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 "renderthread/RenderTask.h" 31 #include "renderthread/RenderThread.h" 32 #include "thread/Task.h" 33 #include "thread/TaskProcessor.h" 34 35 #include <EGL/egl.h> 36 #include <SkBitmap.h> 37 #include <SkRect.h> 38 #include <cutils/compiler.h> 39 #include <gui/Surface.h> 40 #include <utils/Functor.h> 41 42 #include <functional> 43 #include <set> 44 #include <string> 45 #include <vector> 46 47 namespace android { 48 namespace uirenderer { 49 50 class AnimationContext; 51 class DeferredLayerUpdater; 52 class ErrorHandler; 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, RenderNode* rootRenderNode, 68 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,ErrorHandler * errorHandler)78 bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator, 79 ErrorHandler* errorHandler) { 80 return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut, 81 errorHandler); 82 } 83 84 /** 85 * Pin any mutable images to the GPU cache. A pinned images is guaranteed to 86 * remain in the cache until it has been unpinned. We leverage this feature 87 * to avoid making a CPU copy of the pixels. 88 * 89 * @return true if all images have been successfully pinned to the GPU cache 90 * and false otherwise (e.g. cache limits have been exceeded). 91 */ pinImages(std::vector<SkImage * > & mutableImages)92 bool pinImages(std::vector<SkImage*>& mutableImages) { 93 return mRenderPipeline->pinImages(mutableImages); 94 } pinImages(LsaVector<sk_sp<Bitmap>> & images)95 bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); } 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 setSurface(sp<Surface>&& surface); 122 bool pauseSurface(); 123 void setStopped(bool stopped); hasSurface()124 bool hasSurface() { return mNativeSurface.get(); } 125 126 void setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 127 void setLightCenter(const Vector3& lightCenter); 128 void setOpaque(bool opaque); 129 void setWideGamut(bool wideGamut); 130 bool makeCurrent(); 131 void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target); 132 void draw(); 133 void destroy(); 134 135 // IFrameCallback, Choreographer-driven frame callback entry point 136 virtual void doFrame() override; 137 void prepareAndDraw(RenderNode* node); 138 139 void buildLayer(RenderNode* node); 140 bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); 141 void markLayerInUse(RenderNode* node); 142 143 void destroyHardwareResources(); 144 static void trimMemory(RenderThread& thread, int level); 145 146 DeferredLayerUpdater* createTextureLayer(); 147 148 void stopDrawing(); 149 void notifyFramePending(); 150 profiler()151 FrameInfoVisualizer& profiler() { return mProfiler; } 152 153 void dumpFrames(int fd); 154 void resetFrameStats(); 155 156 void setName(const std::string&& name); 157 158 void serializeDisplayListTree(); 159 160 void addRenderNode(RenderNode* node, bool placeFront); 161 void removeRenderNode(RenderNode* node); 162 setContentDrawBounds(const Rect & bounds)163 void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; } 164 getRenderState()165 RenderState& getRenderState() { return mRenderThread.renderState(); } 166 addFrameMetricsObserver(FrameMetricsObserver * observer)167 void addFrameMetricsObserver(FrameMetricsObserver* observer) { 168 if (mFrameMetricsReporter.get() == nullptr) { 169 mFrameMetricsReporter.reset(new FrameMetricsReporter()); 170 } 171 172 mFrameMetricsReporter->addObserver(observer); 173 } 174 removeFrameMetricsObserver(FrameMetricsObserver * observer)175 void removeFrameMetricsObserver(FrameMetricsObserver* observer) { 176 if (mFrameMetricsReporter.get() != nullptr) { 177 mFrameMetricsReporter->removeObserver(observer); 178 if (!mFrameMetricsReporter->hasObservers()) { 179 mFrameMetricsReporter.reset(nullptr); 180 } 181 } 182 } 183 184 // Used to queue up work that needs to be completed before this frame completes 185 ANDROID_API void enqueueFrameWork(std::function<void()>&& func); 186 187 ANDROID_API int64_t getFrameNumber(); 188 189 void waitOnFences(); 190 getRenderPipeline()191 IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); } 192 addFrameCompleteListener(std::function<void (int64_t)> && func)193 void addFrameCompleteListener(std::function<void(int64_t)>&& func) { 194 mFrameCompleteCallbacks.push_back(std::move(func)); 195 } 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 freePrefetchedLayers(); 207 208 bool isSwapChainStuffed(); 209 210 SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); 211 212 EGLint mLastFrameWidth = 0; 213 EGLint mLastFrameHeight = 0; 214 215 RenderThread& mRenderThread; 216 sp<Surface> mNativeSurface; 217 // stopped indicates the CanvasContext will reject actual redraw operations, 218 // and defer repaint until it is un-stopped 219 bool mStopped = false; 220 // Incremented each time the CanvasContext is stopped. Used to ignore 221 // delayed messages that are triggered after stopping. 222 int mGenerationID; 223 // CanvasContext is dirty if it has received an update that it has not 224 // painted onto its surface. 225 bool mIsDirty = false; 226 SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; 227 struct SwapHistory { 228 SkRect damage; 229 nsecs_t vsyncTime; 230 nsecs_t swapCompletedTime; 231 nsecs_t dequeueDuration; 232 nsecs_t queueDuration; 233 }; 234 235 RingBuffer<SwapHistory, 3> mSwapHistory; 236 int64_t mFrameNumber = -1; 237 238 // last vsync for a dropped frame due to stuffed queue 239 nsecs_t mLastDropVsync = 0; 240 241 bool mOpaque; 242 bool mWideColorGamut = false; 243 BakedOpRenderer::LightInfo mLightInfo; 244 FrameBuilder::LightGeometry mLightGeometry = {{0, 0, 0}, 0}; 245 246 bool mHaveNewSurface = false; 247 DamageAccumulator mDamageAccumulator; 248 LayerUpdateQueue mLayerUpdateQueue; 249 std::unique_ptr<AnimationContext> mAnimationContext; 250 251 std::vector<sp<RenderNode>> mRenderNodes; 252 253 FrameInfo* mCurrentFrameInfo = nullptr; 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 std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks; 276 }; 277 278 } /* namespace renderthread */ 279 } /* namespace uirenderer */ 280 } /* namespace android */ 281