/* * Copyright (C) 2013 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. */ #ifndef RENDERTHREAD_H_ #define RENDERTHREAD_H_ #include "RenderTask.h" #include "../JankTracker.h" #include "CacheManager.h" #include "TimeLord.h" #include "WebViewFunctorManager.h" #include "thread/ThreadBase.h" #include "utils/TimeUtils.h" #include #include #include #include #include #include #include #include #include #include namespace android { class Bitmap; class AutoBackendTextureRelease; namespace uirenderer { class Readback; class RenderState; class TestUtils; namespace skiapipeline { class VkFunctorDrawHandler; } namespace renderthread { class CanvasContext; class EglManager; class RenderProxy; class VulkanManager; // Mimics android.view.Choreographer.FrameCallback class IFrameCallback { public: virtual void doFrame() = 0; protected: virtual ~IFrameCallback() {} }; struct VsyncSource { virtual void requestNextVsync() = 0; virtual nsecs_t latestVsyncEvent() = 0; virtual ~VsyncSource() {} }; class DummyVsyncSource; typedef void (*JVMAttachHook)(const char* name); class RenderThread : private ThreadBase { PREVENT_COPY_AND_ASSIGN(RenderThread); public: // Sets a callback that fires before any RenderThread setup has occurred. ANDROID_API static void setOnStartHook(JVMAttachHook onStartHook); static JVMAttachHook getOnStartHook(); WorkQueue& queue() { return ThreadBase::queue(); } // Mimics android.view.Choreographer void postFrameCallback(IFrameCallback* callback); bool removeFrameCallback(IFrameCallback* callback); // If the callback is currently registered, it will be pushed back until // the next vsync. If it is not currently registered this does nothing. void pushBackFrameCallback(IFrameCallback* callback); TimeLord& timeLord() { return mTimeLord; } RenderState& renderState() const { return *mRenderState; } EglManager& eglManager() const { return *mEglManager; } ProfileDataContainer& globalProfileData() { return mGlobalProfileData; } Readback& readback(); GrContext* getGrContext() const { return mGrContext.get(); } void setGrContext(sk_sp cxt); CacheManager& cacheManager() { return *mCacheManager; } VulkanManager& vulkanManager() { return *mVkManager; } sk_sp allocateHardwareBitmap(SkBitmap& skBitmap); void dumpGraphicsMemory(int fd); void requireGlContext(); void requireVkContext(); void destroyRenderingContext(); void preload(); /** * isCurrent provides a way to query, if the caller is running on * the render thread. * * @return true only if isCurrent is invoked from the render thread. */ static bool isCurrent(); static void initGrContextOptions(GrContextOptions& options); protected: virtual bool threadLoop() override; private: friend class DispatchFrameCallbacks; friend class RenderProxy; friend class DummyVsyncSource; friend class android::AutoBackendTextureRelease; friend class android::uirenderer::TestUtils; friend class android::uirenderer::WebViewFunctor; friend class android::uirenderer::skiapipeline::VkFunctorDrawHandler; RenderThread(); virtual ~RenderThread(); static bool hasInstance(); static RenderThread& getInstance(); void initThreadLocals(); void initializeDisplayEventReceiver(); void setupFrameInterval(); static int displayEventReceiverCallback(int fd, int events, void* data); void drainDisplayEventQueue(); void dispatchFrameCallbacks(); void requestVsync(); VsyncSource* mVsyncSource; bool mVsyncRequested; std::set mFrameCallbacks; // We defer the actual registration of these callbacks until // both mQueue *and* mDisplayEventReceiver have been drained off all // immediate events. This makes sure that we catch the next vsync, not // the previous one std::set mPendingRegistrationFrameCallbacks; bool mFrameCallbackTaskPending; TimeLord mTimeLord; nsecs_t mDispatchFrameDelay = 4_ms; RenderState* mRenderState; EglManager* mEglManager; WebViewFunctorManager& mFunctorManager; ProfileDataContainer mGlobalProfileData; Readback* mReadback = nullptr; sk_sp mGrContext; CacheManager* mCacheManager; VulkanManager* mVkManager; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* RENDERTHREAD_H_ */