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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 "DamageAccumulator.h"
     20 #include "FrameInfo.h"
     21 #include "FrameInfoVisualizer.h"
     22 #include "FrameMetricsReporter.h"
     23 #include "IContextFactory.h"
     24 #include "IRenderPipeline.h"
     25 #include "LayerUpdateQueue.h"
     26 #include "Lighting.h"
     27 #include "ReliableSurface.h"
     28 #include "RenderNode.h"
     29 #include "renderthread/RenderTask.h"
     30 #include "renderthread/RenderThread.h"
     31 
     32 #include <EGL/egl.h>
     33 #include <SkBitmap.h>
     34 #include <SkRect.h>
     35 #include <SkSize.h>
     36 #include <cutils/compiler.h>
     37 #include <gui/Surface.h>
     38 #include <utils/Functor.h>
     39 
     40 #include <functional>
     41 #include <future>
     42 #include <set>
     43 #include <string>
     44 #include <vector>
     45 
     46 namespace android {
     47 namespace uirenderer {
     48 
     49 class AnimationContext;
     50 class DeferredLayerUpdater;
     51 class ErrorHandler;
     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, RenderNode* rootRenderNode,
     67                                  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      */
     77     bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator,
     78                              ErrorHandler* errorHandler) {
     79         return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, errorHandler);
     80     }
     81 
     82     /**
     83      * Pin any mutable images to the GPU cache. A pinned images is guaranteed to
     84      * remain in the cache until it has been unpinned. We leverage this feature
     85      * to avoid making a CPU copy of the pixels.
     86      *
     87      * @return true if all images have been successfully pinned to the GPU cache
     88      *         and false otherwise (e.g. cache limits have been exceeded).
     89      */
     90     bool pinImages(std::vector<SkImage*>& mutableImages) {
     91         return mRenderPipeline->pinImages(mutableImages);
     92     }
     93     bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
     94 
     95     /**
     96      * Unpin any image that had be previously pinned to the GPU cache
     97      */
     98     void unpinImages() { mRenderPipeline->unpinImages(); }
     99 
    100     static void invokeFunctor(const RenderThread& thread, Functor* functor);
    101 
    102     static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
    103 
    104     /*
    105      * If Properties::isSkiaEnabled() is true then this will return the Skia
    106      * grContext associated with the current RenderPipeline.
    107      */
    108     GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
    109 
    110     // Won't take effect until next EGLSurface creation
    111     void setSwapBehavior(SwapBehavior swapBehavior);
    112 
    113     void setSurface(sp<Surface>&& surface);
    114     bool pauseSurface();
    115     void setStopped(bool stopped);
    116     bool hasSurface() const { return mNativeSurface.get(); }
    117     void allocateBuffers();
    118 
    119     void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
    120     void setLightGeometry(const Vector3& lightCenter, float lightRadius);
    121     void setOpaque(bool opaque);
    122     void setWideGamut(bool wideGamut);
    123     bool makeCurrent();
    124     void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
    125     void draw();
    126     void destroy();
    127 
    128     // IFrameCallback, Choreographer-driven frame callback entry point
    129     virtual void doFrame() override;
    130     void prepareAndDraw(RenderNode* node);
    131 
    132     void buildLayer(RenderNode* node);
    133     void markLayerInUse(RenderNode* node);
    134 
    135     void destroyHardwareResources();
    136     static void trimMemory(RenderThread& thread, int level);
    137 
    138     DeferredLayerUpdater* createTextureLayer();
    139 
    140     void stopDrawing();
    141     void notifyFramePending();
    142 
    143     FrameInfoVisualizer& profiler() { return mProfiler; }
    144 
    145     void dumpFrames(int fd);
    146     void resetFrameStats();
    147 
    148     void setName(const std::string&& name);
    149 
    150     void addRenderNode(RenderNode* node, bool placeFront);
    151     void removeRenderNode(RenderNode* node);
    152 
    153     void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
    154 
    155     RenderState& getRenderState() { return mRenderThread.renderState(); }
    156 
    157     void addFrameMetricsObserver(FrameMetricsObserver* observer) {
    158         if (mFrameMetricsReporter.get() == nullptr) {
