/* * Copyright (C) 2013 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. */ package android.view; import android.annotation.NonNull; import android.annotation.Nullable; import android.content.Context; import android.content.res.TypedArray; import android.graphics.HardwareRenderer; import android.graphics.Picture; import android.graphics.Point; import android.graphics.RecordingCanvas; import android.graphics.Rect; import android.graphics.RenderNode; import android.os.SystemProperties; import android.os.Trace; import android.util.Log; import android.view.Surface.OutOfResourcesException; import android.view.View.AttachInfo; import android.view.animation.AnimationUtils; import com.android.internal.R; import java.io.FileDescriptor; import java.io.PrintWriter; import java.util.ArrayList; /** * Threaded renderer that proxies the rendering to a render thread. Most calls * are currently synchronous. * * The UI thread can block on the RenderThread, but RenderThread must never * block on the UI thread. * * ThreadedRenderer creates an instance of RenderProxy. RenderProxy in turn creates * and manages a CanvasContext on the RenderThread. The CanvasContext is fully managed * by the lifecycle of the RenderProxy. * * Note that although currently the EGL context & surfaces are created & managed * by the render thread, the goal is to move that into a shared structure that can * be managed by both threads. EGLSurface creation & deletion should ideally be * done on the UI thread and not the RenderThread to avoid stalling the * RenderThread with surface buffer allocation. * * @hide */ public final class ThreadedRenderer extends HardwareRenderer { /** * System property used to enable or disable threaded rendering profiling. * The default value of this property is assumed to be false. * * When profiling is enabled, the adb shell dumpsys gfxinfo command will * output extra information about the time taken to execute by the last * frames. * * Possible values: * "true", to enable profiling * "visual_bars", to enable profiling and visualize the results on screen * "false", to disable profiling * * @see #PROFILE_PROPERTY_VISUALIZE_BARS * * @hide */ public static final String PROFILE_PROPERTY = "debug.hwui.profile"; /** * Value for {@link #PROFILE_PROPERTY}. When the property is set to this * value, profiling data will be visualized on screen as a bar chart. * * @hide */ public static final String PROFILE_PROPERTY_VISUALIZE_BARS = "visual_bars"; /** * System property used to specify the number of frames to be used * when doing threaded rendering profiling. * The default value of this property is #PROFILE_MAX_FRAMES. * * When profiling is enabled, the adb shell dumpsys gfxinfo command will * output extra information about the time taken to execute by the last * frames. * * Possible values: * "60", to set the limit of frames to 60 */ static final String PROFILE_MAXFRAMES_PROPERTY = "debug.hwui.profile.maxframes"; /** * System property used to debug EGL configuration choice. * * Possible values: * "choice", print the chosen configuration only * "all", print all possible configurations */ static final String PRINT_CONFIG_PROPERTY = "debug.hwui.print_config"; /** * Turn on to draw dirty regions every other frame. * * Possible values: * "true", to enable dirty regions debugging * "false", to disable dirty regions debugging * * @hide */ public static final String DEBUG_DIRTY_REGIONS_PROPERTY = "debug.hwui.show_dirty_regions"; /** * Turn on to flash hardware layers when they update. * * Possible values: * "true", to enable hardware layers updates debugging * "false", to disable hardware layers updates debugging * * @hide */ public static final String DEBUG_SHOW_LAYERS_UPDATES_PROPERTY = "debug.hwui.show_layers_updates"; /** * Controls overdraw debugging. * * Possible values: * "false", to disable overdraw debugging * "show", to show overdraw areas on screen * "count", to display an overdraw counter * * @hide */ public static final String DEBUG_OVERDRAW_PROPERTY = "debug.hwui.overdraw"; /** * Value