/* * Copyright (C) 2014 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. */ #pragma once #include "Properties.h" #include "utils/Macros.h" #include #include "SkSize.h" #include namespace android { namespace uirenderer { namespace renderthread { class CanvasContext; } class DamageAccumulator; class LayerUpdateQueue; class RenderNode; class RenderState; class ErrorHandler { public: virtual void onError(const std::string& message) = 0; protected: virtual ~ErrorHandler() = default; }; class TreeObserver { public: // Called when a RenderNode's parent count hits 0. // Due to the unordered nature of tree pushes, once prepareTree // is finished it is possible that the node was "resurrected" and has // a non-zero parent count. virtual void onMaybeRemovedFromTree(RenderNode* node) = 0; protected: virtual ~TreeObserver() = default; }; // This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN class TreeInfo { PREVENT_COPY_AND_ASSIGN(TreeInfo); public: enum TraversalMode { // The full monty - sync, push, run animators, etc... Used by DrawFrameTask // May only be used if both the UI thread and RT thread are blocked on the // prepare MODE_FULL, // Run only what can be done safely on RT thread. Currently this only means // animators, but potentially things like SurfaceTexture updates // could be handled by this as well if there are no listeners MODE_RT_ONLY, }; TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext); TraversalMode mode; // TODO: Remove this? Currently this is used to signal to stop preparing // textures if we run out of cache space. bool prepareTextures; renderthread::CanvasContext& canvasContext; // TODO: buildLayer uses this to suppress running any animations, but this // should probably be refactored somehow. The reason this is done is // because buildLayer is not setup for injecting the animationHook, as well // as this being otherwise wasted work as all the animators will be // re-evaluated when the frame is actually drawn bool runAnimations = true; // Must not be null during actual usage DamageAccumulator* damageAccumulator = nullptr; int64_t damageGenerationId = 0; LayerUpdateQueue* layerUpdateQueue = nullptr; ErrorHandler* errorHandler = nullptr; bool updateWindowPositions = false; int disableForceDark; const SkISize screenSize; struct Out { bool hasFunctors = false; // This is only updated if evaluateAnimations is true bool hasAnimations = false; // This is set to true if there is an animation that RenderThread cannot // animate itself, such as if hasFunctors is true // This is only set if hasAnimations is true bool requiresUiRedraw = false; // This is set to true if draw() can be called this frame // false means that we must delay until the next vsync pulse as frame // production is outrunning consumption // NOTE that if this is false CanvasContext will set either requiresUiRedraw // *OR* will post itself for the next vsync automatically, use this // only to avoid calling draw() bool canDrawThisFrame = true; // Sentinel for animatedImageDelay meaning there is no need to post such // a message. static constexpr nsecs_t kNoAnimatedImageDelay = -1; // This is used to post a message to redraw when it is time to draw the // next frame of an AnimatedImageDrawable. nsecs_t animatedImageDelay = kNoAnimatedImageDelay; } out; // This flag helps to disable projection for receiver nodes that do not have any backward // projected children. bool hasBackwardProjectedNodes = false; // TODO: Damage calculations }; } /* namespace uirenderer */ } /* namespace android */