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/*
* Copyright 2021 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 <compositionengine/Output.h>
#include <compositionengine/ProjectionSpace.h>
#include <compositionengine/impl/planner/LayerState.h>
#include <renderengine/RenderEngine.h>
#include <renderengine/ExternalTexture.h>
#include <chrono>
#include "android-base/macros.h"
namespace android::compositionengine::impl::planner {
// A pool of textures that only manages textures of a single size.
// While it is possible to define a texture pool supporting variable-sized textures to save on
// memory, it is a simpler implementation to only manage screen-sized textures. The texture pool is
// unbounded - there are a minimum number of textures preallocated. Under heavy system load, new
// textures may be allocated, but only a maximum number of retained once those textures are no
// longer necessary.
class TexturePool {
public:
// RAII class helping with managing textures from the texture pool
// Textures once they're no longer used should be returned to the pool instead of outright
// deleted.
class AutoTexture {
public:
AutoTexture(TexturePool& texturePool,
std::shared_ptr<renderengine::ExternalTexture> texture, const sp<Fence>& fence)
: mTexturePool(texturePool), mTexture(texture), mFence(fence) {}
~AutoTexture() { mTexturePool.returnTexture(std::move(mTexture), mFence); }
sp<Fence> getReadyFence() { return mFence; }
void setReadyFence(const sp<Fence>& fence) { mFence = fence; }
// Disable copying and assigning
AutoTexture(const AutoTexture&) = delete;
AutoTexture& operator=(const AutoTexture&) = delete;
// Gets a pointer to the underlying external texture
const std::shared_ptr<renderengine::ExternalTexture>& get() const { return mTexture; }
private:
TexturePool& mTexturePool;
std::shared_ptr<renderengine::ExternalTexture> mTexture;
sp<Fence> mFence;
};
TexturePool(renderengine::RenderEngine& renderEngine)
: mRenderEngine(renderEngine), mEnabled(false) {}
virtual ~TexturePool() = default;
// Sets the display size for the texture pool.
// This will trigger a reallocation for all remaining textures in the pool.
// setDisplaySize must be called for the texture pool to be used.
void setDisplaySize(ui::Size size);
// Borrows a new texture from the pool.
// If the pool is currently starved of textures, then a new texture is generated.
// When the AutoTexture object is destroyed, the scratch texture is automatically returned
// to the pool.
std::shared_ptr<AutoTexture> borrowTexture();
// Enables or disables the pool. When the pool is disabled, no buffers will
// be held by the pool. This is useful when the active display changes.
void setEnabled(bool enable);
void dump(std::string& out) const;
protected:
// Proteted visibility so that they can be used for testing
const static constexpr size_t kMinPoolSize = 3;
const static constexpr size_t kMaxPoolSize = 4;
struct Entry {
std::shared_ptr<renderengine::ExternalTexture> texture;
sp<Fence> fence;
};
std::deque<Entry> mPool;
private:
std::shared_ptr<renderengine::ExternalTexture> genTexture();
// Returns a previously borrowed texture to the pool.
void returnTexture(std::shared_ptr<renderengine::ExternalTexture>&& texture,
const sp<Fence>& fence);
void allocatePool();
renderengine::RenderEngine& mRenderEngine;
ui::Size mSize;
bool mEnabled;
};
} // namespace android::compositionengine::impl::planner