1 /* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #ifndef CANVASCONTEXT_H_ 18 #define CANVASCONTEXT_H_ 19 20 #include "DamageAccumulator.h" 21 #include "IContextFactory.h" 22 #include "FrameInfo.h" 23 #include "FrameInfoVisualizer.h" 24 #include "RenderNode.h" 25 #include "utils/RingBuffer.h" 26 #include "renderthread/RenderTask.h" 27 #include "renderthread/RenderThread.h" 28 29 #include <cutils/compiler.h> 30 #include <EGL/egl.h> 31 #include <SkBitmap.h> 32 #include <SkRect.h> 33 #include <utils/Functor.h> 34 #include <utils/Vector.h> 35 36 #include <set> 37 #include <string> 38 39 namespace android { 40 namespace uirenderer { 41 42 class AnimationContext; 43 class DeferredLayerUpdater; 44 class OpenGLRenderer; 45 class Rect; 46 class Layer; 47 class RenderState; 48 49 namespace renderthread { 50 51 class EglManager; 52 53 enum SwapBehavior { 54 kSwap_default, 55 kSwap_discardBuffer, 56 }; 57 58 // This per-renderer class manages the bridge between the global EGL context 59 // and the render surface. 60 // TODO: Rename to Renderer or some other per-window, top-level manager 61 class CanvasContext : public IFrameCallback { 62 public: 63 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 64 IContextFactory* contextFactory); 65 virtual ~CanvasContext(); 66 67 // Won't take effect until next EGLSurface creation 68 void setSwapBehavior(SwapBehavior swapBehavior); 69 70 bool initialize(ANativeWindow* window); 71 void updateSurface(ANativeWindow* window); 72 bool pauseSurface(ANativeWindow* window); hasSurface()73 bool hasSurface() { return mNativeWindow.get(); } 74 75 void setup(int width, int height, float lightRadius, 76 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 77 void setLightCenter(const Vector3& lightCenter); 78 void setOpaque(bool opaque); 79 void makeCurrent(); 80 void processLayerUpdate(DeferredLayerUpdater* layerUpdater); 81 void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued); 82 void draw(); 83 void destroy(); 84 85 // IFrameCallback, Chroreographer-driven frame callback entry point 86 virtual void doFrame() override; 87 88 void buildLayer(RenderNode* node); 89 bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); 90 void markLayerInUse(RenderNode* node); 91 92 void destroyHardwareResources(); 93 static void trimMemory(RenderThread& thread, int level); 94 95 static void invokeFunctor(RenderThread& thread, Functor* functor); 96 97 void runWithGlContext(RenderTask* task); 98 99 Layer* createTextureLayer(); 100 101 ANDROID_API static void setTextureAtlas(RenderThread& thread, 102 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize); 103 104 void stopDrawing(); 105 void notifyFramePending(); 106 profiler()107 FrameInfoVisualizer& profiler() { return mProfiler; } 108 109 void dumpFrames(int fd); 110 void resetFrameStats(); 111 setName(const std::string && name)112 void setName(const std::string&& name) { mName = name; } name()113 const std::string& name() { return mName; } 114 115 private: 116 friend class RegisterFrameCallbackTask; 117 // TODO: Replace with something better for layer & other GL object 118 // lifecycle tracking 119 friend class android::uirenderer::RenderState; 120 121 void setSurface(ANativeWindow* window); 122 void swapBuffers(const SkRect& dirty, EGLint width, EGLint height); 123 void requireSurface(); 124 125 void freePrefetechedLayers(); 126 127 RenderThread& mRenderThread; 128 EglManager& mEglManager; 129 sp<ANativeWindow> mNativeWindow; 130 EGLSurface mEglSurface = EGL_NO_SURFACE; 131 bool mBufferPreserved = false; 132 SwapBehavior mSwapBehavior = kSwap_default; 133 134 bool mOpaque; 135 OpenGLRenderer* mCanvas = nullptr; 136 bool mHaveNewSurface = false; 137 DamageAccumulator mDamageAccumulator; 138 std::unique_ptr<AnimationContext> mAnimationContext; 139 140 const sp<RenderNode> mRootRenderNode; 141 142 FrameInfo* mCurrentFrameInfo = nullptr; 143 // Ring buffer large enough for 2 seconds worth of frames 144 RingBuffer<FrameInfo, 120> mFrames; 145 std::string mName; 146 JankTracker mJankTracker; 147 FrameInfoVisualizer mProfiler; 148 149 std::set<RenderNode*> mPrefetechedLayers; 150 }; 151 152 } /* namespace renderthread */ 153 } /* namespace uirenderer */ 154 } /* namespace android */ 155 #endif /* CANVASCONTEXT_H_ */ 156