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1 /*
2  * Copyright 2013 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 #include <renderengine/RenderEngine.h>
18 
19 #include <cutils/properties.h>
20 #include <log/log.h>
21 #include "gl/GLESRenderEngine.h"
22 #include "renderengine/ExternalTexture.h"
23 #include "threaded/RenderEngineThreaded.h"
24 
25 #include "skia/SkiaGLRenderEngine.h"
26 #include "skia/SkiaVkRenderEngine.h"
27 
28 namespace android {
29 namespace renderengine {
30 
create(const RenderEngineCreationArgs & args)31 std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
32     switch (args.renderEngineType) {
33         case RenderEngineType::THREADED:
34             ALOGD("Threaded RenderEngine with GLES Backend");
35             return renderengine::threaded::RenderEngineThreaded::create(
36                     [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
37                     args.renderEngineType);
38         case RenderEngineType::SKIA_GL:
39             ALOGD("RenderEngine with SkiaGL Backend");
40             return renderengine::skia::SkiaGLRenderEngine::create(args);
41         case RenderEngineType::SKIA_VK:
42             ALOGD("RenderEngine with SkiaVK Backend");
43             return renderengine::skia::SkiaVkRenderEngine::create(args);
44         case RenderEngineType::SKIA_GL_THREADED: {
45             ALOGD("Threaded RenderEngine with SkiaGL Backend");
46             return renderengine::threaded::RenderEngineThreaded::create(
47                     [args]() {
48                         return android::renderengine::skia::SkiaGLRenderEngine::create(args);
49                     },
50                     args.renderEngineType);
51         }
52         case RenderEngineType::SKIA_VK_THREADED:
53             ALOGD("Threaded RenderEngine with SkiaVK Backend");
54             return renderengine::threaded::RenderEngineThreaded::create(
55                     [args]() {
56                         return android::renderengine::skia::SkiaVkRenderEngine::create(args);
57                     },
58                     args.renderEngineType);
59         case RenderEngineType::GLES:
60         default:
61             ALOGD("RenderEngine with GLES Backend");
62             return renderengine::gl::GLESRenderEngine::create(args);
63     }
64 }
65 
66 RenderEngine::~RenderEngine() = default;
67 
validateInputBufferUsage(const sp<GraphicBuffer> & buffer)68 void RenderEngine::validateInputBufferUsage(const sp<GraphicBuffer>& buffer) {
69     LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_TEXTURE),
70                         "input buffer not gpu readable");
71 }
72 
validateOutputBufferUsage(const sp<GraphicBuffer> & buffer)73 void RenderEngine::validateOutputBufferUsage(const sp<GraphicBuffer>& buffer) {
74     LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_RENDER),
75                         "output buffer not gpu writeable");
76 }
77 
drawLayers(const DisplaySettings & display,const std::vector<LayerSettings> & layers,const std::shared_ptr<ExternalTexture> & buffer,const bool useFramebufferCache,base::unique_fd && bufferFence)78 ftl::Future<FenceResult> RenderEngine::drawLayers(const DisplaySettings& display,
79                                                   const std::vector<LayerSettings>& layers,
80                                                   const std::shared_ptr<ExternalTexture>& buffer,
81                                                   const bool useFramebufferCache,
82                                                   base::unique_fd&& bufferFence) {
83     const auto resultPromise = std::make_shared<std::promise<FenceResult>>();
84     std::future<FenceResult> resultFuture = resultPromise->get_future();
85     updateProtectedContext(layers, buffer);
86     drawLayersInternal(std::move(resultPromise), display, layers, buffer, useFramebufferCache,
87                        std::move(bufferFence));
88     return resultFuture;
89 }
90 
updateProtectedContext(const std::vector<LayerSettings> & layers,const std::shared_ptr<ExternalTexture> & buffer)91 void RenderEngine::updateProtectedContext(const std::vector<LayerSettings>& layers,
92                                           const std::shared_ptr<ExternalTexture>& buffer) {
93     const bool needsProtectedContext =
94             (buffer && (buffer->getUsage() & GRALLOC_USAGE_PROTECTED)) ||
95             std::any_of(layers.begin(), layers.end(), [](const LayerSettings& layer) {
96                 const std::shared_ptr<ExternalTexture>& buffer = layer.source.buffer.buffer;
97                 return buffer && (buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
98             });
99     useProtectedContext(needsProtectedContext);
100 }
101 
102 } // namespace renderengine
103 } // namespace android
104