343 lines
12 KiB
C++
343 lines
12 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "DamageAccumulator.h"
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#include "FrameInfo.h"
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#include "FrameInfoVisualizer.h"
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#include "FrameMetricsReporter.h"
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#include "IContextFactory.h"
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#include "IRenderPipeline.h"
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#include "JankTracker.h"
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#include "LayerUpdateQueue.h"
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#include "Lighting.h"
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#include "ReliableSurface.h"
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#include "RenderNode.h"
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#include "renderthread/RenderTask.h"
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#include "renderthread/RenderThread.h"
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#include "utils/RingBuffer.h"
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#include "ColorMode.h"
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#include <SkBitmap.h>
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#include <SkRect.h>
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#include <SkSize.h>
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#include <cutils/compiler.h>
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#include <utils/Functor.h>
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#include <utils/Mutex.h>
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#include <functional>
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#include <future>
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#include <set>
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#include <string>
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#include <utility>
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#include <vector>
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namespace android {
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namespace uirenderer {
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class AnimationContext;
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class DeferredLayerUpdater;
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class ErrorHandler;
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class Layer;
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class Rect;
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class RenderState;
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namespace renderthread {
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class Frame;
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// This per-renderer class manages the bridge between the global EGL context
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// and the render surface.
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// TODO: Rename to Renderer or some other per-window, top-level manager
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class CanvasContext : public IFrameCallback {
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public:
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static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory);
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virtual ~CanvasContext();
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/**
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* Update or create a layer specific for the provided RenderNode. The layer
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* attached to the node will be specific to the RenderPipeline used by this
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* context
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*
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* @return true if the layer has been created or updated
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*/
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bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator,
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ErrorHandler* errorHandler) {
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return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, errorHandler);
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}
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/**
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* Pin any mutable images to the GPU cache. A pinned images is guaranteed to
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* remain in the cache until it has been unpinned. We leverage this feature
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* to avoid making a CPU copy of the pixels.
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*
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* @return true if all images have been successfully pinned to the GPU cache
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* and false otherwise (e.g. cache limits have been exceeded).
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*/
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bool pinImages(std::vector<SkImage*>& mutableImages) {
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if (!Properties::isDrawingEnabled()) {
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return true;
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}
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return mRenderPipeline->pinImages(mutableImages);
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}
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bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
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if (!Properties::isDrawingEnabled()) {
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return true;
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}
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return mRenderPipeline->pinImages(images);
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}
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/**
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* Unpin any image that had be previously pinned to the GPU cache
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*/
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void unpinImages() { mRenderPipeline->unpinImages(); }
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static void invokeFunctor(const RenderThread& thread, Functor* functor);
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static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
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/*
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* If Properties::isSkiaEnabled() is true then this will return the Skia
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* grContext associated with the current RenderPipeline.
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*/
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GrDirectContext* getGrContext() const { return mRenderThread.getGrContext(); }
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ASurfaceControl* getSurfaceControl() const { return mSurfaceControl; }
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int32_t getSurfaceControlGenerationId() const { return mSurfaceControlGenerationId; }
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// Won't take effect until next EGLSurface creation
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void setSwapBehavior(SwapBehavior swapBehavior);
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void setSurface(ANativeWindow* window, bool enableTimeout = true);
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void setSurfaceControl(ASurfaceControl* surfaceControl);
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bool pauseSurface();
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void setStopped(bool stopped);
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bool hasSurface() const { return mNativeSurface.get(); }
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void allocateBuffers();
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void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
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void setLightGeometry(const Vector3& lightCenter, float lightRadius);
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void setOpaque(bool opaque);
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void setColorMode(ColorMode mode);
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bool makeCurrent();
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void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
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// Returns the DequeueBufferDuration.
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nsecs_t draw();
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void destroy();
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// IFrameCallback, Choreographer-driven frame callback entry point
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virtual void doFrame() override;
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void prepareAndDraw(RenderNode* node);
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void buildLayer(RenderNode* node);
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void markLayerInUse(RenderNode* node);
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void destroyHardwareResources();
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static void trimMemory(RenderThread& thread, int level);
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DeferredLayerUpdater* createTextureLayer();
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void stopDrawing();
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void notifyFramePending();
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FrameInfoVisualizer& profiler() { return mProfiler; }
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void dumpFrames(int fd);
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void resetFrameStats();
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void setName(const std::string&& name);
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void addRenderNode(RenderNode* node, bool placeFront);
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void removeRenderNode(RenderNode* node);
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void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
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void addFrameMetricsObserver(FrameMetricsObserver* observer);
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void removeFrameMetricsObserver(FrameMetricsObserver* observer);
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// Used to queue up work that needs to be completed before this frame completes
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void enqueueFrameWork(std::function<void()>&& func);
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uint64_t getFrameNumber();
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void waitOnFences();
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IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
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void addFrameCommitListener(std::function<void(bool)>&& func) {
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mFrameCommitCallbacks.push_back(std::move(func));
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}
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void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) {
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mRenderPipeline->setPictureCapturedCallback(callback);
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}
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void setForceDark(bool enable) { mUseForceDark = enable; }
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bool useForceDark() {
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return mUseForceDark;
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}
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SkISize getNextFrameSize() const;
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// Returns the matrix to use to nudge non-AA'd points/lines towards the fragment center
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const SkM44& getPixelSnapMatrix() const;
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// Called when SurfaceStats are available.
