/* * Copyright 2019 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 <cstdint> #include <vector> #include <ui/Fence.h> #include <ui/GraphicTypes.h> #include <ui/Size.h> #include <utils/Errors.h> #include <utils/StrongPointer.h> namespace android { class GraphicBuffer; namespace compositionengine { /** * Encapsulates everything for composing to a render surface with RenderEngine */ class RenderSurface { public: virtual ~RenderSurface(); // Returns true if the render surface is valid. This is meant to be checked // post-construction and prior to use, as not everything is set up by the // constructor. virtual bool isValid() const = 0; // Performs one-time initialization of the render surface. This is meant // to be called after the validation check. virtual void initialize() = 0; // Returns the bounds of the surface virtual const ui::Size& getSize() const = 0; // Returns whether the surface is protected. virtual bool isProtected() const = 0; // Gets the latest fence to pass to the HWC to signal that the surface // buffer is done rendering virtual const sp<Fence>& getClientTargetAcquireFence() const = 0; // Sets the size of the surface virtual void setDisplaySize(const ui::Size&) = 0; // Sets the dataspace used for rendering the surface virtual void setBufferDataspace(ui::Dataspace) = 0; // Configures the protected rendering on the surface virtual void setProtected(bool useProtected) = 0; // Called to signal that rendering has started. 'mustRecompose' should be // true if the entire frame must be recomposed. virtual status_t beginFrame(bool mustRecompose) = 0; // Prepares the frame for rendering virtual status_t prepareFrame() = 0; // Allocates a buffer as scratch space for GPU composition virtual sp<GraphicBuffer> dequeueBuffer(base::unique_fd* bufferFence) = 0; // Queues the drawn buffer for consumption by HWC. readyFence is the fence // which will fire when the buffer is ready for consumption. virtual void queueBuffer(base::unique_fd&& readyFence) = 0; // Called after the HWC calls are made to present the display virtual void onPresentDisplayCompleted() = 0; // Called to set the viewport and projection state for rendering into this // surface virtual void setViewportAndProjection() = 0; // Called after the surface has been rendering to signal the surface should // be made ready for displaying virtual void flip() = 0; // Debugging - Dumps the state of the RenderSurface to a string virtual void dump(std::string& result) const = 0; // Debugging - gets the page flip count for the RenderSurface virtual std::uint32_t getPageFlipCount() const = 0; }; } // namespace compositionengine } // namespace android