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 "DamageAccumulator.h" 20 #include "FrameInfo.h" 21 #include "FrameInfoVisualizer.h" 22 #include "FrameMetricsReporter.h" 23 #include "IContextFactory.h" 24 #include "IRenderPipeline.h" 25 #include "JankTracker.h" 26 #include "LayerUpdateQueue.h" 27 #include "Lighting.h" 28 #include "ReliableSurface.h" 29 #include "RenderNode.h" 30 #include "renderthread/RenderTask.h" 31 #include "renderthread/RenderThread.h" 32 #include "utils/RingBuffer.h" 33 #include "ColorMode.h" 34 35 #include <SkBitmap.h> 36 #include <SkRect.h> 37 #include <SkSize.h> 38 #include <cutils/compiler.h> 39 #include <utils/Functor.h> 40 #include <utils/Mutex.h> 41 42 #include <functional> 43 #include <future> 44 #include <set> 45 #include <string> 46 #include <utility> 47 #include <vector> 48 49 namespace android { 50 namespace uirenderer { 51 52 class AnimationContext; 53 class DeferredLayerUpdater; 54 class ErrorHandler; 55 class Layer; 56 class Rect; 57 class RenderState; 58 59 namespace renderthread { 60 61 class Frame; 62 63 // This per-renderer class manages the bridge between the global EGL context 64 // and the render surface. 65 // TODO: Rename to Renderer or some other per-window, top-level manager 66 class CanvasContext : public IFrameCallback { 67 public: 68 static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 69 IContextFactory* contextFactory); 70 virtual ~CanvasContext(); 71 72 /** 73 * Update or create a layer specific for the provided RenderNode. The layer 74 * attached to the node will be specific to the RenderPipeline used by this 75 * context 76 * 77 * @return true if the layer has been created or updated 78 */ createOrUpdateLayer(RenderNode * node,const DamageAccumulator & dmgAccumulator,ErrorHandler * errorHandler)79 bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator, 80 ErrorHandler* errorHandler) { 81 return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, 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 static void invokeFunctor(const RenderThread& thread, Functor* functor); 103 104 static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap); 105 106 /* 107 * If Properties::isSkiaEnabled() is true then this will return the Skia 108 * grContext associated with the current RenderPipeline. 109 */ getGrContext()110 GrDirectContext* getGrContext() const { return mRenderThread.getGrContext(); } 111 getSurfaceControl()112 ASurfaceControl* getSurfaceControl() const { return mSurfaceControl; } getSurfaceControlGenerationId()113 int32_t getSurfaceControlGenerationId() const { return mSurfaceControlGenerationId; } 114 115 // Won't take effect until next EGLSurface creation 116 void setSwapBehavior(SwapBehavior swapBehavior); 117 118 void setSurface(ANativeWindow* window, bool enableTimeout = true); 119 void setSurfaceControl(ASurfaceControl* surfaceControl); 120 bool pauseSurface(); 121 void setStopped(bool stopped); hasSurface()122 bool hasSurface() const { return mNativeSurface.get(); } 123 void allocateBuffers(); 124 125 void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 126 void setLightGeometry(const Vector3& lightCenter, float lightRadius); 127 void setOpaque(bool opaque); 128 void setColorMode(ColorMode mode); 129 bool makeCurrent(); 130 void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target); 131 // Returns the DequeueBufferDuration. 132 nsecs_t 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 void markLayerInUse(RenderNode* node); 141 142 void destroyHardwareResources(); 143 static void trimMemory(RenderThread& thread, int level); 144 145 DeferredLayerUpdater* createTextureLayer(); 146 147 void stopDrawing(); 148 void notifyFramePending(); 149 profiler()150 FrameInfoVisualizer& profiler() { return mProfiler; } 151 152 void dumpFrames(int fd); 153 void resetFrameStats(); 154 155 void setName(const std::string&& name); 156 157 void addRenderNode(RenderNode* node, bool placeFront); 158 void removeRenderNode(RenderNode* node); 159 setContentDrawBounds(const Rect & bounds)160 void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; } 161 addFrameMetricsObserver(FrameMetricsObserver * observer)162 void addFrameMetricsObserver(FrameMetricsObserver* observer) { 163 std::scoped_lock lock(mFrameMetricsReporterMutex); 164 if (mFrameMetricsReporter.get() == nullptr) { 165 mFrameMetricsReporter.reset(new FrameMetricsReporter()); 166 } 167 168 mFrameMetricsReporter->addObserver(observer); 169 } 170 removeFrameMetricsObserver(FrameMetricsObserver * observer)171 void removeFrameMetricsObserver(FrameMetricsObserver* observer) { 172 std::scoped_lock lock(mFrameMetricsReporterMutex); 173 if (mFrameMetricsReporter.get() != nullptr) { 174 mFrameMetricsReporter->removeObserver(observer); 175 if (!mFrameMetricsReporter->hasObservers()) { 176 mFrameMetricsReporter.reset(nullptr); 177 } 178 } 179 } 180 181 // Used to queue up work that needs to be completed before this frame completes 182 void enqueueFrameWork(std::function<void()>&& func); 183 184 int64_t getFrameNumber(); 185 186 void waitOnFences(); 187 getRenderPipeline()188 IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); } 189 addFrameCompleteListener(std::function<void (int64_t)> && func)190 void addFrameCompleteListener(std::function<void(int64_t)>&& func) { 191 mFrameCompleteCallbacks.push_back(std::move(func)); 192 } 193 setPictureCapturedCallback(const std::function<void (sk_sp<SkPicture> &&)> & callback)194 void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) { 195 mRenderPipeline->setPictureCapturedCallback(callback); 196 } 197 setForceDark(bool enable)198 void setForceDark(bool enable) { mUseForceDark = enable; } 199 useForceDark()200 bool useForceDark() { 201 return mUseForceDark; 202 } 203 204 SkISize getNextFrameSize() const; 205 206 // Called when SurfaceStats are available. 