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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 DRAWFRAMETASK_H
#define DRAWFRAMETASK_H
#include <utils/Condition.h>
#include <utils/Mutex.h>
#include <utils/Vector.h>
#include "RenderTask.h"
#include "../Rect.h"
namespace android {
namespace uirenderer {
class DeferredLayerUpdater;
class DisplayListData;
class RenderNode;
namespace renderthread {
class CanvasContext;
class RenderThread;
struct SetDisplayListData {
RenderNode* targetNode;
DisplayListData* newData;
};
/*
* This is a special Super Task. It is re-used multiple times by RenderProxy,
* and contains state (such as layer updaters & new DisplayListDatas) that is
* tracked across many frames not just a single frame.
* It is the sync-state task, and will kick off the post-sync draw
*/
class DrawFrameTask : public RenderTask {
public:
DrawFrameTask();
virtual ~DrawFrameTask();
void setContext(CanvasContext* context);
void setDisplayListData(RenderNode* renderNode, DisplayListData* newData);
void addLayer(DeferredLayerUpdater* layer);
void removeLayer(DeferredLayerUpdater* layer);
void setRenderNode(RenderNode* renderNode);
void setDirty(int left, int top, int right, int bottom);
void drawFrame(RenderThread* renderThread);
virtual void run();
private:
void syncFrameState();
void unblockUiThread();
static void drawRenderNode(CanvasContext* context, RenderNode* renderNode, Rect* dirty);
// This checks to see if there are any drawGlFunctors which would require
// a synchronous drawRenderNode()
static bool requiresSynchronousDraw(RenderNode* renderNode);
Mutex mLock;
Condition mSignal;
CanvasContext* mContext;
/*********************************************
* Single frame data
*********************************************/
RenderNode* mRenderNode;
Rect mDirty;
Vector<SetDisplayListData> mDisplayListDataUpdates;
/*********************************************
* Multi frame data
*********************************************/
Vector<DeferredLayerUpdater*> mLayers;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* DRAWFRAMETASK_H */