Files
frameworks_base/libs/hwui/renderthread/CanvasContext.h
Stan Iliev 216b1572b4 Better error reporting for createOrUpdateLayer
Pass error handler down to the pipeline object, which allows
skia pipelines to print cache memory usage.
In case of an error, print arguments that were used to invoke
SkSurface::MakeRenderTarget.

Test: Ran android build on a device
Bug: 76115654
Change-Id: I5baddfa66debd505eddc3117cf94aa6ae69bedaa
2018-03-28 13:49:21 -04:00

272 lines
8.7 KiB
C++

/*
* Copyright (C) 2014 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.
*/
#pragma once
#include "BakedOpDispatcher.h"
#include "BakedOpRenderer.h"
#include "DamageAccumulator.h"
#include "FrameBuilder.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "FrameMetricsReporter.h"
#include "IContextFactory.h"
#include "IRenderPipeline.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "thread/Task.h"
#include "thread/TaskProcessor.h"
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <SkRect.h>
#include <cutils/compiler.h>
#include <gui/Surface.h>
#include <utils/Functor.h>
#include <functional>
#include <set>
#include <string>
#include <vector>
namespace android {
namespace uirenderer {
class AnimationContext;
class DeferredLayerUpdater;
class ErrorHandler;
class Layer;
class Rect;
class RenderState;
namespace renderthread {
class EglManager;
class Frame;
// This per-renderer class manages the bridge between the global EGL context
// and the render surface.
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory);
virtual ~CanvasContext();
/**
* Update or create a layer specific for the provided RenderNode. The layer
* attached to the node will be specific to the RenderPipeline used by this
* context
*
* @return true if the layer has been created or updated
*/
bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator,
ErrorHandler* errorHandler) {
return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut,
errorHandler);
}
/**
* Pin any mutable images to the GPU cache. A pinned images is guaranteed to
* remain in the cache until it has been unpinned. We leverage this feature
* to avoid making a CPU copy of the pixels.
*
* @return true if all images have been successfully pinned to the GPU cache
* and false otherwise (e.g. cache limits have been exceeded).
*/
bool pinImages(std::vector<SkImage*>& mutableImages) {
return mRenderPipeline->pinImages(mutableImages);
}
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
/**
* Unpin any image that had be previously pinned to the GPU cache
*/
void unpinImages() { mRenderPipeline->unpinImages(); }
/**
* Destroy any layers that have been attached to the provided RenderNode removing
* any state that may have been set during createOrUpdateLayer().
*/
static void destroyLayer(RenderNode* node);
static void invokeFunctor(const RenderThread& thread, Functor* functor);
static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
/*
* If Properties::isSkiaEnabled() is true then this will return the Skia
* grContext associated with the current RenderPipeline.
*/
GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
// Won't take effect until next EGLSurface creation
void setSwapBehavior(SwapBehavior swapBehavior);
void setSurface(sp<Surface>&& surface);
bool pauseSurface();
void setStopped(bool stopped);
bool hasSurface() { return mNativeSurface.get(); }
void setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightCenter(const Vector3& lightCenter);
void setOpaque(bool opaque);
void setWideGamut(bool wideGamut);
bool makeCurrent();
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
void draw();
void destroy();
// IFrameCallback, Choreographer-driven frame callback entry point
virtual void doFrame() override;
void prepareAndDraw(RenderNode* node);
void buildLayer(RenderNode* node);
bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
void markLayerInUse(RenderNode* node);
void destroyHardwareResources();
static void trimMemory(RenderThread& thread, int level);
DeferredLayerUpdater* createTextureLayer();
void stopDrawing();
void notifyFramePending();
FrameInfoVisualizer& profiler() { return mProfiler; }
void dumpFrames(int fd);
void resetFrameStats();
void setName(const std::string&& name);
void serializeDisplayListTree();
void addRenderNode(RenderNode* node, bool placeFront);
void removeRenderNode(RenderNode* node);
void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
RenderState& getRenderState() { return mRenderThread.renderState(); }
void addFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() == nullptr) {
mFrameMetricsReporter.reset(new FrameMetricsReporter());
}
mFrameMetricsReporter->addObserver(observer);
}
void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() != nullptr) {
mFrameMetricsReporter->removeObserver(observer);
if (!mFrameMetricsReporter->hasObservers()) {
mFrameMetricsReporter.reset(nullptr);
}
}
}
// Used to queue up work that needs to be completed before this frame completes
ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
ANDROID_API int64_t getFrameNumber();
void waitOnFences();
IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
private:
CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
friend class android::uirenderer::RenderState;
void freePrefetchedLayers();
bool isSwapChainStuffed();
SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
EGLint mLastFrameWidth = 0;
EGLint mLastFrameHeight = 0;
RenderThread& mRenderThread;
sp<Surface> mNativeSurface;
// stopped indicates the CanvasContext will reject actual redraw operations,
// and defer repaint until it is un-stopped
bool mStopped = false;
// CanvasContext is dirty if it has received an update that it has not
// painted onto its surface.
bool mIsDirty = false;
SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
struct SwapHistory {
SkRect damage;
nsecs_t vsyncTime;
nsecs_t swapCompletedTime;
nsecs_t dequeueDuration;
nsecs_t queueDuration;
};
RingBuffer<SwapHistory, 3> mSwapHistory;
int64_t mFrameNumber = -1;
// last vsync for a dropped frame due to stuffed queue
nsecs_t mLastDropVsync = 0;
bool mOpaque;
bool mWideColorGamut = false;
BakedOpRenderer::LightInfo mLightInfo;
FrameBuilder::LightGeometry mLightGeometry = {{0, 0, 0}, 0};
bool mHaveNewSurface = false;
DamageAccumulator mDamageAccumulator;
LayerUpdateQueue mLayerUpdateQueue;
std::unique_ptr<AnimationContext> mAnimationContext;
std::vector<sp<RenderNode>> mRenderNodes;
FrameInfo* mCurrentFrameInfo = nullptr;
std::string mName;
JankTracker mJankTracker;
FrameInfoVisualizer mProfiler;
std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
std::set<RenderNode*> mPrefetchedLayers;
// Stores the bounds of the main content.
Rect mContentDrawBounds;
// TODO: This is really a Task<void> but that doesn't really work
// when Future<> expects to be able to get/set a value
struct FuncTask : public Task<bool> {
std::function<void()> func;
};
class FuncTaskProcessor;
std::vector<sp<FuncTask>> mFrameFences;
sp<TaskProcessor<bool>> mFrameWorkProcessor;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */