Change Surface to return the original crop rect + transform int instead of a matrix in GL's bottom-left origin in 0..1 space. This avoids doing an extreme amount of matrix pulling apart to try and guess at the inputs and map rects around to make it maybe work sometimes along with avoiding the need to convert that matrix into skia's top-left non-unit space. This also opens the door to avoiding the 1 texel crop problem if ASurfaceTexture is similarly adjusted to return the crop+transform instead of a float[16] matrix as we are using a proper srcRect to sample from instead of purely done via matrix manipulation. This CL continues to pass kFast_SrcRectConstraint so we don't actually benefit but it at least COULD. Fixes: 183553027 Test: atest android.view.cts.PixelCopyTest (+new testBufferQueueCrop) Change-Id: I5f638153baed7f67dc43fe9ecb4587f579222b5d
245 lines
7.7 KiB
C++
245 lines
7.7 KiB
C++
/*
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* Copyright (C) 2013 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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#ifndef RENDERTHREAD_H_
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#define RENDERTHREAD_H_
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#include <surface_control_private.h>
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#include <GrDirectContext.h>
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#include <SkBitmap.h>
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#include <cutils/compiler.h>
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#include <private/android/choreographer.h>
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#include <thread/ThreadBase.h>
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#include <utils/Looper.h>
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#include <utils/Thread.h>
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#include <memory>
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#include <mutex>
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#include <set>
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#include "CacheManager.h"
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#include "ProfileDataContainer.h"
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#include "RenderTask.h"
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#include "TimeLord.h"
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#include "WebViewFunctorManager.h"
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#include "thread/ThreadBase.h"
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#include "utils/TimeUtils.h"
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namespace android {
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class Bitmap;
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namespace uirenderer {
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class AutoBackendTextureRelease;
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class Readback;
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class RenderState;
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class TestUtils;
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namespace skiapipeline {
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class VkFunctorDrawHandler;
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}
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namespace VectorDrawable {
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class Tree;
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}
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namespace renderthread {
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class CanvasContext;
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class EglManager;
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class RenderProxy;
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class VulkanManager;
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// Mimics android.view.Choreographer.FrameCallback
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class IFrameCallback {
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public:
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virtual void doFrame() = 0;
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protected:
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virtual ~IFrameCallback() {}
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};
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struct VsyncSource {
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virtual void requestNextVsync() = 0;
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virtual void drainPendingEvents() = 0;
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virtual ~VsyncSource() {}
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};
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typedef ASurfaceControl* (*ASC_create)(ASurfaceControl* parent, const char* debug_name);
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typedef void (*ASC_acquire)(ASurfaceControl* control);
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typedef void (*ASC_release)(ASurfaceControl* control);
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typedef void (*ASC_registerSurfaceStatsListener)(ASurfaceControl* control, void* context,
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ASurfaceControl_SurfaceStatsListener func);
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typedef void (*ASC_unregisterSurfaceStatsListener)(void* context,
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ASurfaceControl_SurfaceStatsListener func);
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typedef int64_t (*ASCStats_getAcquireTime)(ASurfaceControlStats* stats);
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typedef uint64_t (*ASCStats_getFrameNumber)(ASurfaceControlStats* stats);
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typedef ASurfaceTransaction* (*AST_create)();
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typedef void (*AST_delete)(ASurfaceTransaction* transaction);
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typedef void (*AST_apply)(ASurfaceTransaction* transaction);
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typedef void (*AST_setVisibility)(ASurfaceTransaction* transaction,
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ASurfaceControl* surface_control, int8_t visibility);
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struct ASurfaceControlFunctions {
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ASurfaceControlFunctions();
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ASC_create createFunc;
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ASC_acquire acquireFunc;
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ASC_release releaseFunc;
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ASC_registerSurfaceStatsListener registerListenerFunc;
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ASC_unregisterSurfaceStatsListener unregisterListenerFunc;
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ASCStats_getAcquireTime getAcquireTimeFunc;
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ASCStats_getFrameNumber getFrameNumberFunc;
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AST_create transactionCreateFunc;
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AST_delete transactionDeleteFunc;
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AST_apply transactionApplyFunc;
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AST_setVisibility transactionSetVisibilityFunc;
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};
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class ChoreographerSource;
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class DummyVsyncSource;
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typedef void (*JVMAttachHook)(const char* name);
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class RenderThread : private ThreadBase {
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PREVENT_COPY_AND_ASSIGN(RenderThread);
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public:
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// Sets a callback that fires before any RenderThread setup has occurred.
