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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 #ifndef TREEINFO_H
     17 #define TREEINFO_H
     18 
     19 #include <string>
     20 
     21 #include <utils/Timers.h>
     22 
     23 #include "DamageAccumulator.h"
     24 #include "utils/Macros.h"
     25 
     26 namespace android {
     27 namespace uirenderer {
     28 
     29 namespace renderthread {
     30 class CanvasContext;
     31 }
     32 
     33 class OpenGLRenderer;
     34 class RenderState;
     35 
     36 class ErrorHandler {
     37 public:
     38     virtual void onError(const std::string& message) = 0;
     39 protected:
     40     ~ErrorHandler() {}
     41 };
     42 
     43 // This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
     44 class TreeInfo {
     45     PREVENT_COPY_AND_ASSIGN(TreeInfo);
     46 public:
     47     enum TraversalMode {
     48         // The full monty - sync, push, run animators, etc... Used by DrawFrameTask
     49         // May only be used if both the UI thread and RT thread are blocked on the
     50         // prepare
     51         MODE_FULL,
     52         // Run only what can be done safely on RT thread. Currently this only means
     53         // animators, but potentially things like SurfaceTexture updates
     54         // could be handled by this as well if there are no listeners
     55         MODE_RT_ONLY,
     56     };
     57 
     58     explicit TreeInfo(TraversalMode mode, RenderState& renderState)
     59         : mode(mode)
     60         , prepareTextures(mode == MODE_FULL)
     61         , runAnimations(true)
     62         , damageAccumulator(NULL)
     63         , renderState(renderState)
     64         , renderer(NULL)
     65         , errorHandler(NULL)
     66         , canvasContext(NULL)
     67     {}
     68 
     69     explicit TreeInfo(TraversalMode mode, const TreeInfo& clone)
     70         : mode(mode)
     71         , prepareTextures(mode == MODE_FULL)
     72         , runAnimations(clone.runAnimations)
     73         , damageAccumulator(clone.damageAccumulator)
     74         , renderState(clone.renderState)
     75         , renderer(clone.renderer)
     76         , errorHandler(clone.errorHandler)
     77         , canvasContext(clone.canvasContext)
     78     {}
     79 
     80     const TraversalMode mode;
     81     // TODO: Remove this? Currently this is used to signal to stop preparing
     82     // textures if we run out of cache space.
     83     bool prepareTextures;
     84     // TODO: buildLayer uses this to suppress running any animations, but this
     85     // should probably be refactored somehow. The reason this is done is
     86     // because buildLayer is not setup for injecting the animationHook, as well
     87     // as this being otherwise wasted work as all the animators will be
     88     // re-evaluated when the frame is actually drawn
     89     bool runAnimations;
     90 
     91     // Must not be null during actual usage
     92     DamageAccumulator* damageAccumulator;
     93     RenderState& renderState;
     94     // The renderer that will be drawing the next frame. Use this to push any
     95     // layer updates or similar. May be NULL.
     96     OpenGLRenderer* renderer;
     97     ErrorHandler* errorHandler;
     98     // TODO: Remove this? May be NULL
     99     renderthread::CanvasContext* canvasContext;
    100 
    101     struct Out {
    102         Out()
    103             : hasFunctors(false)
    104             , hasAnimations(false)
    105             , requiresUiRedraw(false)
    106             , canDrawThisFrame(true)
    107         {}
    108         bool hasFunctors;
    109         // This is only updated if evaluateAnimations is true
    110         bool hasAnimations;
    111         // This is set to true if there is an animation that RenderThread cannot
    112         // animate itself, such as if hasFunctors is true
    113         // This is only set if hasAnimations is true
    114         bool requiresUiRedraw;
    115         // This is set to true if draw() can be called this frame
    116         // false means that we must delay until the next vsync pulse as frame
    117         // production is outrunning consumption
    118         // NOTE that if this is false CanvasContext will set either requiresUiRedraw
    119         // *OR* will post itself for the next vsync automatically, use this
    120         // only to avoid calling draw()
    121         bool canDrawThisFrame;
    122     } out;
    123 
    124     // TODO: Damage calculations
    125 };
    126 
    127 } /* namespace uirenderer */
    128 } /* namespace android */
    129 
    130 #endif /* TREEINFO_H */
    131