/* * 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 <set> #include <cutils/compiler.h> #include <EGL/egl.h> #include <SkBitmap.h> #include <utils/Functor.h> #include <utils/Vector.h> #include "../DamageAccumulator.h" #include "../DrawProfiler.h" #include "../IContextFactory.h" #include "../RenderNode.h" #include "RenderTask.h" #include "RenderThread.h" #define FUNCTOR_PROCESS_DELAY 4 namespace android { namespace uirenderer { class AnimationContext; class DeferredLayerUpdater; class OpenGLRenderer; class Rect; class Layer; class RenderState; namespace renderthread { class EglManager; // 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(); bool initialize(ANativeWindow* window); void updateSurface(ANativeWindow* window); void pauseSurface(ANativeWindow* window); void setup(int width, int height, const Vector3& lightCenter, float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); void setOpaque(bool opaque); void makeCurrent(); void processLayerUpdate(DeferredLayerUpdater* layerUpdater); void prepareTree(TreeInfo& info); void draw(); void destroy(); // IFrameCallback, Chroreographer-driven frame callback entry point virtual void doFrame(); 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(); DrawProfiler& profiler() { return mProfiler; } 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(); void requireSurface(); void requireGlContext(); void freePrefetechedLayers(); RenderThread& mRenderThread; EglManager& mEglManager; sp<ANativeWindow> mNativeWindow; EGLSurface mEglSurface; bool mDirtyRegionsEnabled; bool mOpaque; OpenGLRenderer* mCanvas; bool mHaveNewSurface; DamageAccumulator mDamageAccumulator; AnimationContext* mAnimationContext; const sp<RenderNode> mRootRenderNode; DrawProfiler mProfiler; std::set<RenderNode*> mPrefetechedLayers; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* CANVASCONTEXT_H_ */