for {@link #DEBUG_OVERDRAW_PROPERTY}. When the property is set to this * value, overdraw will be shown on screen by coloring pixels. * * @hide */ public static final String OVERDRAW_PROPERTY_SHOW = "show"; /** * Turn on to debug non-rectangular clip operations. * * Possible values: * "hide", to disable this debug mode * "highlight", highlight drawing commands tested against a non-rectangular clip * "stencil", renders the clip region on screen when set * * @hide */ public static final String DEBUG_SHOW_NON_RECTANGULAR_CLIP_PROPERTY = "debug.hwui.show_non_rect_clip"; /** * Sets the FPS devisor to lower the FPS. * * Sets a positive integer as a divisor. 1 (the default value) menas the full FPS, and 2 * means half the full FPS. * * * @hide */ public static final String DEBUG_FPS_DIVISOR = "debug.hwui.fps_divisor"; /** * Forces smart-dark to be always on. * @hide */ public static final String DEBUG_FORCE_DARK = "debug.hwui.force_dark"; public static int EGL_CONTEXT_PRIORITY_HIGH_IMG = 0x3101; public static int EGL_CONTEXT_PRIORITY_MEDIUM_IMG = 0x3102; public static int EGL_CONTEXT_PRIORITY_LOW_IMG = 0x3103; static { // Try to check OpenGL support early if possible. isAvailable(); } /** * A process can set this flag to false to prevent the use of threaded * rendering. * * @hide */ public static boolean sRendererDisabled = false; /** * Further threaded renderer disabling for the system process. * * @hide */ public static boolean sSystemRendererDisabled = false; /** * Invoke this method to disable threaded rendering in the current process. * * @hide */ public static void disable(boolean system) { sRendererDisabled = true; if (system) { sSystemRendererDisabled = true; } } public static boolean sTrimForeground = false; /** * Controls whether or not the renderer should aggressively trim * memory. Note that this must not be set for any process that uses * WebView! This should be only used by system_process or similar * that do not go into the background. */ public static void enableForegroundTrimming() { sTrimForeground = true; } /** * Indicates whether threaded rendering is available under any form for * the view hierarchy. * * @return True if the view hierarchy can potentially be defer rendered, * false otherwise */ public static boolean isAvailable() { return true; } /** * Creates a threaded renderer using OpenGL. * * @param translucent True if the surface is translucent, false otherwise * * @return A threaded renderer backed by OpenGL. */ public static ThreadedRenderer create(Context context, boolean translucent, String name) { ThreadedRenderer renderer = null; if (isAvailable()) { renderer = new ThreadedRenderer(context, translucent, name); } return renderer; } private static final String[] VISUALIZERS = { PROFILE_PROPERTY_VISUALIZE_BARS, }; // Size of the rendered content. private int mWidth, mHeight; // Actual size of the drawing surface. private int mSurfaceWidth, mSurfaceHeight; // Insets between the drawing surface and rendered content. These are // applied as translation when updating the root render node. private int mInsetTop, mInsetLeft; // Light properties specified by the theme. private final float mLightY; private final float mLightZ; private final float mLightRadius; private boolean mInitialized = false; private boolean mRootNodeNeedsUpdate; private boolean mEnabled; private boolean mRequested = true; @Nullable private ArrayList mNextRtFrameCallbacks; ThreadedRenderer(Context context, boolean translucent, String name) { super(); setName(name); setOpaque(!translucent); final TypedArray a = context.obtainStyledAttributes(null, R.styleable.Lighting, 0, 0); mLightY = a.getDimension(R.styleable.Lighting_lightY, 0); mLightZ = a.getDimension(R.styleable.Lighting_lightZ, 0); mLightRadius = a.getDimension(R.styleable.Lighting_lightRadius, 0); float ambientShadowAlpha = a.getFloat(R.styleable.Lighting_ambientShadowAlpha, 0); float spotShadowAlpha = a.getFloat(R.styleable.Lighting_spotShadowAlpha, 0); a.recycle(); setLightSourceAlpha(ambientShadowAlpha, spotShadowAlpha); } @Override