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 "utils/RingBuffer.h" 33 #include "renderthread/RenderTask.h" 34 #include "renderthread/RenderThread.h" 35 36 #include <cutils/compiler.h> 37 #include <EGL/egl.h> 38 #include <SkBitmap.h> 39 #include <SkRect.h> 40 #include <utils/Functor.h> 41 #include <gui/Surface.h> 42 43 #include <functional> 44 #include <set> 45 #include <string> 46 #include <vector> 47 48 namespace android { 49 namespace uirenderer { 50 51 class AnimationContext; 52 class DeferredLayerUpdater; 53 class Layer; 54 class Rect; 55 class RenderState; 56 57 namespace renderthread { 58 59 class EglManager; 60 class Frame; 61 62 // This per-renderer class manages the bridge between the global EGL context 63 // and the render surface. 64 // TODO: Rename to Renderer or some other per-window, top-level manager 65 class CanvasContext : public IFrameCallback { 66 public: 67 static CanvasContext* create(RenderThread& thread, bool translucent, 68 RenderNode* rootRenderNode, IContextFactory* contextFactory); 69 virtual ~CanvasContext(); 70 71 /** 72 * Update or create a layer specific for the provided RenderNode. The layer 73 * attached to the node will be specific to the RenderPipeline used by this 74 * context 75 * 76 * @return true if the layer has been created or updated 77 */ 78 bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) { 79 return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator); 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) { 94 return mRenderPipeline->pinImages(images); 95 } 96 97 /** 98 * Unpin any image that had be previously pinned to the GPU cache 99 */ 100 void unpinImages() { mRenderPipeline->unpinImages(); } 101 102 /** 103 * Destroy any layers that have been attached to the provided RenderNode removing 104 * any state that may have been set during createOrUpdateLayer(). 105 */ 106 static void destroyLayer(RenderNode* node); 107 108 static void invokeFunctor(const RenderThread& thread, Functor* functor); 109 110 static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap); 111 112 /* 113 * If Properties::isSkiaEnabled() is true then this will return the Skia 114 * grContext associated with the current RenderPipeline. 115 */ 116 GrContext* getGrContext() const { return mRenderThread.getGrContext(); } 117 118 // Won't take effect until next EGLSurface creation 119 void setSwapBehavior(SwapBehavior swapBehavior); 120 121 void initialize(Surface* surface); 122 void updateSurface(Surface* surface); 123 bool pauseSurface(Surface* surface); 124 void setStopped(bool stopped); 125 bool hasSurface() { return mNativeSurface.get(); } 126 127 void setup(float lightRadius, 128 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 129 void setLightCenter(const Vector3& lightCenter); 130 void setOpaque(bool opaque); 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(); 152 153 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); 164 165 void setContentDrawBounds(int left, int top, int right, int bottom) { 166 mContentDrawBounds.set(left, top, right, bottom); 167 } 168 169 RenderState& getRenderState() { 170 return mRenderThread.renderState(); 171 } 172 173 void addFrameMetricsObserver(FrameMetricsObserver* observer) { 174 if (mFrameMetricsReporter.get() == nullptr) { 175 mFrameMetricsReporter.reset(new FrameMetricsReporter()); 176 } 177 178 mFrameMetricsReporter->addObserver(observer); 179 } 180 181 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(); 196 197 private: 198 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 199 IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline); 200 201 friend class RegisterFrameCallbackTask; 202 // TODO: Replace with something better for layer & other GL object 203 // lifecycle tracking 204 friend class android::uirenderer::RenderState; 205 206 void setSurface(Surface* window); 207 208 void freePrefetchedLayers(); 209 210 bool isSwapChainStuffed(); 211 212 SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); 213 214 EGLint mLastFrameWidth = 0; 215 EGLint mLastFrameHeight = 0; 216 217 RenderThread& mRenderThread; 218 sp<Surface> mNativeSurface; 219 // stopped indicates the CanvasContext will reject actual redraw operations, 220 // and defer repaint until it is un-stopped 221 bool mStopped = false; 222 // CanvasContext is dirty if it has received an update that it has not 223 // painted onto its surface. 224 bool mIsDirty = false; 225 SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; 226 struct SwapHistory { 227 SkRect damage; 228 nsecs_t vsyncTime; 229 nsecs_t swapCompletedTime; 230 nsecs_t dequeueDuration; 231 nsecs_t queueDuration; 232 }; 233 234 RingBuffer<SwapHistory, 3> mSwapHistory; 235 int64_t mFrameNumber = -1; 236 237 // last vsync for a dropped frame due to stuffed queue 238 nsecs_t mLastDropVsync = 0; 239 240 bool mOpaque; 241 BakedOpRenderer::LightInfo mLightInfo; 242 FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 }; 243 244 bool mHaveNewSurface = false; 245 DamageAccumulator mDamageAccumulator; 246 LayerUpdateQueue mLayerUpdateQueue; 247 std::unique_ptr<AnimationContext> mAnimationContext; 248 249 std::vector< sp<RenderNode> > mRenderNodes; 250 251 FrameInfo* mCurrentFrameInfo = nullptr; 252 // Ring buffer large enough for 2 seconds worth of frames 253 RingBuffer<FrameInfo, 120> mFrames; 254 std::string mName; 255 JankTracker mJankTracker; 256 FrameInfoVisualizer mProfiler; 257 std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter; 258 259 std::set<RenderNode*> mPrefetchedLayers; 260 261 // Stores the bounds of the main content. 262 Rect mContentDrawBounds; 263 264 // TODO: This is really a Task<void> but that doesn't really work 265 // when Future<> expects to be able to get/set a value 266 struct FuncTask : public Task<bool> { 267 std::function<void()> func; 268 }; 269 class FuncTaskProcessor; 270 271 std::vector< sp<FuncTask> > mFrameFences; 272 sp<TaskProcessor<bool> > mFrameWorkProcessor; 273 std::unique_ptr<IRenderPipeline> mRenderPipeline; 274 }; 275 276 } /* namespace renderthread */ 277 } /* namespace uirenderer */ 278 } /* namespace android */ 279