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/*
* Copyright (C) 2019 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.
*/
#pragma once
#include <system/graphics.h>
#include <system/window.h>
#include <ui/BufferQueueDefs.h>
#include <ui/PixelFormat.h>
#include <vulkan/vulkan.h>
#include <SkRefCnt.h>
#include <SkSize.h>
#include "IRenderPipeline.h"
class SkSurface;
namespace android {
namespace uirenderer {
namespace renderthread {
class VulkanManager;
class VulkanSurface {
public:
static VulkanSurface* Create(ANativeWindow* window, ColorMode colorMode, SkColorType colorType,
sk_sp<SkColorSpace> colorSpace, GrContext* grContext,
const VulkanManager& vkManager, uint32_t extraBuffers);
~VulkanSurface();
sk_sp<SkSurface> getCurrentSkSurface() {
return mCurrentBufferInfo ? mCurrentBufferInfo->skSurface : nullptr;
}
const SkMatrix& getCurrentPreTransform() { return mWindowInfo.preTransform; }
private:
/*
* All structs/methods in this private section are specifically for use by the VulkanManager
*
*/
friend VulkanManager;
struct NativeBufferInfo {
sk_sp<SkSurface> skSurface;
sp<ANativeWindowBuffer> buffer;
// The fence is only valid when the buffer is dequeued, and should be
// -1 any other time. When valid, we own the fd, and must ensure it is
// closed: either by closing it explicitly when queueing the buffer,
// or by passing ownership e.g. to ANativeWindow::cancelBuffer().
int dequeue_fence = -1;
bool dequeued = false;
uint32_t lastPresentedCount = 0;
bool hasValidContents = false;
};
NativeBufferInfo* dequeueNativeBuffer();
NativeBufferInfo* getCurrentBufferInfo() { return mCurrentBufferInfo; }
bool presentCurrentBuffer(const SkRect& dirtyRect, int semaphoreFd);
// The width and height are are the logical width and height for when submitting draws to the
// surface. In reality if the window is rotated the underlying window may have the width and
// height swapped.
int logicalWidth() const { return mWindowInfo.size.width(); }
int logicalHeight() const { return mWindowInfo.size.height(); }
int getCurrentBuffersAge();
private:
/*
* All code below this line while logically available to VulkanManager should not be treated
* as private to this class.
*
*/
// How many buffers we want to be able to use ourselves. We want 1 in active rendering with
// 1 more queued, so 2. This will be added to NATIVE_WINDOW_MIN_UNDEQUEUED_BUFFERS, which is
// how many buffers the consumer needs (eg, 1 for SurfaceFlinger), getting to a typically
// triple-buffered queue as a result.
static constexpr uint32_t sTargetBufferCount = 2;
struct WindowInfo {
SkISize size;
PixelFormat pixelFormat;
android_dataspace dataspace;
int transform;
size_t bufferCount;
uint64_t windowUsageFlags;
// size of the ANativeWindow if the inverse of transform requires us to swap width/height
SkISize actualSize;
// transform to be applied to the SkSurface to map the coordinates to the provided transform
SkMatrix preTransform;
};
VulkanSurface(ANativeWindow* window, const WindowInfo& windowInfo, GrContext* grContext);
static bool InitializeWindowInfoStruct(ANativeWindow* window, ColorMode colorMode,
SkColorType colorType, sk_sp<SkColorSpace> colorSpace,
const VulkanManager& vkManager, uint32_t extraBuffers,
WindowInfo* outWindowInfo);
static bool UpdateWindow(ANativeWindow* window, const WindowInfo& windowInfo);
void releaseBuffers();
// TODO: Just use a vector?
NativeBufferInfo mNativeBuffers[android::BufferQueueDefs::NUM_BUFFER_SLOTS];
sp<ANativeWindow> mNativeWindow;
WindowInfo mWindowInfo;
GrContext* mGrContext;
uint32_t mPresentCount = 0;
NativeBufferInfo* mCurrentBufferInfo = nullptr;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
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