/* * 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 #include #include #include #include #include #include #include #include #include #include #include "Layer.h" #include "Rect.h" #include "renderstate/RenderState.h" namespace android { namespace uirenderer { class AutoBackendTextureRelease; class RenderState; typedef std::unique_ptr AutoTextureRelease; // Container to hold the properties a layer should be set to at the start // of a render pass class DeferredLayerUpdater : public VirtualLightRefBase, public IGpuContextCallback { public: // Note that DeferredLayerUpdater assumes it is taking ownership of the layer // and will not call incrementRef on it as a result. explicit DeferredLayerUpdater(RenderState& renderState); ~DeferredLayerUpdater(); bool setSize(int width, int height) { if (mWidth != width || mHeight != height) { mWidth = width; mHeight = height; return true; } return false; } int getWidth() { return mWidth; } int getHeight() { return mHeight; } bool setBlend(bool blend) { if (blend != mBlend) { mBlend = blend; return true; } return false; } void setSurfaceTexture(AutoTextureRelease&& consumer); void updateTexImage() { mUpdateTexImage = true; } void setTransform(const SkMatrix* matrix) { delete mTransform; mTransform = matrix ? new SkMatrix(*matrix) : nullptr; } SkMatrix* getTransform() { return mTransform; } void setPaint(const SkPaint* paint); void apply(); Layer* backingLayer() { return mLayer; } void detachSurfaceTexture(); void updateLayer(bool forceFilter, const sk_sp& layerImage, const uint32_t transform, SkRect currentCrop, float maxLuminanceNits = -1.f); void destroyLayer(); protected: void onContextDestroyed() override; private: /** * ImageSlot contains the information and object references that * DeferredLayerUpdater maintains about a slot. Slot id comes from * ASurfaceTexture_dequeueBuffer. Usually there are at most 3 slots active at a time. */ class ImageSlot { public: ~ImageSlot() {} sk_sp createIfNeeded(AHardwareBuffer* buffer, android_dataspace dataspace, bool forceCreate, GrDirectContext* context); void releaseQueueOwnership(GrDirectContext* context); void clear(GrDirectContext* context); private: // the dataspace associated with the current image android_dataspace mDataspace = HAL_DATASPACE_UNKNOWN; AHardwareBuffer* mBuffer = nullptr; /** * mTextureRelease may outlive DeferredLayerUpdater, if the last ref is held by an SkImage. * DeferredLayerUpdater holds one ref to mTextureRelease, which is decremented by "clear". */ AutoBackendTextureRelease* mTextureRelease = nullptr; }; static status_t createReleaseFence(bool useFenceSync, EGLSyncKHR* eglFence, EGLDisplay* display, int* releaseFence, void* handle); static status_t fenceWait(int fence, void* handle); /** * DeferredLayerUpdater stores the SkImages that have been allocated by the BufferQueue * for each buffer slot. */ std::map mImageSlots; RenderState& mRenderState; // Generic properties int mWidth = 0; int mHeight = 0; bool mBlend = false; sk_sp mColorFilter; int mAlpha = 255; SkBlendMode mMode = SkBlendMode::kSrcOver; AutoTextureRelease mSurfaceTexture; SkMatrix* mTransform; bool mGLContextAttached; bool mUpdateTexImage; int mCurrentSlot = -1; Layer* mLayer; }; } /* namespace uirenderer */ } /* namespace android */