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 #pragma once
18 
19 #include "BakedOpDispatcher.h"
20 #include "BakedOpRenderer.h"
21 #include "DamageAccumulator.h"
22 #include "FrameBuilder.h"
23 #include "FrameInfo.h"
24 #include "FrameInfoVisualizer.h"
25 #include "FrameMetricsReporter.h"
26 #include "IContextFactory.h"
27 #include "IRenderPipeline.h"
28 #include "LayerUpdateQueue.h"
29 #include "RenderNode.h"
30 #include "thread/Task.h"
31 #include "thread/TaskProcessor.h"
32 #include "utils/RingBuffer.h"
33 #include "renderthread/RenderTask.h"
34 #include "renderthread/RenderThread.h"
35 
36 #include <cutils/compiler.h>
37 #include <EGL/egl.h>
38 #include <SkBitmap.h>
39 #include <SkRect.h>
40 #include <utils/Functor.h>
41 #include <gui/Surface.h>
42 
43 #include <functional>
44 #include <set>
45 #include <string>
46 #include <vector>
47 
48 namespace android {
49 namespace uirenderer {
50 
51 class AnimationContext;
52 class DeferredLayerUpdater;
53 class Layer;
54 class Rect;
55 class RenderState;
56 
57 namespace renderthread {
58 
59 class EglManager;
60 class Frame;
61 
62 // This per-renderer class manages the bridge between the global EGL context
63 // and the render surface.
64 // TODO: Rename to Renderer or some other per-window, top-level manager
65 class CanvasContext : public IFrameCallback {
66 public:
67     static CanvasContext* create(RenderThread& thread, bool translucent,
68             RenderNode* rootRenderNode, IContextFactory* contextFactory);
69     virtual ~CanvasContext();
70 
71     /**
72      * Update or create a layer specific for the provided RenderNode. The layer
73      * attached to the node will be specific to the RenderPipeline used by this
74      * context
75      *
76      *  @return true if the layer has been created or updated
77      */
createOrUpdateLayer(RenderNode * node,const DamageAccumulator & dmgAccumulator)78     bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) {
79         return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator);
80     }
81 
82     /**
83      * Pin any mutable images to the GPU cache. A pinned images is guaranteed to
84      * remain in the cache until it has been unpinned. We leverage this feature
85      * to avoid making a CPU copy of the pixels.
86      *
87      * @return true if all images have been successfully pinned to the GPU cache
88      *         and false otherwise (e.g. cache limits have been exceeded).
89      */
pinImages(std::vector<SkImage * > & mutableImages)90     bool pinImages(std::vector<SkImage*>& mutableImages) {
91         return mRenderPipeline->pinImages(mutableImages);
92     }
pinImages(LsaVector<sk_sp<Bitmap>> & images)93     bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
94         return mRenderPipeline->pinImages(images);
95     }
96 
97     /**
98      * Unpin any image that had be previously pinned to the GPU cache
99      */
unpinImages()100     void unpinImages() { mRenderPipeline->unpinImages(); }
101 
102     /**
103      * Destroy any layers that have been attached to the provided RenderNode removing
104      * any state that may have been set during createOrUpdateLayer().
105      */
106     static void destroyLayer(RenderNode* node);
107 
108     static void invokeFunctor(const RenderThread& thread, Functor* functor);
109 
110     static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
111 
112     /*
113      * If Properties::isSkiaEnabled() is true then this will return the Skia
114      * grContext associated with the current RenderPipeline.
