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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 "BakedOpDispatcher.h"
20 #include "BakedOpRenderer.h"
21 #include "DamageAccumulator.h"
22 #include "FrameBuilder.h"
23 #include "FrameInfo.h"
24 #include "FrameInfoVisualizer.h"
25 #include "FrameMetricsReporter.h"
26 #include "IContextFactory.h"
27 #include "IRenderPipeline.h"
28 #include "LayerUpdateQueue.h"
29 #include "RenderNode.h"
30 #include "thread/Task.h"
31 #include "thread/TaskProcessor.h"
32 #include "renderthread/RenderTask.h"
33 #include "renderthread/RenderThread.h"
34 
35 #include <cutils/compiler.h>
36 #include <EGL/egl.h>
37 #include <SkBitmap.h>
38 #include <SkRect.h>
39 #include <utils/Functor.h>
40 #include <gui/Surface.h>
41 
42 #include <functional>
43 #include <set>
44 #include <string>
45 #include <vector>
46 
47 namespace android {
48 namespace uirenderer {
49 
50 class AnimationContext;
51 class DeferredLayerUpdater;
52 class Layer;
53 class Rect;
54 class RenderState;
55 
56 namespace renderthread {
57 
58 class EglManager;
59 class Frame;
60 
61 // This per-renderer class manages the bridge between the global EGL context
62 // and the render surface.
63 // TODO: Rename to Renderer or some other per-window, top-level manager
64 class CanvasContext : public IFrameCallback {
65 public:
66     static CanvasContext* create(RenderThread& thread, bool translucent,
67             RenderNode* rootRenderNode, IContextFactory* contextFactory);
68     virtual ~CanvasContext();
69 
70     /**
71      * Update or create a layer specific for the provided RenderNode. The layer
72      * attached to the node will be specific to the RenderPipeline used by this
73      * context
74      *
75      *  @return true if the layer has been created or updated
76      */
createOrUpdateLayer(RenderNode * node,const DamageAccumulator & dmgAccumulator)77     bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) {
78         return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut);
79     }
80 
81     /**
82      * Pin any mutable images to the GPU cache. A pinned images is guaranteed to
83      * remain in the cache until it has been unpinned. We leverage this feature
84      * to avoid making a CPU copy of the pixels.
85      *
86      * @return true if all images have been successfully pinned to the GPU cache
87      *         and false otherwise (e.g. cache limits have been exceeded).
88      */
pinImages(std::vector<SkImage * > & mutableImages)89     bool pinImages(std::vector<SkImage*>& mutableImages) {
90         return mRenderPipeline->pinImages(mutableImages);
91     }
pinImages(LsaVector<sk_sp<Bitmap>> & images)92     bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
93         return mRenderPipeline->pinImages(images);
94     }
95 
96     /**
97      * Unpin any image that had be previously pinned to the GPU cache
98      */
unpinImages()99     void unpinImages() { mRenderPipeline->unpinImages(); }
100 
101     /**
102      * Destroy any layers that have been attached to the provided RenderNode removing
103      * any state that may have been set during createOrUpdateLayer().
104      */
105     static void destroyLayer(RenderNode* node);
106 
107     static void invokeFunctor(const RenderThread& thread, Functor* functor);
108 
109     static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
110 
111     /*
112      * If Properties::isSkiaEnabled() is true then this will return the Skia
113      * grContext associated with the current RenderPipeline.
114      */
getGrContext()115     GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
116 
117     // Won't take effect until next EGLSurface creation
118     void setSwapBehavior(SwapBehavior swapBehavior);
119 
120     void initialize(Surface* surface);
121     void updateSurface(Surface* surface);
122     bool pauseSurface(Surface* surface);
123     void setStopped(bool stopped);
hasSurface()124     bool hasSurface() { return mNativeSurface.get(); }
125 
126     void setup(float lightRadius,
127             uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
128     void setLightCenter(const Vector3& lightCenter);
129     void setOpaque(bool opaque);
130     void setWideGamut(bool wideGamut);
131     bool makeCurrent();
132     void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
133             int64_t syncQueued, RenderNode* target);
134     void draw();
135     void destroy();
136 
137     // IFrameCallback, Choreographer-driven frame callback entry point
138     virtual void doFrame() override;
139     void prepareAndDraw(RenderNode* node);
140 
141     void buildLayer(RenderNode* node);
142     bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
143     void markLayerInUse(RenderNode* node);
144 
145     void destroyHardwareResources();
146     static void trimMemory(RenderThread& thread, int level);
147 
148     DeferredLayerUpdater* createTextureLayer();
149 
150     void stopDrawing();
151     void notifyFramePending();
152 
profiler()153     FrameInfoVisualizer& profiler() { return mProfiler; }
154 
155     void dumpFrames(int fd);
156     void resetFrameStats();
157 
158     void setName(const std::string&& name);
159 
160     void serializeDisplayListTree();
161 
162     void addRenderNode(RenderNode* node, bool placeFront);
163     void removeRenderNode(RenderNode* node);
164 
setContentDrawBounds(const Rect & bounds)165     void setContentDrawBounds(const Rect& bounds) {
166         mContentDrawBounds = bounds;
167     }
168 
getRenderState()169     RenderState& getRenderState() {
170         return mRenderThread.renderState();
171     }
172 
addFrameMetricsObserver(FrameMetricsObserver * observer)173     void addFrameMetricsObserver(FrameMetricsObserver* observer) {
174         if (mFrameMetricsReporter.get() == nullptr) {
175             mFrameMetricsReporter.reset(new FrameMetricsReporter());
176         }
177 
178         mFrameMetricsReporter->addObserver(observer);
179     }
180 
removeFrameMetricsObserver(FrameMetricsObserver * observer)181     void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
182         if (mFrameMetricsReporter.get() != nullptr) {
183             mFrameMetricsReporter->removeObserver(observer);
184             if (!mFrameMetricsReporter->hasObservers()) {
185                 mFrameMetricsReporter.reset(nullptr);
186             }
187         }
188     }
189 
190     // Used to queue up work that needs to be completed before this frame completes
191     ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
192 
193     ANDROID_API int64_t getFrameNumber();
194 
195     void waitOnFences();
196 
getRenderPipeline()197     IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
198 
199 private:
200     CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
201             IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
202 
203     friend class RegisterFrameCallbackTask;
204     // TODO: Replace with something better for layer & other GL object
205     // lifecycle tracking
206     friend class android::uirenderer::RenderState;
207 
208     void setSurface(Surface* window);
209 
210     void freePrefetchedLayers();
211 
212     bool isSwapChainStuffed();
213 
214     SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
215 
216     EGLint mLastFrameWidth = 0;
217     EGLint mLastFrameHeight = 0;
218 
219     RenderThread& mRenderThread;
220     sp<Surface> mNativeSurface;
221     // stopped indicates the CanvasContext will reject actual redraw operations,
222     // and defer repaint until it is un-stopped
223     bool mStopped = false;
224     // CanvasContext is dirty if it has received an update that it has not
225     // painted onto its surface.
226     bool mIsDirty = false;
227     SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
228     struct SwapHistory {
229         SkRect damage;
230         nsecs_t vsyncTime;
231         nsecs_t swapCompletedTime;
232         nsecs_t dequeueDuration;
233         nsecs_t queueDuration;
234     };
235 
236     RingBuffer<SwapHistory, 3> mSwapHistory;
237     int64_t mFrameNumber = -1;
238 
239     // last vsync for a dropped frame due to stuffed queue
240     nsecs_t mLastDropVsync = 0;
241 
242     bool mOpaque;
243     bool mWideColorGamut = false;
244     BakedOpRenderer::LightInfo mLightInfo;
245     FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
246 
247     bool mHaveNewSurface = false;
248     DamageAccumulator mDamageAccumulator;
249     LayerUpdateQueue mLayerUpdateQueue;
250     std::unique_ptr<AnimationContext> mAnimationContext;
251 
252     std::vector< sp<RenderNode> > mRenderNodes;
253 
254     FrameInfo* mCurrentFrameInfo = nullptr;
255     std::string mName;
256     JankTracker mJankTracker;
257     FrameInfoVisualizer mProfiler;
258     std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
259 
260     std::set<RenderNode*> mPrefetchedLayers;
261 
262     // Stores the bounds of the main content.
263     Rect mContentDrawBounds;
264 
265     // TODO: This is really a Task<void> but that doesn't really work
266     // when Future<> expects to be able to get/set a value
267     struct FuncTask : public Task<bool> {
268         std::function<void()> func;
269     };
270     class FuncTaskProcessor;
271 
272     std::vector< sp<FuncTask> > mFrameFences;
273     sp<TaskProcessor<bool> > mFrameWorkProcessor;
274     std::unique_ptr<IRenderPipeline> mRenderPipeline;
275 };
276 
277 } /* namespace renderthread */
278 } /* namespace uirenderer */
279 } /* namespace android */
280