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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 "renderthread/RenderTask.h"
     31 #include "renderthread/RenderThread.h"
     32 #include "thread/Task.h"
     33 #include "thread/TaskProcessor.h"
     34 
     35 #include <EGL/egl.h>
     36 #include <SkBitmap.h>
     37 #include <SkRect.h>
     38 #include <cutils/compiler.h>
     39 #include <gui/Surface.h>
     40 #include <utils/Functor.h>
     41 
     42 #include <functional>
     43 #include <set>
     44 #include <string>
     45 #include <vector>
     46 
     47 namespace android {
     48 namespace uirenderer {
     49 
     50 class AnimationContext;
     51 class DeferredLayerUpdater;
     52 class ErrorHandler;
     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, RenderNode* rootRenderNode,
     68                                  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                              ErrorHandler* errorHandler) {
     80         return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut,
     81                 errorHandler);
     82     }
     83 
     84     /**
     85      * Pin any mutable images to the GPU cache. A pinned images is guaranteed to
     86      * remain in the cache until it has been unpinned. We leverage this feature
     87      * to avoid making a CPU copy of the pixels.
     88      *
     89      * @return true if all images have been successfully pinned to the GPU cache
     90      *         and false otherwise (e.g. cache limits have been exceeded).
     91      */
     92     bool pinImages(std::vector<SkImage*>& mutableImages) {
     93         return mRenderPipeline->pinImages(mutableImages);
     94     }
     95     bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
     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 setSurface(sp<Surface>&& surface);
    122     bool pauseSurface();
    123     void setStopped(bool stopped);
    124     bool hasSurface() { return mNativeSurface.get(); }
    125 
    126     void setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
    127     void setLightCenter(const Vector3& lightCenter);
    128     void setOpaque(bool opaque);
    129     void setWideGamut(bool wideGamut);
    130     bool makeCurrent();
    131     void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
    132     void draw();
    133     void destroy();
    134 
    135     // IFrameCallback, Choreographer-driven frame callback entry point
    136     virtual void doFrame() override;
    137     void prepareAndDraw(RenderNode* node);
    138 
    139     void buildLayer(RenderNode* node);
    140     bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
    141     void markLayerInUse(RenderNode* node);
    142 
    143     void destroyHardwareResources();
    144     static void trimMemory(RenderThread& thread, int level);
    145 
    146     DeferredLayerUpdater* createTextureLayer();
    147 
    148     void stopDrawing();
    149     void notifyFramePending();
    150 
    151     FrameInfoVisualizer& profiler() { return mProfiler; }
    152 
    153     void dumpFrames(int fd);
    154     void resetFrameStats();
    155 
    156     void setName(const std::string&& name);
    157 
    158     void serializeDisplayListTree();
    159 
    160     void addRenderNode(RenderNode* node, bool placeFront);
    161     void removeRenderNode(RenderNode* node);
    162 
    163     void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
    164 
    165     RenderState& getRenderState() { return mRenderThread.renderState(); }
    166 
    167     void addFrameMetricsObserver(FrameMetricsObserver* observer) {
    168         if (mFrameMetricsReporter.get() == nullptr) {
    169             mFrameMetricsReporter.reset(new FrameMetricsReporter());
    170         }
    171 
    172         mFrameMetricsReporter->addObserver(observer);
    173     }
    174 
    175     void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
    176         if (mFrameMetricsReporter.get() != nullptr) {
    177             mFrameMetricsReporter->removeObserver(observer);
    178             if (!mFrameMetricsReporter->hasObservers()) {
    179                 mFrameMetricsReporter.reset(nullptr);
    180             }
    181         }
    182     }
    183 
    184     // Used to queue up work that needs to be completed before this frame completes
    185     ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
    186 
    187     ANDROID_API int64_t getFrameNumber();
    188 
    189     void waitOnFences();
    190 
    191     IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
    192 
    193     void addFrameCompleteListener(std::function<void(int64_t)>&& func) {
    194         mFrameCompleteCallbacks.push_back(std::move(func));
    195     }
    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 freePrefetchedLayers();
    207 
    208     bool isSwapChainStuffed();
    209 
    210     SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
    211 
    212     EGLint mLastFrameWidth = 0;
    213     EGLint mLastFrameHeight = 0;
    214 
    215     RenderThread& mRenderThread;
    216     sp<Surface> mNativeSurface;
    217     // stopped indicates the CanvasContext will reject actual redraw operations,
    218     // and defer repaint until it is un-stopped
    219     bool mStopped = false;
    220     // Incremented each time the CanvasContext is stopped. Used to ignore
    221     // delayed messages that are triggered after stopping.
    222     int mGenerationID;
    223     // CanvasContext is dirty if it has received an update that it has not
    224     // painted onto its surface.
    225     bool mIsDirty = false;
    226     SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
    227     struct SwapHistory {
    228         SkRect damage;
    229         nsecs_t vsyncTime;
    230         nsecs_t swapCompletedTime;
    231         nsecs_t dequeueDuration;
    232         nsecs_t queueDuration;
    233     };
    234 
    235     RingBuffer<SwapHistory, 3> mSwapHistory;
    236     int64_t mFrameNumber = -1;
    237 
    238     // last vsync for a dropped frame due to stuffed queue
    239     nsecs_t mLastDropVsync = 0;
    240 
    241     bool mOpaque;
    242     bool mWideColorGamut = false;
    243     BakedOpRenderer::LightInfo mLightInfo;
    244     FrameBuilder::LightGeometry mLightGeometry = {{0, 0, 0}, 0};
    245 
    246     bool mHaveNewSurface = false;
    247     DamageAccumulator mDamageAccumulator;
    248     LayerUpdateQueue mLayerUpdateQueue;
    249     std::unique_ptr<AnimationContext> mAnimationContext;
    250 
    251     std::vector<sp<RenderNode>> mRenderNodes;
    252 
    253     FrameInfo* mCurrentFrameInfo = nullptr;
    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     std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks;
    276 };
    277 
    278 } /* namespace renderthread */
    279 } /* namespace uirenderer */
    280 } /* namespace android */
    281