/* * 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 CANVASCONTEXT_H_ #define CANVASCONTEXT_H_ #include "DamageAccumulator.h" #include "IContextFactory.h" #include "FrameInfo.h" #include "FrameInfoVisualizer.h" #include "RenderNode.h" #include "utils/RingBuffer.h" #include "renderthread/RenderTask.h" #include "renderthread/RenderThread.h" #include #include #include #include #include #include #include #include namespace android { namespace uirenderer { class AnimationContext; class DeferredLayerUpdater; class OpenGLRenderer; class Rect; class Layer; class RenderState; namespace renderthread { class EglManager; enum SwapBehavior { kSwap_default, kSwap_discardBuffer, }; // This per-renderer class manages the bridge between the global EGL context // and the render surface. // TODO: Rename to Renderer or some other per-window, top-level manager class CanvasContext : public IFrameCallback { public: CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory); virtual ~CanvasContext(); // Won't take effect until next EGLSurface creation void setSwapBehavior(SwapBehavior swapBehavior); bool initialize(ANativeWindow* window); void updateSurface(ANativeWindow* window); bool pauseSurface(ANativeWindow* window); bool hasSurface() { return mNativeWindow.get(); } void setup(int width, int height, float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); void setLightCenter(const Vector3& lightCenter); void setOpaque(bool opaque); void makeCurrent(); void processLayerUpdate(DeferredLayerUpdater* layerUpdater); void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued); void draw(); void destroy(); // IFrameCallback, Chroreographer-driven frame callback entry point virtual void doFrame() override; void buildLayer(RenderNode* node); bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); void markLayerInUse(RenderNode* node); void destroyHardwareResources(); static void trimMemory(RenderThread& thread, int level); static void invokeFunctor(RenderThread& thread, Functor* functor); void runWithGlContext(RenderTask* task); Layer* createTextureLayer(); ANDROID_API static void setTextureAtlas(RenderThread& thread, const sp& buffer, int64_t* map, size_t mapSize); void stopDrawing(); void notifyFramePending(); FrameInfoVisualizer& profiler() { return mProfiler; } void dumpFrames(int fd); void resetFrameStats(); void setName(const std::string&& name) { mName = name; } const std::string& name() { return mName; } private: friend class RegisterFrameCallbackTask; // TODO: Replace with something better for layer & other GL object // lifecycle tracking friend class android::uirenderer::RenderState; friend class RenderProxy; void setSurface(ANativeWindow* window); void swapBuffers(const SkRect& dirty, EGLint width, EGLint height); void requireSurface(); void freePrefetechedLayers(); RenderThread& mRenderThread; EglManager& mEglManager; sp mNativeWindow; EGLSurface mEglSurface = EGL_NO_SURFACE; bool mBufferPreserved = false; SwapBehavior mSwapBehavior = kSwap_default; bool mOpaque; OpenGLRenderer* mCanvas = nullptr; bool mHaveNewSurface = false; DamageAccumulator mDamageAccumulator; std::unique_ptr mAnimationContext; const sp mRootRenderNode; FrameInfo* mCurrentFrameInfo = nullptr; // Ring buffer large enough for 2 seconds worth of frames RingBuffer mFrames; std::string mName; JankTracker mJankTracker; FrameInfoVisualizer mProfiler; std::set mPrefetechedLayers; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* CANVASCONTEXT_H_ */