public void destroy() { mInitialized = false; updateEnabledState(null); super.destroy(); } /** * Indicates whether threaded rendering is currently enabled. * * @return True if threaded rendering is in use, false otherwise. */ boolean isEnabled() { return mEnabled; } /** * Indicates whether threaded rendering is currently enabled. * * @param enabled True if the threaded renderer is in use, false otherwise. */ void setEnabled(boolean enabled) { mEnabled = enabled; } /** * Indicates whether threaded rendering is currently request but not * necessarily enabled yet. * * @return True if requested, false otherwise. */ boolean isRequested() { return mRequested; } /** * Indicates whether threaded rendering is currently requested but not * necessarily enabled yet. */ void setRequested(boolean requested) { mRequested = requested; } private void updateEnabledState(Surface surface) { if (surface == null || !surface.isValid()) { setEnabled(false); } else { setEnabled(mInitialized); } } /** * Initializes the threaded renderer for the specified surface. * * @param surface The surface to render * * @return True if the initialization was successful, false otherwise. */ boolean initialize(Surface surface) throws OutOfResourcesException { boolean status = !mInitialized; mInitialized = true; updateEnabledState(surface); setSurface(surface); return status; } /** * Initializes the threaded renderer for the specified surface and setup the * renderer for drawing, if needed. This is invoked when the ViewAncestor has * potentially lost the threaded renderer. The threaded renderer should be * reinitialized and setup when the render {@link #isRequested()} and * {@link #isEnabled()}. * * @param width The width of the drawing surface. * @param height The height of the drawing surface. * @param attachInfo Information about the window. * @param surface The surface to render * @param surfaceInsets The drawing surface insets to apply * * @return true if the surface was initialized, false otherwise. Returning * false might mean that the surface was already initialized. */ boolean initializeIfNeeded(int width, int height, View.AttachInfo attachInfo, Surface surface, Rect surfaceInsets) throws OutOfResourcesException { if (isRequested()) { // We lost the gl context, so recreate it. if (!isEnabled()) { if (initialize(surface)) { setup(width, height, attachInfo, surfaceInsets); return true; } } } return false; } /** * Updates the threaded renderer for the specified surface. * * @param surface The surface to render */ void updateSurface(Surface surface) throws OutOfResourcesException { updateEnabledState(surface); setSurface(surface); } @Override public void setSurface(Surface surface) { // TODO: Do we ever pass a non-null but isValid() = false surface? // This is here to be super conservative for ViewRootImpl if (surface != null && surface.isValid()) { super.setSurface(surface); } else { super.setSurface(null); } } /** * Registers a callback to be executed when the next frame is being drawn on RenderThread. This * callback will be executed on a RenderThread worker thread, and only used for the next frame * and thus it will only fire once. * * @param callback The callback to register. */ void registerRtFrameCallback(@NonNull FrameDrawingCallback callback) { if (mNextRtFrameCallbacks == null) { mNextRtFrameCallbacks = new ArrayList<>(); } mNextRtFrameCallbacks.add(callback); } /** * Destroys all hardware rendering resources associated with the specified * view hierarchy. * * @param view The root of the view hierarchy */ void destroyHardwareResources(View view) { destroyResources(view); clearContent(); } private static void destroyResources(View view) { view.destroyHardwareResources(); } /** * Sets up the renderer for drawing. * * @param width The width of the drawing surface. * @param height The height of the drawing surface. * @param attachInfo Information about the window. * @param surfaceInsets The drawing surface insets to apply */ void setup(int width, int height, AttachInfo