207 static void onSurfaceStatsAvailable(void* context, ASurfaceControl* control, 208 ASurfaceControlStats* stats); 209 setASurfaceTransactionCallback(const std::function<bool (int64_t,int64_t,int64_t)> & callback)210 void setASurfaceTransactionCallback( 211 const std::function<bool(int64_t, int64_t, int64_t)>& callback) { 212 mASurfaceTransactionCallback = callback; 213 } 214 215 bool mergeTransaction(ASurfaceTransaction* transaction, ASurfaceControl* control); 216 setPrepareSurfaceControlForWebviewCallback(const std::function<void ()> & callback)217 void setPrepareSurfaceControlForWebviewCallback(const std::function<void()>& callback) { 218 mPrepareSurfaceControlForWebviewCallback = callback; 219 } 220 221 void prepareSurfaceControlForWebview(); 222 223 static CanvasContext* getActiveContext(); 224 225 private: 226 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 227 IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline); 228 229 friend class RegisterFrameCallbackTask; 230 // TODO: Replace with something better for layer & other GL object 231 // lifecycle tracking 232 friend class android::uirenderer::RenderState; 233 234 void freePrefetchedLayers(); 235 236 bool isSwapChainStuffed(); 237 bool surfaceRequiresRedraw(); 238 void setupPipelineSurface(); 239 240 SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); 241 void finishFrame(FrameInfo* frameInfo); 242 243 /** 244 * Invoke 'reportFrameMetrics' on the last frame stored in 'mLast4FrameInfos'. 245 * Populate the 'presentTime' field before calling. 246 */ 247 void reportMetricsWithPresentTime(); 248 249 FrameInfo* getFrameInfoFromLast4(uint64_t frameNumber); 250 251 // The same type as Frame.mWidth and Frame.mHeight 252 int32_t mLastFrameWidth = 0; 253 int32_t mLastFrameHeight = 0; 254 255 RenderThread& mRenderThread; 256 std::unique_ptr<ReliableSurface> mNativeSurface; 257 // The SurfaceControl reference is passed from ViewRootImpl, can be set to 258 // NULL to remove the reference 259 ASurfaceControl* mSurfaceControl = nullptr; 260 // id to track surface control changes and WebViewFunctor uses it to determine 261 // whether reparenting is needed 262 int32_t mSurfaceControlGenerationId = 0; 263 // stopped indicates the CanvasContext will reject actual redraw operations, 264 // and defer repaint until it is un-stopped 265 bool mStopped = false; 266 // Incremented each time the CanvasContext is stopped. Used to ignore 267 // delayed messages that are triggered after stopping. 268 int mGenerationID; 269 // CanvasContext is dirty if it has received an update that it has not 270 // painted onto its surface. 271 bool mIsDirty = false; 272 SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; 273 struct SwapHistory { 274 SkRect damage; 275 nsecs_t vsyncTime; 276 nsecs_t swapCompletedTime; 277 nsecs_t dequeueDuration; 278 nsecs_t queueDuration; 279 }; 280 281 // Need at least 4 because we do quad buffer. Add a 5th for good measure. 282 RingBuffer<SwapHistory, 5> mSwapHistory; 283 int64_t mFrameNumber = -1; 284 int64_t mDamageId = 0; 285 286 // last vsync for a dropped frame due to stuffed queue 287 nsecs_t mLastDropVsync = 0; 288 289 bool mOpaque; 290 bool mUseForceDark = false; 291 LightInfo mLightInfo; 292 LightGeometry mLightGeometry = {{0, 0, 0}, 0}; 293 294 bool mHaveNewSurface = false; 295 DamageAccumulator mDamageAccumulator; 296 LayerUpdateQueue mLayerUpdateQueue; 297 std::unique_ptr<AnimationContext> mAnimationContext; 298 299 std::vector<sp<RenderNode>> mRenderNodes; 300 301 FrameInfo* mCurrentFrameInfo = nullptr; 302 303 // List of frames that are awaiting GPU completion reporting 304 RingBuffer<std::pair<FrameInfo*, int64_t>, 4> mLast4FrameInfos 305 GUARDED_BY(mLast4FrameInfosMutex); 306 std::mutex mLast4FrameInfosMutex; 307 308 std::string mName; 309 JankTracker mJankTracker; 310 FrameInfoVisualizer mProfiler; 311 std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter 312 GUARDED_BY(mFrameMetricsReporterMutex); 313 std::mutex mFrameMetricsReporterMutex; 314 315 std::set<RenderNode*> mPrefetchedLayers; 316 317 // Stores the bounds of the main content. 318 Rect mContentDrawBounds; 319 320 std::vector<std::future<void>> mFrameFences; 321 std::unique_ptr<IRenderPipeline> mRenderPipeline; 322 323 std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks; 324 325 // If set to true, we expect that callbacks into onSurfaceStatsAvailable 326 bool mExpectSurfaceStats = false; 327 328 std::function<bool(int64_t, int64_t, int64_t)> mASurfaceTransactionCallback; 329 std::function<void()> mPrepareSurfaceControlForWebviewCallback; 330 331 void cleanupResources(); 332 }; 333 334 } /* namespace renderthread */ 335 } /* namespace uirenderer */ 336 } /* namespace android */ 337