blob: 59f9c3a288dca46d874a2a1ba9dc30befb416e78 [file] [log] [blame]
/*
* 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 "IContextFactory.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "RenderNode.h"
#include "utils/RingBuffer.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "renderthread/DirtyHistory.h"
#include <cutils/compiler.h>
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <SkRect.h>
#include <utils/Functor.h>
#include <set>
#include <string>
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);
bool initialize(ANativeWindow* window);
void updateSurface(ANativeWindow* window);
bool pauseSurface(ANativeWindow* window);
bool hasSurface() { return mNativeWindow.get(); }
void setup(int width, int height, float lightRadius,
uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightCenter(const Vector3& lightCenter);
void setOpaque(bool opaque);
void makeCurrent();
void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued);
void draw();
void destroy();
// IFrameCallback, Chroreographer-driven frame callback entry point
virtual void doFrame() override;
void buildLayer(RenderNode* node);
bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
void markLayerInUse(RenderNode* node);
void destroyHardwareResources();
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; }
private:
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
friend class android::uirenderer::RenderState;
void setSurface(ANativeWindow* window);
void swapBuffers(const SkRect& dirty, EGLint width, EGLint height);
void requireSurface();
void freePrefetechedLayers();
RenderThread& mRenderThread;
EglManager& mEglManager;
sp<ANativeWindow> mNativeWindow;
EGLSurface mEglSurface = EGL_NO_SURFACE;
bool mBufferPreserved = false;
SwapBehavior mSwapBehavior = kSwap_default;
bool mOpaque;
OpenGLRenderer* mCanvas = nullptr;
bool mHaveNewSurface = false;
DamageAccumulator mDamageAccumulator;
std::unique_ptr<AnimationContext> mAnimationContext;
const sp<RenderNode> mRootRenderNode;
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::set<RenderNode*> mPrefetechedLayers;
DirtyHistory mDirtyHistory;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* CANVASCONTEXT_H_ */