115      */
getGrContext()116     GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
117 
118     // Won't take effect until next EGLSurface creation
119     void setSwapBehavior(SwapBehavior swapBehavior);
120 
121     void initialize(Surface* surface);
122     void updateSurface(Surface* surface);
123     bool pauseSurface(Surface* surface);
124     void setStopped(bool stopped);
hasSurface()125     bool hasSurface() { return mNativeSurface.get(); }
126 
127     void setup(float lightRadius,
128             uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
129     void setLightCenter(const Vector3& lightCenter);
130     void setOpaque(bool opaque);
131     bool makeCurrent();
132     void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
133             int64_t syncQueued, RenderNode* target);
134     void draw();
135     void destroy();
136 
137     // IFrameCallback, Choreographer-driven frame callback entry point
138     virtual void doFrame() override;
139     void prepareAndDraw(RenderNode* node);
140 
141     void buildLayer(RenderNode* node);
142     bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
143     void markLayerInUse(RenderNode* node);
144 
145     void destroyHardwareResources();
146     static void trimMemory(RenderThread& thread, int level);
147 
148     DeferredLayerUpdater* createTextureLayer();
149 
150     void stopDrawing();
151     void notifyFramePending();
152 
profiler()153     FrameInfoVisualizer& profiler() { return mProfiler; }
154 
155     void dumpFrames(int fd);
156     void resetFrameStats();
157 
158     void setName(const std::string&& name);
159 
160     void serializeDisplayListTree();
161 
162     void addRenderNode(RenderNode* node, bool placeFront);
163     void removeRenderNode(RenderNode* node);
164 
setContentDrawBounds(int left,int top,int right,int bottom)165     void setContentDrawBounds(int left, int top, int right, int bottom) {
166         mContentDrawBounds.set(left, top, right, bottom);
167     }
168 
getRenderState()169     RenderState& getRenderState() {
170         return mRenderThread.renderState();
171     }
172 
addFrameMetricsObserver(FrameMetricsObserver * observer)173     void addFrameMetricsObserver(FrameMetricsObserver* observer) {
174         if (mFrameMetricsReporter.get() == nullptr) {
175             mFrameMetricsReporter.reset(new FrameMetricsReporter());
176         }
177 
178         mFrameMetricsReporter->addObserver(observer);
179     }
180 
removeFrameMetricsObserver(FrameMetricsObserver * observer)181     void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
182         if (mFrameMetricsReporter.get() != nullptr) {
183             mFrameMetricsReporter->removeObserver(observer);
184             if (!mFrameMetricsReporter->hasObservers()) {
185                 mFrameMetricsReporter.reset(nullptr);
186             }
187         }
188     }
189 
190     // Used to queue up work that needs to be completed before this frame completes
191     ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
192 
193     ANDROID_API int64_t getFrameNumber();
194 
195     void waitOnFences();
196 
197 private:
198     CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
199             IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
200 
201     friend class RegisterFrameCallbackTask;
202     // TODO: Replace with something better for layer & other GL object
203     // lifecycle tracking
204     friend class android::uirenderer::RenderState;
205 
206     void setSurface(Surface* window);
207 
208     void freePrefetchedLayers();
209 
210     bool isSwapChainStuffed();
211 
212     SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
213 
214     EGLint mLastFrameWidth = 0;
215     EGLint mLastFrameHeight = 0;
216 
217     RenderThread& mRenderThread;
218     sp<Surface> mNativeSurface;
219     // stopped indicates the CanvasContext will reject actual redraw operations,
220     // and defer repaint until it is un-stopped
221     bool mStopped = false;
222     // CanvasContext is dirty if it has received an update that it has not
223     // painted onto its surface.
224     bool mIsDirty = false;
225     SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
226     struct SwapHistory {
227         SkRect damage;
228         nsecs_t vsyncTime;
229         nsecs_t swapCompletedTime;
230         nsecs_t dequeueDuration;
231         nsecs_t queueDuration;
232     };
233 
234     RingBuffer<SwapHistory, 3> mSwapHistory;
235     int64_t mFrameNumber = -1;
236 
237     // last vsync for a dropped frame due to stuffed queue
238     nsecs_t mLastDropVsync = 0;
239 
240     bool mOpaque;
241     BakedOpRenderer::LightInfo mLightInfo;
242     FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
243 
244     bool mHaveNewSurface = false;
245     DamageAccumulator mDamageAccumulator;
246     LayerUpdateQueue mLayerUpdateQueue;
247     std::unique_ptr<AnimationContext> mAnimationContext;
248 
249     std::vector< sp<RenderNode> > mRenderNodes;
250 
251     FrameInfo* mCurrentFrameInfo = nullptr;
252     // Ring buffer large enough for 2 seconds worth of frames
253     RingBuffer<FrameInfo, 120> mFrames;
254     std::string mName;
255     JankTracker mJankTracker;
256     FrameInfoVisualizer mProfiler;
257     std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
258 
259     std::set<RenderNode*> mPrefetchedLayers;
260 
261     // Stores the bounds of the main content.
262     Rect mContentDrawBounds;
263 
264     // TODO: This is really a Task<void> but that doesn't really work
265     // when Future<> expects to be able to get/set a value
266     struct FuncTask : public Task<bool> {
267         std::function<void()> func;
268     };
269     class FuncTaskProcessor;
270 
271     std::vector< sp<FuncTask> > mFrameFences;
272     sp<TaskProcessor<bool> > mFrameWorkProcessor;
273     std::unique_ptr<IRenderPipeline> mRenderPipeline;
274 };
275 
276 } /* namespace renderthread */
277 } /* namespace uirenderer */
278 } /* namespace android */
279