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static void onSurfaceStatsAvailable(void* context, int32_t surfaceControlId,
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ASurfaceControlStats* stats);
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void setASurfaceTransactionCallback(
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const std::function<bool(int64_t, int64_t, int64_t)>& callback) {
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mASurfaceTransactionCallback = callback;
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}
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bool mergeTransaction(ASurfaceTransaction* transaction, ASurfaceControl* control);
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void setPrepareSurfaceControlForWebviewCallback(const std::function<void()>& callback) {
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mPrepareSurfaceControlForWebviewCallback = callback;
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}
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void prepareSurfaceControlForWebview();
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static CanvasContext* getActiveContext();
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private:
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CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
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friend class RegisterFrameCallbackTask;
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// TODO: Replace with something better for layer & other GL object
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// lifecycle tracking
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friend class android::uirenderer::RenderState;
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void freePrefetchedLayers();
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bool isSwapChainStuffed();
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bool surfaceRequiresRedraw();
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void setupPipelineSurface();
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SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
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void finishFrame(FrameInfo* frameInfo);
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/**
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* Invoke 'reportFrameMetrics' on the last frame stored in 'mLast4FrameInfos'.
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* Populate the 'presentTime' field before calling.
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*/
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void reportMetricsWithPresentTime();
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struct FrameMetricsInfo {
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FrameInfo* frameInfo;
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int64_t frameNumber;
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int32_t surfaceId;
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};
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FrameInfo* getFrameInfoFromLast4(uint64_t frameNumber, uint32_t surfaceControlId);
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// The same type as Frame.mWidth and Frame.mHeight
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int32_t mLastFrameWidth = 0;
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int32_t mLastFrameHeight = 0;
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RenderThread& mRenderThread;
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std::unique_ptr<ReliableSurface> mNativeSurface;
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// The SurfaceControl reference is passed from ViewRootImpl, can be set to
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// NULL to remove the reference
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ASurfaceControl* mSurfaceControl = nullptr;
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// id to track surface control changes and WebViewFunctor uses it to determine
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// whether reparenting is needed also used by FrameMetricsReporter to determine
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// if a frame is from an "old" surface (i.e. one that existed before the
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// observer was attched) and therefore shouldn't be reported.
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// NOTE: It is important that this is an increasing counter.
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int32_t mSurfaceControlGenerationId = 0;
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// stopped indicates the CanvasContext will reject actual redraw operations,
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// and defer repaint until it is un-stopped
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bool mStopped = false;
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// Incremented each time the CanvasContext is stopped. Used to ignore
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// delayed messages that are triggered after stopping.
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int mGenerationID;
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// CanvasContext is dirty if it has received an update that it has not
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// painted onto its surface.
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bool mIsDirty = false;
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SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
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struct SwapHistory {
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SkRect damage;
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nsecs_t vsyncTime;
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nsecs_t swapCompletedTime;
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nsecs_t dequeueDuration;
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nsecs_t queueDuration;
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};
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// Need at least 4 because we do quad buffer. Add a few more for good measure.
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RingBuffer<SwapHistory, 7> mSwapHistory;
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// Frame numbers start at 1, 0 means uninitialized
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uint64_t mFrameNumber = 0;
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int64_t mDamageId = 0;
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// last vsync for a dropped frame due to stuffed queue
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nsecs_t mLastDropVsync = 0;
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bool mOpaque;
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bool mUseForceDark = false;
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LightInfo mLightInfo;
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LightGeometry mLightGeometry = {{0, 0, 0}, 0};
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bool mHaveNewSurface = false;
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DamageAccumulator mDamageAccumulator;
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LayerUpdateQueue mLayerUpdateQueue;
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std::unique_ptr<AnimationContext> mAnimationContext;
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std::vector<sp<RenderNode>> mRenderNodes;
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FrameInfo* mCurrentFrameInfo = nullptr;
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// List of data of frames that are awaiting GPU completion reporting. Used to compute frame
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// metrics and determine whether or not to report the metrics.
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RingBuffer<FrameMetricsInfo, 4> mLast4FrameMetricsInfos
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GUARDED_BY(mLast4FrameMetricsInfosMutex);
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std::mutex mLast4FrameMetricsInfosMutex;
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std::string mName;
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JankTracker mJankTracker;
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FrameInfoVisualizer mProfiler;
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std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter
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GUARDED_BY(mFrameMetricsReporterMutex);
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std::mutex mFrameMetricsReporterMutex;
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std::set<RenderNode*> mPrefetchedLayers;
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// Stores the bounds of the main content.
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Rect mContentDrawBounds;
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std::vector<std::future<void>> mFrameFences;
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std::unique_ptr<IRenderPipeline> mRenderPipeline;
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std::vector<std::function<void(bool)>> mFrameCommitCallbacks;
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// If set to true, we expect that callbacks into onSurfaceStatsAvailable
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bool mExpectSurfaceStats = false;
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std::function<bool(int64_t, int64_t, int64_t)> mASurfaceTransactionCallback;
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std::function<void()> mPrepareSurfaceControlForWebviewCallback;
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void cleanupResources();
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};
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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