
    bool pauseSurface(Surface* surface);
    void setStopped(bool stopped);
    bool hasSurface() { return mNativeSurface.get(); }

    void setup(int width, int height, float lightRadius,
            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
    void setLightCenter(const Vector3& lightCenter);
    void setOpaque(bool opaque);
    bool makeCurrent();
    void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
            int64_t syncQueued, RenderNode* target);
    void draw();
    void destroy(TreeObserver* observer);

    // IFrameCallback, Choreographer-driven frame callback entry point
    virtual void doFrame() override;
    void prepareAndDraw(RenderNode* node);

    void buildLayer(RenderNode* node, TreeObserver* observer);
    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
    void markLayerInUse(RenderNode* node);

    void destroyHardwareResources(TreeObserver* observer);
    static void trimMemory(RenderThread& thread, int level);

    static void invokeFunctor(RenderThread& thread, Functor* functor);

    void runWithGlContext(RenderTask* task);

    Layer* createTextureLayer();

    ANDROID_API static void setTextureAtlas(RenderThread& thread,
            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);

    void stopDrawing();
    void notifyFramePending();

    FrameInfoVisualizer& profiler() { return mProfiler; }

    void dumpFrames(int fd);
    void resetFrameStats();

    void setName(const std::string&& name) { mName = name; }
    const std::string& name() { return mName; }

    void serializeDisplayListTree();

    void addRenderNode(RenderNode* node, bool placeFront) {
        int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
        mRenderNodes.emplace(mRenderNodes.begin() + pos, node);
    }

    void removeRenderNode(RenderNode* node) {
        mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
                mRenderNodes.end());
    }

    void setContentDrawBounds(int left, int top, int right, int bottom) {
        mContentDrawBounds.set(left, top, right, bottom);
    }

    RenderState& getRenderState() {
        return mRenderThread.renderState();
    }

    void addFrameMetricsObserver(FrameMetricsObserver* observer) {
        if (mFrameMetricsReporter.get() == nullptr) {
            mFrameMetricsReporter.reset(new FrameMetricsReporter());
        }

        mFrameMetricsReporter->addObserver(observer);
    }

    void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
        if (mFrameMetricsReporter.get() != nullptr) {
            mFrameMetricsReporter->removeObserver(observer);
            if (!mFrameMetricsReporter->hasObservers()) {
                mFrameMetricsReporter.reset(nullptr);
            }
        }
    }

    // Used to queue up work that needs to be completed before this frame completes
    ANDROID_API void enqueueFrameWork(std::function<void()>&& func);

    ANDROID_API int64_t getFrameNumber();

private:
    friend class RegisterFrameCallbackTask;
    // TODO: Replace with something better for layer & other GL object
    // lifecycle tracking
    friend class android::uirenderer::RenderState;

    void setSurface(Surface* window);

    void freePrefetchedLayers(TreeObserver* observer);

    void waitOnFences();

    bool isSwapChainStuffed();

    EGLint mLastFrameWidth = 0;
    EGLint mLastFrameHeight = 0;

    RenderThread& mRenderThread;
    EglManager& mEglManager;
    sp<Surface> mNativeSurface;
    EGLSurface mEglSurface = EGL_NO_SURFACE;
    // stopped indicates the CanvasContext will reject actual redraw operations,
    // and defer repaint until it is un-stopped
    bool mStopped = false;
    // CanvasContext is dirty if it has received an update that it has not
    // painted onto its surface.
    bool mIsDirty = false;
    bool mBufferPreserved = false;
    SwapBehavior mSwapBehavior = kSwap_default;
    struct SwapHistory {
        SkRect damage;
        nsecs_t vsyncTime;
        nsecs_t swapCompletedTime;
        nsecs_t dequeueDuration;
        nsecs_t queueDuration;
    };

    RingBuffer<SwapHistory, 3> mSwapHistory;
    int64_t mFrameNumber = -1;

    bool mOpaque;
#if HWUI_NEW_OPS
    BakedOpRenderer::LightInfo mLightInfo;
    FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
#else
    OpenGLRenderer* mCanvas = nullptr;
#endif

    bool mHaveNewSurface = false;
    DamageAccumulator mDamageAccumulator;
    LayerUpdateQueue mLayerUpdateQueue;
    std::unique_ptr<AnimationContext> mAnimationContext;

    std::vector< sp<RenderNode> > mRenderNodes;

    FrameInfo* mCurrentFrameInfo = nullptr;
    // Ring buffer large enough for 2 seconds worth of frames
    RingBuffer<FrameInfo, 120> mFrames;
    std::string mName;
    JankTracker mJankTracker;
    FrameInfoVisualizer mProfiler;
    std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;

    std::set<RenderNode*> mPrefetchedLayers;

    // Stores the bounds of the main content.
    Rect mContentDrawBounds;

    // TODO: This is really a Task<void> but that doesn't really work
    // when Future<> expects to be able to get/set a value
    struct FuncTask : public Task<bool> {
        std::function<void()> func;
    };
    class FuncTaskProcessor;

    std::vector< sp<FuncTask> > mFrameFences;
    sp<TaskProcessor<bool> > mFrameWorkProcessor;
};

} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* CANVASCONTEXT_H_ */