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