/* * 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. */ #pragma once #include "DamageAccumulator.h" #include "FrameInfo.h" #include "FrameInfoVisualizer.h" #include "FrameMetricsReporter.h" #include "IContextFactory.h" #include "IRenderPipeline.h" #include "LayerUpdateQueue.h" #include "Lighting.h" #include "ReliableSurface.h" #include "RenderNode.h" #include "renderthread/RenderTask.h" #include "renderthread/RenderThread.h" #include <EGL/egl.h> #include <SkBitmap.h> #include <SkRect.h> #include <SkSize.h> #include <cutils/compiler.h> #include <gui/Surface.h> #include <utils/Functor.h> #include <functional> #include <future> #include <set> #include <string> #include <vector> namespace android { namespace uirenderer { class AnimationContext; class DeferredLayerUpdater; class ErrorHandler; class Layer; class Rect; class RenderState; namespace renderthread { class EglManager; class Frame; // 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: static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory); virtual ~CanvasContext(); /** * Update or create a layer specific for the provided RenderNode. The layer * attached to the node will be specific to the RenderPipeline used by this * context * * @return true if the layer has been created or updated */ bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator, ErrorHandler* errorHandler) { return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, errorHandler); } /** * Pin any mutable images to the GPU cache. A pinned images is guaranteed to * remain in the cache until it has been unpinned. We leverage this feature * to avoid making a CPU copy of the pixels. * * @return true if all images have been successfully pinned to the GPU cache * and false otherwise (e.g. cache limits have been exceeded). */ bool pinImages(std::vector<SkImage*>& mutableImages) { return mRenderPipeline->pinImages(mutableImages); } bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); } /** * Unpin any image that had be previously pinned to the GPU cache */ void unpinImages() { mRenderPipeline->unpinImages(); } static void invokeFunctor(const RenderThread& thread, Functor* functor); static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap); /* * If Properties::isSkiaEnabled() is true then this will return the Skia * grContext associated with the current RenderPipeline. */ GrContext* getGrContext() const { return mRenderThread.getGrContext(); } // Won't take effect until next EGLSurface creation void setSwapBehavior(SwapBehavior swapBehavior); void setSurface(sp<Surface>&& surface); bool pauseSurface(); void setStopped(bool stopped); bool hasSurface() const { return mNativeSurface.get(); } void allocateBuffers(); void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); void setLightGeometry(const Vector3& lightCenter, float lightRadius); void setOpaque(bool opaque); void setWideGamut(bool wideGamut); bool makeCurrent(); void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target); void draw(); void destroy(); // IFrameCallback, Choreographer-driven frame callback entry point virtual void doFrame() override; void prepareAndDraw(RenderNode* node); void buildLayer(RenderNode* node); void markLayerInUse(RenderNode* node); void destroyHardwareResources(); static void trimMemory(RenderThread& thread, int level); DeferredLayerUpdater* createTextureLayer(); void stopDrawing(); void notifyFramePending(); FrameInfoVisualizer& profiler() { return mProfiler; } void dumpFrames(int fd); void resetFrameStats(); void setName(const std::string&& name); void addRenderNode(RenderNode* node, bool placeFront); void removeRenderNode(RenderNode* node); void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; } RenderState& getRenderState() { return mRenderThread.renderState(); } void addFrameMetricsObserver(FrameMetricsObserver* observer) { if (mFrameMetricsReporter.get() == nullptr) { mFrameMetricsReporter.reset(new FrameMetricsReporter()); } mFrameMetricsReporter->addObserver(observer); } void removeFrameMetricsObserver(FrameMetricsObserver* observer) { if (mFrameMetricsReporter.get() != nullptr) { mFrameMetricsReporter->removeObserver(observer); if (!mFrameMetricsReporter->hasObservers()) { mFrameMetricsReporter.reset(nullptr); } } } // Used to queue up work that needs to be completed before this frame completes ANDROID_API void enqueueFrameWork(std::function<void()>&& func); ANDROID_API int64_t getFrameNumber(); void waitOnFences(); IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); } void addFrameCompleteListener(std::function<void(int64_t)>&& func) { mFrameCompleteCallbacks.push_back(std::move(func)); } void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) { mRenderPipeline->setPictureCapturedCallback(callback); } void setForceDark(bool enable) { mUseForceDark = enable; } bool useForceDark() { return mUseForceDark; } // Must be called before setSurface void setRenderAheadDepth(int renderAhead); SkISize getNextFrameSize() const; private: CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline); friend class RegisterFrameCallbackTask; // TODO: Replace with something better for layer & other GL object // lifecycle tracking friend class android::uirenderer::RenderState; void freePrefetchedLayers(); bool isSwapChainStuffed(); bool surfaceRequiresRedraw(); void setPresentTime(); SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); EGLint mLastFrameWidth = 0; EGLint mLastFrameHeight = 0; RenderThread& mRenderThread; sp<ReliableSurface> mNativeSurface; // stopped indicates the CanvasContext will reject actual redraw operations, // and defer repaint until it is un-stopped bool mStopped = false; // Incremented each time the CanvasContext is stopped. Used to ignore // delayed messages that are triggered after stopping. int mGenerationID; // CanvasContext is dirty if it has received an update that it has not // painted onto its surface. bool mIsDirty = false; SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; bool mFixedRenderAhead = false; uint32_t mRenderAheadDepth = 0; uint32_t mRenderAheadCapacity = 0; struct SwapHistory { SkRect damage; nsecs_t vsyncTime; nsecs_t swapCompletedTime; nsecs_t dequeueDuration; nsecs_t queueDuration; }; RingBuffer<SwapHistory, 3> mSwapHistory; int64_t mFrameNumber = -1; // last vsync for a dropped frame due to stuffed queue nsecs_t mLastDropVsync = 0; bool mOpaque; bool mWideColorGamut = false; bool mUseForceDark = false; LightInfo mLightInfo; LightGeometry mLightGeometry = {{0, 0, 0}, 0}; bool mHaveNewSurface = false; DamageAccumulator mDamageAccumulator; LayerUpdateQueue mLayerUpdateQueue; std::unique_ptr<AnimationContext> mAnimationContext; std::vector<sp<RenderNode>> mRenderNodes; FrameInfo* mCurrentFrameInfo = nullptr; std::string mName; JankTracker mJankTracker; FrameInfoVisualizer mProfiler; std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter; std::set<RenderNode*> mPrefetchedLayers; // Stores the bounds of the main content. Rect mContentDrawBounds; std::vector<std::future<void>> mFrameFences; std::unique_ptr<IRenderPipeline> mRenderPipeline; std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */