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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 CANVASCONTEXT_H_
#define CANVASCONTEXT_H_
#include <cutils/compiler.h>
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <utils/Functor.h>
#include <utils/Vector.h>
#include "RenderTask.h"
#define FUNCTOR_PROCESS_DELAY 4
namespace android {
namespace uirenderer {
class DeferredLayerUpdater;
class RenderNode;
class DisplayListData;
class OpenGLRenderer;
class Rect;
class Layer;
namespace renderthread {
class GlobalContext;
class CanvasContext;
class RenderThread;
class InvokeFunctorsTask : public RenderTask {
public:
InvokeFunctorsTask(CanvasContext* context)
: mContext(context) {}
virtual void run();
private:
CanvasContext* mContext;
};
// This per-renderer class manages the bridge between the global EGL context
// and the render surface.
class CanvasContext {
public:
CanvasContext(bool translucent);
~CanvasContext();
bool initialize(EGLNativeWindowType window);
void updateSurface(EGLNativeWindowType window);
void pauseSurface(EGLNativeWindowType window);
void setup(int width, int height);
void processLayerUpdates(const Vector<DeferredLayerUpdater*>* layerUpdaters, bool* hasFunctors);
void drawDisplayList(RenderNode* displayList, Rect* dirty);
void destroyCanvas();
bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
void attachFunctor(Functor* functor);
void detachFunctor(Functor* functor);
void invokeFunctor(Functor* functor);
void runWithGlContext(RenderTask* task);
Layer* createRenderLayer(int width, int height);
Layer* createTextureLayer();
private:
void setSurface(EGLNativeWindowType window);
void swapBuffers();
void requireSurface();
friend class InvokeFunctorsTask;
void invokeFunctors();
void removeFunctorsTask();
void queueFunctorsTask(int delayMs = FUNCTOR_PROCESS_DELAY);
void requireGlContext();
GlobalContext* mGlobalContext;
RenderThread& mRenderThread;
EGLSurface mEglSurface;
bool mDirtyRegionsEnabled;
bool mOpaque;
OpenGLRenderer* mCanvas;
bool mHaveNewSurface;
bool mInvokeFunctorsPending;
InvokeFunctorsTask mInvokeFunctorsTask;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* CANVASCONTEXT_H_ */