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static void setOnStartHook(JVMAttachHook onStartHook);
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static JVMAttachHook getOnStartHook();
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WorkQueue& queue() { return ThreadBase::queue(); }
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// Mimics android.view.Choreographer
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void postFrameCallback(IFrameCallback* callback);
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bool removeFrameCallback(IFrameCallback* callback);
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// If the callback is currently registered, it will be pushed back until
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// the next vsync. If it is not currently registered this does nothing.
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void pushBackFrameCallback(IFrameCallback* callback);
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TimeLord& timeLord() { return mTimeLord; }
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RenderState& renderState() const { return *mRenderState; }
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EglManager& eglManager() const { return *mEglManager; }
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ProfileDataContainer& globalProfileData() { return mGlobalProfileData; }
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std::mutex& getJankDataMutex() { return mJankDataMutex; }
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Readback& readback();
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GrDirectContext* getGrContext() const { return mGrContext.get(); }
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void setGrContext(sk_sp<GrDirectContext> cxt);
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sk_sp<GrDirectContext> requireGrContext();
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CacheManager& cacheManager() { return *mCacheManager; }
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VulkanManager& vulkanManager();
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sk_sp<Bitmap> allocateHardwareBitmap(SkBitmap& skBitmap);
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void dumpGraphicsMemory(int fd, bool includeProfileData);
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void getMemoryUsage(size_t* cpuUsage, size_t* gpuUsage);
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void requireGlContext();
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void requireVkContext();
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void destroyRenderingContext();
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void preload();
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const ASurfaceControlFunctions& getASurfaceControlFunctions() {
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return mASurfaceControlFunctions;
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}
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/**
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* isCurrent provides a way to query, if the caller is running on
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* the render thread.
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*
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* @return true only if isCurrent is invoked from the render thread.
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*/
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static bool isCurrent();
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static void initGrContextOptions(GrContextOptions& options);
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protected:
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virtual bool threadLoop() override;
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private:
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friend class DispatchFrameCallbacks;
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friend class RenderProxy;
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friend class DummyVsyncSource;
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friend class ChoreographerSource;
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friend class android::uirenderer::AutoBackendTextureRelease;
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friend class android::uirenderer::TestUtils;
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friend class android::uirenderer::WebViewFunctor;
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friend class android::uirenderer::skiapipeline::VkFunctorDrawHandler;
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friend class android::uirenderer::VectorDrawable::Tree;
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friend class sp<RenderThread>;
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RenderThread();
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virtual ~RenderThread();
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static bool hasInstance();
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static RenderThread& getInstance();
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void initThreadLocals();
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void initializeChoreographer();
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void setupFrameInterval();
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// Callbacks for choreographer events:
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// choreographerCallback will call AChoreograper_handleEvent to call the
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// corresponding callbacks for each display event type
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static int choreographerCallback(int fd, int events, void* data);
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// Callback that will be run on vsync ticks.
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static void frameCallback(int64_t frameTimeNanos, void* data);
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// Callback that will be run whenver there is a refresh rate change.
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static void refreshRateCallback(int64_t vsyncPeriod, void* data);
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void drainDisplayEventQueue();
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void dispatchFrameCallbacks();
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void requestVsync();
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AChoreographer* mChoreographer;
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VsyncSource* mVsyncSource;
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bool mVsyncRequested;
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std::set<IFrameCallback*> mFrameCallbacks;
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// We defer the actual registration of these callbacks until
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// both mQueue *and* mDisplayEventReceiver have been drained off all
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// immediate events. This makes sure that we catch the next vsync, not
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// the previous one
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std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
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bool mFrameCallbackTaskPending;
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TimeLord mTimeLord;
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nsecs_t mDispatchFrameDelay = 4_ms;
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RenderState* mRenderState;
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EglManager* mEglManager;
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WebViewFunctorManager& mFunctorManager;
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ProfileDataContainer mGlobalProfileData;
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Readback* mReadback = nullptr;
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sk_sp<GrDirectContext> mGrContext;
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CacheManager* mCacheManager;
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sp<VulkanManager> mVkManager;
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ASurfaceControlFunctions mASurfaceControlFunctions;
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std::mutex mJankDataMutex;
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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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#endif /* RENDERTHREAD_H_ */
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