Files
frameworks_base/libs/hwui/renderthread/RenderThread.h
Derek Sollenberger f9e45d1d81 Implement CacheManager for the Skia pipelines.
The core of the implementation is complete and provides heuristic
cache sizing based on the size of the surface being used. This CL
will also be used to add the following features in the future...

1) Support Vulkan pipeline reporting on the size of the surface.
2) Complete the VectorDrawableAtlas stub code
3) Automatic purging of stale resources for low memory devices.

Test: hwui_unit_tests (new test added) and CtsUiRendering
Bug: 62260637
Change-Id: Ib85159cca28b646fe249f2190b07f1b7e0f50d8f
2017-06-06 14:19:37 -04:00

175 lines
4.8 KiB
C++

/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef RENDERTHREAD_H_
#define RENDERTHREAD_H_
#include "RenderTask.h"
#include "../JankTracker.h"
#include "CacheManager.h"
#include "TimeLord.h"
#include <GrContext.h>
#include <cutils/compiler.h>
#include <SkBitmap.h>
#include <ui/DisplayInfo.h>
#include <utils/Looper.h>
#include <utils/Thread.h>
#include <memory>
#include <set>
namespace android {
class Bitmap;
class DisplayEventReceiver;
namespace uirenderer {
class Readback;
class RenderState;
class TestUtils;
namespace renderthread {
class CanvasContext;
class DispatchFrameCallbacks;
class EglManager;
class RenderProxy;
class VulkanManager;
class TaskQueue {
public:
TaskQueue();
RenderTask* next();
void queue(RenderTask* task);
void queueAtFront(RenderTask* task);
RenderTask* peek();
void remove(RenderTask* task);
private:
RenderTask* mHead;
RenderTask* mTail;
};
// Mimics android.view.Choreographer.FrameCallback
class IFrameCallback {
public:
virtual void doFrame() = 0;
protected:
~IFrameCallback() {}
};
class ANDROID_API RenderThread : public Thread {
PREVENT_COPY_AND_ASSIGN(RenderThread);
public:
// RenderThread takes complete ownership of tasks that are queued
// and will delete them after they are run
ANDROID_API void queue(RenderTask* task);
ANDROID_API void queueAndWait(RenderTask* task);
ANDROID_API void queueAtFront(RenderTask* task);
void queueAt(RenderTask* task, nsecs_t runAtNs);
void remove(RenderTask* task);
// Mimics android.view.Choreographer
void postFrameCallback(IFrameCallback* callback);
bool removeFrameCallback(IFrameCallback* callback);
// If the callback is currently registered, it will be pushed back until
// the next vsync. If it is not currently registered this does nothing.
void pushBackFrameCallback(IFrameCallback* callback);
TimeLord& timeLord() { return mTimeLord; }
RenderState& renderState() const { return *mRenderState; }
EglManager& eglManager() const { return *mEglManager; }
JankTracker& jankTracker() { return *mJankTracker; }
Readback& readback();
const DisplayInfo& mainDisplayInfo() { return mDisplayInfo; }
GrContext* getGrContext() const { return mGrContext.get(); }
void setGrContext(GrContext* cxt);
CacheManager& cacheManager() { return *mCacheManager; }
VulkanManager& vulkanManager() { return *mVkManager; }
sk_sp<Bitmap> allocateHardwareBitmap(SkBitmap& skBitmap);
void dumpGraphicsMemory(int fd);
protected:
virtual bool threadLoop() override;
private:
friend class DispatchFrameCallbacks;
friend class RenderProxy;
friend class android::uirenderer::TestUtils;
RenderThread();
virtual ~RenderThread();
static bool hasInstance();
static RenderThread& getInstance();
void initThreadLocals();
void initializeDisplayEventReceiver();
static int displayEventReceiverCallback(int fd, int events, void* data);
void drainDisplayEventQueue();
void dispatchFrameCallbacks();
void requestVsync();
// Returns the next task to be run. If this returns NULL nextWakeup is set
// to the time to requery for the nextTask to run. mNextWakeup is also
// set to this time
RenderTask* nextTask(nsecs_t* nextWakeup);
sp<Looper> mLooper;
Mutex mLock;
nsecs_t mNextWakeup;
TaskQueue mQueue;
DisplayInfo mDisplayInfo;
DisplayEventReceiver* mDisplayEventReceiver;
bool mVsyncRequested;
std::set<IFrameCallback*> mFrameCallbacks;
// We defer the actual registration of these callbacks until
// both mQueue *and* mDisplayEventReceiver have been drained off all
// immediate events. This makes sure that we catch the next vsync, not
// the previous one
std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
bool mFrameCallbackTaskPending;
DispatchFrameCallbacks* mFrameCallbackTask;
TimeLord mTimeLord;
RenderState* mRenderState;
EglManager* mEglManager;
JankTracker* mJankTracker = nullptr;
Readback* mReadback = nullptr;
sk_sp<GrContext> mGrContext;
CacheManager* mCacheManager;
VulkanManager* mVkManager;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERTHREAD_H_ */