Files
frameworks_base/libs/hwui/renderthread/CanvasContext.cpp
Chris Craik 69e5adffb1 Define shadow casting behavior within layers
bug:15860114

Savelayers and HW layers both now support shadow casting.

For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.

Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
2014-08-15 00:59:44 +00:00

302 lines
8.9 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.
*/
#include "CanvasContext.h"
#include <private/hwui/DrawGlInfo.h>
#include <strings.h>
#include "EglManager.h"
#include "RenderThread.h"
#include "../Caches.h"
#include "../DeferredLayerUpdater.h"
#include "../RenderState.h"
#include "../LayerRenderer.h"
#include "../OpenGLRenderer.h"
#include "../Stencil.h"
#define TRIM_MEMORY_COMPLETE 80
#define TRIM_MEMORY_UI_HIDDEN 20
namespace android {
namespace uirenderer {
namespace renderthread {
CanvasContext::CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode)
: mRenderThread(thread)
, mEglManager(thread.eglManager())
, mEglSurface(EGL_NO_SURFACE)
, mDirtyRegionsEnabled(false)
, mOpaque(!translucent)
, mCanvas(NULL)
, mHaveNewSurface(false)
, mRootRenderNode(rootRenderNode) {
}
CanvasContext::~CanvasContext() {
destroyCanvasAndSurface();
mRenderThread.removeFrameCallback(this);
}
void CanvasContext::destroyCanvasAndSurface() {
if (mCanvas) {
delete mCanvas;
mCanvas = 0;
}
setSurface(NULL);
}
void CanvasContext::setSurface(ANativeWindow* window) {
mNativeWindow = window;
if (mEglSurface != EGL_NO_SURFACE) {
mEglManager.destroySurface(mEglSurface);
mEglSurface = EGL_NO_SURFACE;
}
if (window) {
mEglSurface = mEglManager.createSurface(window);
}
if (mEglSurface != EGL_NO_SURFACE) {
mDirtyRegionsEnabled = mEglManager.enableDirtyRegions(mEglSurface);
mHaveNewSurface = true;
makeCurrent();
} else {
mRenderThread.removeFrameCallback(this);
}
}
void CanvasContext::swapBuffers() {
mEglManager.swapBuffers(mEglSurface);
mHaveNewSurface = false;
}
void CanvasContext::requireSurface() {
LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
"requireSurface() called but no surface set!");
makeCurrent();
}
bool CanvasContext::initialize(ANativeWindow* window) {
if (mCanvas) return false;
setSurface(window);
mCanvas = new OpenGLRenderer(mRenderThread.renderState());
mCanvas->initProperties();
return true;
}
void CanvasContext::updateSurface(ANativeWindow* window) {
setSurface(window);
}
void CanvasContext::pauseSurface(ANativeWindow* window) {
// TODO: For now we just need a fence, in the future suspend any animations
// and such to prevent from trying to render into this surface
}
void CanvasContext::setup(int width, int height, const Vector3& lightCenter, float lightRadius,
uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
if (!mCanvas) return;
mCanvas->setViewport(width, height);
mCanvas->initLight(lightCenter, lightRadius, ambientShadowAlpha, spotShadowAlpha);
}
void CanvasContext::setOpaque(bool opaque) {
mOpaque = opaque;
}
void CanvasContext::makeCurrent() {
// TODO: Figure out why this workaround is needed, see b/13913604
// In the meantime this matches the behavior of GLRenderer, so it is not a regression
mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface);
}
void CanvasContext::processLayerUpdate(DeferredLayerUpdater* layerUpdater) {
bool success = layerUpdater->apply();
LOG_ALWAYS_FATAL_IF(!success, "Failed to update layer!");
if (layerUpdater->backingLayer()->deferredUpdateScheduled) {
mCanvas->pushLayerUpdate(layerUpdater->backingLayer());
}
}
void CanvasContext::prepareTree(TreeInfo& info) {
mRenderThread.removeFrameCallback(this);
info.frameTimeMs = mRenderThread.timeLord().frameTimeMs();
info.damageAccumulator = &mDamageAccumulator;
info.renderer = mCanvas;
mRootRenderNode->prepareTree(info);
int runningBehind = 0;
// TODO: This query is moderately expensive, investigate adding some sort
// of fast-path based off when we last called eglSwapBuffers() as well as
