/* * 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 RENDERPROXY_H_ #define RENDERPROXY_H_ #include #include #include #include #include #include "../FrameMetricsObserver.h" #include "../IContextFactory.h" #include "ColorMode.h" #include "DrawFrameTask.h" #include "SwapBehavior.h" #include "hwui/Bitmap.h" namespace android { class GraphicBuffer; class Surface; namespace uirenderer { class DeferredLayerUpdater; class RenderNode; class Rect; namespace renderthread { class CanvasContext; class RenderThread; class RenderProxyBridge; namespace DumpFlags { enum { FrameStats = 1 << 0, Reset = 1 << 1, JankStats = 1 << 2, }; } /* * RenderProxy is strictly single threaded. All methods must be invoked on the owning * thread. It is important to note that RenderProxy may be deleted while it has * tasks post()'d as a result. Therefore any RenderTask that is post()'d must not * reference RenderProxy or any of its fields. The exception here is that postAndWait() * references RenderProxy fields. This is safe as RenderProxy cannot * be deleted if it is blocked inside a call. */ class RenderProxy { public: RenderProxy(bool opaque, RenderNode* rootNode, IContextFactory* contextFactory); virtual ~RenderProxy(); // Won't take effect until next EGLSurface creation void setSwapBehavior(SwapBehavior swapBehavior); bool loadSystemProperties(); void setName(const char* name); void setSurface(ANativeWindow* window, bool enableTimeout = true); void setSurfaceControl(ASurfaceControl* surfaceControl); void allocateBuffers(); bool pause(); void setStopped(bool stopped); void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); void setLightGeometry(const Vector3& lightCenter, float lightRadius); void setOpaque(bool opaque); void setColorMode(ColorMode mode); int64_t* frameInfo(); int syncAndDrawFrame(); void destroy(); static void destroyFunctor(int functor); DeferredLayerUpdater* createTextureLayer(); void buildLayer(RenderNode* node); bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap); void pushLayerUpdate(DeferredLayerUpdater* layer); void cancelLayerUpdate(DeferredLayerUpdater* layer); void detachSurfaceTexture(DeferredLayerUpdater* layer); void destroyHardwareResources(); static void trimMemory(int level); static void purgeCaches(); static void overrideProperty(const char* name, const char* value); void fence(); static int maxTextureSize(); void stopDrawing(); void notifyFramePending(); void dumpProfileInfo(int fd, int dumpFlags); // Not exported, only used for testing void resetProfileInfo(); uint32_t frameTimePercentile(int p); static void dumpGraphicsMemory(int fd, bool includeProfileData = true); static void getMemoryUsage(size_t* cpuUsage, size_t* gpuUsage); static void rotateProcessStatsBuffer(); static void setProcessStatsBuffer(int fd); int getRenderThreadTid(); void addRenderNode(RenderNode* node, bool placeFront); void removeRenderNode(RenderNode* node); void drawRenderNode(RenderNode* node); void setContentDrawBounds(int left, int top, int right, int bottom); void setPictureCapturedCallback(const std::function&&)>& callback); void setASurfaceTransactionCallback( const std::function& callback); void setPrepareSurfaceControlForWebviewCallback(const std::function& callback); void setFrameCallback(std::function&& callback); void setFrameCompleteCallback(std::function&& callback); void addFrameMetricsObserver(FrameMetricsObserver* observer); void removeFrameMetricsObserver(FrameMetricsObserver* observer); void setForceDark(bool enable); static int copySurfaceInto(ANativeWindow* window, int left, int top, int right, int bottom, SkBitmap* bitmap); static void prepareToDraw(Bitmap& bitmap); static int copyHWBitmapInto(Bitmap* hwBitmap, SkBitmap* bitmap); static int copyImageInto(const sk_sp& image, SkBitmap* bitmap); static void disableVsync(); static void preload(); private: RenderThread& mRenderThread; CanvasContext* mContext; DrawFrameTask mDrawFrameTask; void destroyContext(); // Friend class to help with bridging friend class RenderProxyBridge; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* RENDERPROXY_H_ */