attachInfo, Rect surfaceInsets) { mWidth = width; mHeight = height; if (surfaceInsets != null && (surfaceInsets.left != 0 || surfaceInsets.right != 0 || surfaceInsets.top != 0 || surfaceInsets.bottom != 0)) { mInsetLeft = surfaceInsets.left; mInsetTop = surfaceInsets.top; mSurfaceWidth = width + mInsetLeft + surfaceInsets.right; mSurfaceHeight = height + mInsetTop + surfaceInsets.bottom; // If the surface has insets, it can't be opaque. setOpaque(false); } else { mInsetLeft = 0; mInsetTop = 0; mSurfaceWidth = width; mSurfaceHeight = height; } mRootNode.setLeftTopRightBottom(-mInsetLeft, -mInsetTop, mSurfaceWidth, mSurfaceHeight); setLightCenter(attachInfo); } /** * Updates the light position based on the position of the window. * * @param attachInfo Information about the window. */ void setLightCenter(AttachInfo attachInfo) { // Adjust light position for window offsets. final Point displaySize = attachInfo.mPoint; attachInfo.mDisplay.getRealSize(displaySize); final float lightX = displaySize.x / 2f - attachInfo.mWindowLeft; final float lightY = mLightY - attachInfo.mWindowTop; setLightSourceGeometry(lightX, lightY, mLightZ, mLightRadius); } /** * Gets the current width of the surface. This is the width that the surface * was last set to in a call to {@link #setup(int, int, View.AttachInfo, Rect)}. * * @return the current width of the surface */ int getWidth() { return mWidth; } /** * Gets the current height of the surface. This is the height that the surface * was last set to in a call to {@link #setup(int, int, View.AttachInfo, Rect)}. * * @return the current width of the surface */ int getHeight() { return mHeight; } /** * Outputs extra debugging information in the specified file descriptor. */ void dumpGfxInfo(PrintWriter pw, FileDescriptor fd, String[] args) { pw.flush(); // If there's no arguments, eg 'dumpsys gfxinfo', then dump everything. // If there's a targetted package, eg 'dumpsys gfxinfo com.android.systemui', then only // dump the summary information int flags = (args == null || args.length == 0) ? FLAG_DUMP_ALL : 0; for (int i = 0; i < args.length; i++) { switch (args[i]) { case "framestats": flags |= FLAG_DUMP_FRAMESTATS; break; case "reset": flags |= FLAG_DUMP_RESET; break; case "-a": // magic option passed when dumping a bugreport. flags = FLAG_DUMP_ALL; break; } } dumpProfileInfo(fd, flags); } Picture captureRenderingCommands() { return null; } @Override public boolean loadSystemProperties() { boolean changed = super.loadSystemProperties(); if (changed) { invalidateRoot(); } return changed; } private void updateViewTreeDisplayList(View view) { view.mPrivateFlags |= View.PFLAG_DRAWN; view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED) == View.PFLAG_INVALIDATED; view.mPrivateFlags &= ~View.PFLAG_INVALIDATED; view.updateDisplayListIfDirty(); view.mRecreateDisplayList = false; } private void updateRootDisplayList(View view, DrawCallbacks callbacks) { Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()"); updateViewTreeDisplayList(view); // Consume and set the frame callback after we dispatch draw to the view above, but before // onPostDraw below which may reset the callback for the next frame. This ensures that // updates to the frame callback during scroll handling will also apply in this frame. if (mNextRtFrameCallbacks != null) { final ArrayList frameCallbacks = mNextRtFrameCallbacks; mNextRtFrameCallbacks = null; setFrameCallback(frame -> { for (int i = 0; i < frameCallbacks.size(); ++i) { frameCallbacks.get(i).onFrameDraw(frame); } }); } if (mRootNodeNeedsUpdate || !mRootNode.hasDisplayList()) { RecordingCanvas canvas = mRootNode.beginRecording(mSurfaceWidth, mSurfaceHeight); try { final int saveCount = canvas.save(); canvas.translate(mInsetLeft, mInsetTop); callbacks.onPreDraw(canvas); canvas.enableZ(); canvas.drawRenderNode(view.updateDisplayListIfDirty()); canvas.disableZ(); callbacks.onPostDraw(canvas); canvas.restoreToCount(saveCount); mRootNodeNeedsUpdate = false; } finally { mRootNode.endRecording(); } } Trace.traceEnd(Trace.TRACE_TAG_VIEW); } /** * Interface used to receive callbacks whenever a view is drawn by * a threaded renderer instance. */ interface DrawCallbacks { /** * Invoked before a view is drawn by a threaded renderer. * This method can be used to apply transformations to the * canvas but no drawing command should be issued. * * @param canvas The Canvas used to render the view. */ void onPreDraw(RecordingCanvas canvas); /** * Invoked after a view is drawn by a threaded renderer. * It is safe to invoke drawing commands from this method. * * @param canvas The Canvas used to render the view. */ void onPostDraw(RecordingCanvas canvas); } /** * Indicates that the content drawn by DrawCallbacks needs to * be updated, which will be done by the next call to draw() */ void invalidateRoot() { mRootNodeNeedsUpdate = true; } /** * Draws the specified view. * * @param view The view to draw. * @param attachInfo AttachInfo tied to the specified view. */ void draw(View view, AttachInfo attachInfo, DrawCallbacks callbacks) { final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer; choreographer.mFrameInfo.markDrawStart(); updateRootDisplayList(view, callbacks); // register animating rendernodes which started animating prior to renderer // creation, which is typical for animators started prior to first draw if (attachInfo.mPendingAnimatingRenderNodes != null) { final int count = attachInfo.mPendingAnimatingRenderNodes.size(); for (int i = 0; i < count; i++) { registerAnimatingRenderNode( attachInfo.mPendingAnimatingRenderNodes.get(i)); } attachInfo.mPendingAnimatingRenderNodes.clear(); // We don't need this anymore as subsequent calls to // ViewRootImpl#attachRenderNodeAnimator will go directly to us. attachInfo.mPendingAnimatingRenderNodes = null; } int syncResult = syncAndDrawFrame(choreographer.mFrameInfo); if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) { Log.w("OpenGLRenderer", "Surface lost, forcing relayout"); // We lost our surface. For a relayout next frame which should give us a new // surface from WindowManager, which hopefully will work. attachInfo.mViewRootImpl.mForceNextWindowRelayout = true; attachInfo.mViewRootImpl.requestLayout(); } if ((syncResult & SYNC_REDRAW_REQUESTED) != 0) { attachInfo.mViewRootImpl.invalidate(); } } /** The root of everything */ public @NonNull RenderNode getRootNode() { return mRootNode; } /** * Basic synchronous renderer. Currently only used to render the Magnifier, so use with care. * TODO: deduplicate against ThreadedRenderer. * * @hide */ public static class SimpleRenderer extends HardwareRenderer { private final float mLightY, mLightZ, mLightRadius; public SimpleRenderer(final Context context, final String name, final Surface surface) { super(); setName(name); setOpaque(false); setSurface(surface); final TypedArray a = context.obtainStyledAttributes(null, R.styleable.Lighting, 0, 0); mLightY = a.getDimension(R.styleable.Lighting_lightY, 0); mLightZ = a.getDimension(R.styleable.Lighting_lightZ, 0); mLightRadius = a.getDimension(R.styleable.Lighting_lightRadius, 0); final float ambientShadowAlpha = a.getFloat(R.styleable.Lighting_ambientShadowAlpha, 0); final float spotShadowAlpha = a.getFloat(R.styleable.Lighting_spotShadowAlpha, 0); a.recycle(); setLightSourceAlpha(ambientShadowAlpha, spotShadowAlpha); } /** * Set the light center. */ public void setLightCenter(final Display display, final int windowLeft, final int windowTop) { // Adjust light position for window offsets. final Point displaySize = new Point(); display.getRealSize(displaySize); final float lightX = displaySize.x / 2f - windowLeft; final float lightY = mLightY - windowTop; setLightSourceGeometry(lightX, lightY, mLightZ, mLightRadius); } public RenderNode getRootNode() { return mRootNode; } /** * Draw the surface. */ public void draw(final FrameDrawingCallback callback) { final long vsync = AnimationUtils.currentAnimationTimeMillis() * 1000000L; if (callback != null) { setFrameCallback(callback); } createRenderRequest() .setVsyncTime(vsync) .syncAndDraw(); } } }