// last vsync time. Or something.
mNativeWindow->query(mNativeWindow.get(),
NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
info.out.canDrawThisFrame = !runningBehind;
if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
if (!info.out.requiresUiRedraw) {
// If animationsNeedsRedraw is set don't bother posting for an RT anim
// as we will just end up fighting the UI thread.
mRenderThread.postFrameCallback(this);
}
}
}
void CanvasContext::stopDrawing() {
mRenderThread.removeFrameCallback(this);
}
void CanvasContext::notifyFramePending() {
ATRACE_CALL();
mRenderThread.pushBackFrameCallback(this);
}
void CanvasContext::draw() {
LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
"drawRenderNode called on a context with no canvas or surface!");
profiler().markPlaybackStart();
SkRect dirty;
mDamageAccumulator.finish(&dirty);
EGLint width, height;
mEglManager.beginFrame(mEglSurface, &width, &height);
if (width != mCanvas->getViewportWidth() || height != mCanvas->getViewportHeight()) {
mCanvas->setViewport(width, height);
dirty.setEmpty();
} else if (!mDirtyRegionsEnabled || mHaveNewSurface) {
dirty.setEmpty();
} else {
if (!dirty.isEmpty() && !dirty.intersect(0, 0, width, height)) {
ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
SK_RECT_ARGS(dirty), width, height);
dirty.setEmpty();
}
profiler().unionDirty(&dirty);
}
status_t status;
if (!dirty.isEmpty()) {
status = mCanvas->prepareDirty(dirty.fLeft, dirty.fTop,
dirty.fRight, dirty.fBottom, mOpaque);
} else {
status = mCanvas->prepare(mOpaque);
}
Rect outBounds;
status |= mCanvas->drawRenderNode(mRootRenderNode.get(), outBounds);
profiler().draw(mCanvas);
mCanvas->finish();
profiler().markPlaybackEnd();
if (status & DrawGlInfo::kStatusDrew) {
swapBuffers();
}
profiler().finishFrame();
}
// Called by choreographer to do an RT-driven animation
void CanvasContext::doFrame() {
if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) {
return;
}
ATRACE_CALL();
profiler().startFrame();
TreeInfo info(TreeInfo::MODE_RT_ONLY, mRenderThread.renderState());
prepareTree(info);
if (info.out.canDrawThisFrame) {
draw();
}
}
void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
ATRACE_CALL();
DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
if (thread.eglManager().hasEglContext()) {
thread.eglManager().requireGlContext();
mode = DrawGlInfo::kModeProcess;
}
thread.renderState().invokeFunctor(functor, mode, NULL);
}
bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
requireGlContext();
layer->apply();
return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
}
void CanvasContext::destroyHardwareResources() {
stopDrawing();
if (mEglManager.hasEglContext()) {
requireGlContext();
mRootRenderNode->destroyHardwareResources();
Caches::getInstance().flush(Caches::kFlushMode_Layers);
}
}
void CanvasContext::trimMemory(RenderThread& thread, int level) {
// No context means nothing to free
if (!thread.eglManager().hasEglContext()) return;
thread.eglManager().requireGlContext();
if (level >= TRIM_MEMORY_COMPLETE) {
Caches::getInstance().flush(Caches::kFlushMode_Full);
thread.eglManager().destroy();
} else if (level >= TRIM_MEMORY_UI_HIDDEN) {
Caches::getInstance().flush(Caches::kFlushMode_Moderate);
}
}
void CanvasContext::runWithGlContext(RenderTask* task) {
requireGlContext();
task->run();
}
Layer* CanvasContext::createRenderLayer(int width, int height) {
requireSurface();
return LayerRenderer::createRenderLayer(mRenderThread.renderState(), width, height);
}
Layer* CanvasContext::createTextureLayer() {
requireSurface();
return LayerRenderer::createTextureLayer(mRenderThread.renderState());
}
void CanvasContext::requireGlContext() {
mEglManager.requireGlContext();
}
void CanvasContext::setTextureAtlas(RenderThread& thread,
const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
thread.eglManager().setTextureAtlas(buffer, map, mapSize);
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */