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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 "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