    159             mFrameMetricsReporter.reset(new FrameMetricsReporter());
    160         }
    161 
    162         mFrameMetricsReporter->addObserver(observer);
    163     }
    164 
    165     void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
    166         if (mFrameMetricsReporter.get() != nullptr) {
    167             mFrameMetricsReporter->removeObserver(observer);
    168             if (!mFrameMetricsReporter->hasObservers()) {
    169                 mFrameMetricsReporter.reset(nullptr);
    170             }
    171         }
    172     }
    173 
    174     // Used to queue up work that needs to be completed before this frame completes
    175     ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
    176 
    177     ANDROID_API int64_t getFrameNumber();
    178 
    179     void waitOnFences();
    180 
    181     IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
    182 
    183     void addFrameCompleteListener(std::function<void(int64_t)>&& func) {
    184         mFrameCompleteCallbacks.push_back(std::move(func));
    185     }
    186 
    187     void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) {
    188         mRenderPipeline->setPictureCapturedCallback(callback);
    189     }
    190 
    191     void setForceDark(bool enable) { mUseForceDark = enable; }
    192 
    193     bool useForceDark() {
    194         return mUseForceDark;
    195     }
    196 
    197     // Must be called before setSurface
    198     void setRenderAheadDepth(int renderAhead);
    199 
    200     SkISize getNextFrameSize() const;
    201 
    202 private:
    203     CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
    204                   IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
    205 
    206     friend class RegisterFrameCallbackTask;
    207     // TODO: Replace with something better for layer & other GL object
    208     // lifecycle tracking
    209     friend class android::uirenderer::RenderState;
    210 
    211     void freePrefetchedLayers();
    212 
    213     bool isSwapChainStuffed();
    214     bool surfaceRequiresRedraw();
    215     void setPresentTime();
    216 
    217     SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
    218 
    219     EGLint mLastFrameWidth = 0;
    220     EGLint mLastFrameHeight = 0;
    221 
    222     RenderThread& mRenderThread;
    223     sp<ReliableSurface> mNativeSurface;
    224     // stopped indicates the CanvasContext will reject actual redraw operations,
    225     // and defer repaint until it is un-stopped
    226     bool mStopped = false;
    227     // Incremented each time the CanvasContext is stopped. Used to ignore
    228     // delayed messages that are triggered after stopping.
    229     int mGenerationID;
    230     // CanvasContext is dirty if it has received an update that it has not
    231     // painted onto its surface.
    232     bool mIsDirty = false;
    233     SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
    234     bool mFixedRenderAhead = false;
    235     uint32_t mRenderAheadDepth = 0;
    236     uint32_t mRenderAheadCapacity = 0;
    237     struct SwapHistory {
    238         SkRect damage;
    239         nsecs_t vsyncTime;
    240         nsecs_t swapCompletedTime;
    241         nsecs_t dequeueDuration;
    242         nsecs_t queueDuration;
    243     };
    244 
    245     RingBuffer<SwapHistory, 3> mSwapHistory;
    246     int64_t mFrameNumber = -1;
    247 
    248     // last vsync for a dropped frame due to stuffed queue
    249     nsecs_t mLastDropVsync = 0;
    250 
    251     bool mOpaque;
    252     bool mWideColorGamut = false;
    253     bool mUseForceDark = false;
    254     LightInfo mLightInfo;
    255     LightGeometry mLightGeometry = {{0, 0, 0}, 0};
    256 
    257     bool mHaveNewSurface = false;
    258     DamageAccumulator mDamageAccumulator;
    259     LayerUpdateQueue mLayerUpdateQueue;
    260     std::unique_ptr<AnimationContext> mAnimationContext;
    261 
    262     std::vector<sp<RenderNode>> mRenderNodes;
    263 
    264     FrameInfo* mCurrentFrameInfo = nullptr;
    265     std::string mName;
    266     JankTracker mJankTracker;
    267     FrameInfoVisualizer mProfiler;
    268     std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
    269 
    270     std::set<RenderNode*> mPrefetchedLayers;
    271 
    272     // Stores the bounds of the main content.
    273     Rect mContentDrawBounds;
    274 
    275     std::vector<std::future<void>> mFrameFences;
    276     std::unique_ptr<IRenderPipeline> mRenderPipeline;
    277 
    278     std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks;
    279 };
    280 
    281 } /* namespace renderthread */
    282 } /* namespace uirenderer */
    283 } /* namespace android */
    284