/* * Copyright 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. */ #include #include #include #include "gl/GLESRenderEngine.h" #include "threaded/RenderEngineThreaded.h" #include "skia/SkiaGLRenderEngine.h" namespace android { namespace renderengine { std::unique_ptr RenderEngine::create(const RenderEngineCreationArgs& args) { RenderEngineType renderEngineType = args.renderEngineType; // Keep the ability to override by PROPERTIES: char prop[PROPERTY_VALUE_MAX]; property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, ""); if (strcmp(prop, "gles") == 0) { renderEngineType = RenderEngineType::GLES; } if (strcmp(prop, "threaded") == 0) { renderEngineType = RenderEngineType::THREADED; } if (strcmp(prop, "skiagl") == 0) { renderEngineType = RenderEngineType::SKIA_GL; } if (strcmp(prop, "skiaglthreaded") == 0) { renderEngineType = RenderEngineType::SKIA_GL_THREADED; } switch (renderEngineType) { case RenderEngineType::THREADED: ALOGD("Threaded RenderEngine with GLES Backend"); return renderengine::threaded::RenderEngineThreaded::create( [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); }, renderEngineType); case RenderEngineType::SKIA_GL: ALOGD("RenderEngine with SkiaGL Backend"); return renderengine::skia::SkiaGLRenderEngine::create(args); case RenderEngineType::SKIA_GL_THREADED: { // These need to be recreated, since they are a constant reference, and we need to // let SkiaRE know that it's running as threaded, and all GL operation will happen on // the same thread. RenderEngineCreationArgs skiaArgs = RenderEngineCreationArgs::Builder() .setPixelFormat(args.pixelFormat) .setImageCacheSize(args.imageCacheSize) .setUseColorManagerment(args.useColorManagement) .setEnableProtectedContext(args.enableProtectedContext) .setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) .setSupportsBackgroundBlur(args.supportsBackgroundBlur) .setContextPriority(args.contextPriority) .setRenderEngineType(renderEngineType) .build(); ALOGD("Threaded RenderEngine with SkiaGL Backend"); return renderengine::threaded::RenderEngineThreaded::create( [skiaArgs]() { return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs); }, renderEngineType); } case RenderEngineType::GLES: default: ALOGD("RenderEngine with GLES Backend"); return renderengine::gl::GLESRenderEngine::create(args); } } RenderEngine::~RenderEngine() = default; void RenderEngine::validateInputBufferUsage(const sp& buffer) { LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_TEXTURE), "input buffer not gpu readable"); } void RenderEngine::validateOutputBufferUsage(const sp& buffer) { LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_RENDER), "output buffer not gpu writeable"); } } // namespace renderengine } // namespace android