/* * 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. */ #ifndef TREEINFO_H #define TREEINFO_H #include #include #include "utils/Macros.h" namespace android { namespace uirenderer { namespace renderthread { class CanvasContext; } class DamageAccumulator; class OpenGLRenderer; class RenderState; class ErrorHandler { public: virtual void onError(const std::string& message) = 0; protected: ~ErrorHandler() {} }; // This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN class TreeInfo { PREVENT_COPY_AND_ASSIGN(TreeInfo); public: enum TraversalMode { // The full monty - sync, push, run animators, etc... Used by DrawFrameTask // May only be used if both the UI thread and RT thread are blocked on the // prepare MODE_FULL, // Run only what can be done safely on RT thread. Currently this only means // animators, but potentially things like SurfaceTexture updates // could be handled by this as well if there are no listeners MODE_RT_ONLY, }; explicit TreeInfo(TraversalMode mode, RenderState& renderState) : mode(mode) , prepareTextures(mode == MODE_FULL) , runAnimations(true) , damageAccumulator(nullptr) , renderState(renderState) , renderer(nullptr) , errorHandler(nullptr) , canvasContext(nullptr) {} explicit TreeInfo(TraversalMode mode, const TreeInfo& clone) : mode(mode) , prepareTextures(mode == MODE_FULL) , runAnimations(clone.runAnimations) , damageAccumulator(clone.damageAccumulator) , renderState(clone.renderState) , renderer(clone.renderer) , errorHandler(clone.errorHandler) , canvasContext(clone.canvasContext) {} const TraversalMode mode; // TODO: Remove this? Currently this is used to signal to stop preparing // textures if we run out of cache space. bool prepareTextures; // TODO: buildLayer uses this to suppress running any animations, but this // should probably be refactored somehow. The reason this is done is // because buildLayer is not setup for injecting the animationHook, as well // as this being otherwise wasted work as all the animators will be // re-evaluated when the frame is actually drawn bool runAnimations; // Must not be null during actual usage DamageAccumulator* damageAccumulator; RenderState& renderState; // The renderer that will be drawing the next frame. Use this to push any // layer updates or similar. May be NULL. OpenGLRenderer* renderer; ErrorHandler* errorHandler; // May be NULL (TODO: can it really?) renderthread::CanvasContext* canvasContext; struct Out { Out() : hasFunctors(false) , hasAnimations(false) , requiresUiRedraw(false) , canDrawThisFrame(true) {} bool hasFunctors; // This is only updated if evaluateAnimations is true bool hasAnimations; // This is set to true if there is an animation that RenderThread cannot // animate itself, such as if hasFunctors is true // This is only set if hasAnimations is true bool requiresUiRedraw; // This is set to true if draw() can be called this frame // false means that we must delay until the next vsync pulse as frame // production is outrunning consumption // NOTE that if this is false CanvasContext will set either requiresUiRedraw // *OR* will post itself for the next vsync automatically, use this // only to avoid calling draw() bool canDrawThisFrame; } out; // TODO: Damage calculations }; } /* namespace uirenderer */ } /* namespace android */ #endif /* TREEINFO_H */