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197 lines
8.1 KiB
197 lines
8.1 KiB
/*
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* Copyright 2020 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 SF_SKIAGLRENDERENGINE_H_
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#define SF_SKIAGLRENDERENGINE_H_
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include <GrDirectContext.h>
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#include <SkSurface.h>
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#include <android-base/thread_annotations.h>
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#include <renderengine/ExternalTexture.h>
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#include <renderengine/RenderEngine.h>
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#include <sys/types.h>
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#include <mutex>
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#include <unordered_map>
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#include "AutoBackendTexture.h"
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#include "EGL/egl.h"
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#include "GrContextOptions.h"
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#include "SkImageInfo.h"
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#include "SkiaRenderEngine.h"
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#include "android-base/macros.h"
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#include "debug/SkiaCapture.h"
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#include "filters/BlurFilter.h"
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#include "filters/LinearEffect.h"
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#include "filters/StretchShaderFactory.h"
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namespace android {
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namespace renderengine {
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namespace skia {
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class SkiaGLRenderEngine : public skia::SkiaRenderEngine {
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public:
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static std::unique_ptr<SkiaGLRenderEngine> create(const RenderEngineCreationArgs& args);
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SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display, EGLContext ctxt,
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EGLSurface placeholder, EGLContext protectedContext,
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EGLSurface protectedPlaceholder);
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~SkiaGLRenderEngine() override EXCLUDES(mRenderingMutex);
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std::future<void> primeCache() override;
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status_t drawLayers(const DisplaySettings& display,
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const std::vector<const LayerSettings*>& layers,
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const std::shared_ptr<ExternalTexture>& buffer,
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const bool useFramebufferCache, base::unique_fd&& bufferFence,
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base::unique_fd* drawFence) override;
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void cleanupPostRender() override;
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void cleanFramebufferCache() override{};
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int getContextPriority() override;
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bool isProtected() const override { return mInProtectedContext; }
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bool supportsProtectedContent() const override;
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void useProtectedContext(bool useProtectedContext) override;
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bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
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void assertShadersCompiled(int numShaders) override;
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void onPrimaryDisplaySizeChanged(ui::Size size) override;
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int reportShadersCompiled() override;
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// HUANGLONG begin
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// set Keystone mode to skiaRenderEngine
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void setKeystoneMode(const uint32_t flags, const std::vector<double> matrix) override;
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// HUANGLONG end
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protected:
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void dump(std::string& result) override;
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size_t getMaxTextureSize() const override;
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size_t getMaxViewportDims() const override;
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void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) override;
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void unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) override;
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bool canSkipPostRenderCleanup() const override;
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private:
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static EGLConfig chooseEglConfig(EGLDisplay display, int format, bool logConfig);
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static EGLContext createEglContext(EGLDisplay display, EGLConfig config,
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EGLContext shareContext,
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std::optional<ContextPriority> contextPriority,
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Protection protection);
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static std::optional<RenderEngine::ContextPriority> createContextPriority(
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const RenderEngineCreationArgs& args);
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static EGLSurface createPlaceholderEglPbufferSurface(EGLDisplay display, EGLConfig config,
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int hwcFormat, Protection protection);
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inline SkRect getSkRect(const FloatRect& layer);
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inline SkRect getSkRect(const Rect& layer);
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inline std::pair<SkRRect, SkRRect> getBoundsAndClip(const FloatRect& bounds,
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const FloatRect& crop, float cornerRadius);
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inline bool layerHasBlur(const LayerSettings* layer, bool colorTransformModifiesAlpha);
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inline SkColor getSkColor(const vec4& color);
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inline SkM44 getSkM44(const mat4& matrix);
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inline SkPoint3 getSkPoint3(const vec3& vector);
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inline GrDirectContext* getActiveGrContext() const;
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base::unique_fd flush();
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bool waitFence(base::unique_fd fenceFd);
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void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
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void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
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const ShadowSettings& shadowSettings);
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// If requiresLinearEffect is true or the layer has a stretchEffect a new shader is returned.
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// Otherwise it returns the input shader.
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sk_sp<SkShader> createRuntimeEffectShader(sk_sp<SkShader> shader,
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const LayerSettings* layer,
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const DisplaySettings& display,
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bool undoPremultipliedAlpha,
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bool requiresLinearEffect);
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EGLDisplay mEGLDisplay;
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EGLContext mEGLContext;
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EGLSurface mPlaceholderSurface;
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EGLContext mProtectedEGLContext;
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EGLSurface mProtectedPlaceholderSurface;
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BlurFilter* mBlurFilter = nullptr;
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const PixelFormat mDefaultPixelFormat;
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const bool mUseColorManagement;
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// Identifier used or various mappings of layers to various
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// textures or shaders
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using GraphicBufferId = uint64_t;
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// Number of external holders of ExternalTexture references, per GraphicBuffer ID.
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std::unordered_map<GraphicBufferId, int32_t> mGraphicBufferExternalRefs
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GUARDED_BY(mRenderingMutex);
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// Cache of GL textures that we'll store per GraphicBuffer ID, shared between GPU contexts.
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std::unordered_map<GraphicBufferId, std::shared_ptr<AutoBackendTexture::LocalRef>> mTextureCache
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GUARDED_BY(mRenderingMutex);
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std::unordered_map<LinearEffect, sk_sp<SkRuntimeEffect>, LinearEffectHasher> mRuntimeEffects;
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AutoBackendTexture::CleanupManager mTextureCleanupMgr GUARDED_BY(mRenderingMutex);
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StretchShaderFactory mStretchShaderFactory;
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// Mutex guarding rendering operations, so that:
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// 1. GL operations aren't interleaved, and
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// 2. Internal state related to rendering that is potentially modified by
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// multiple threads is guaranteed thread-safe.
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mutable std::mutex mRenderingMutex;
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sp<Fence> mLastDrawFence;
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// Graphics context used for creating surfaces and submitting commands
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sk_sp<GrDirectContext> mGrContext;
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// Same as above, but for protected content (eg. DRM)
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sk_sp<GrDirectContext> mProtectedGrContext;
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bool mInProtectedContext = false;
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// Object to capture commands send to Skia.
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std::unique_ptr<SkiaCapture> mCapture;
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// Implements PersistentCache as a way to monitor what SkSL shaders Skia has
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// cached.
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class SkSLCacheMonitor : public GrContextOptions::PersistentCache {
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public:
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SkSLCacheMonitor() = default;
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~SkSLCacheMonitor() override = default;
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sk_sp<SkData> load(const SkData& key) override;
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void store(const SkData& key, const SkData& data, const SkString& description) override;
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int shadersCachedSinceLastCall() {
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const int shadersCachedSinceLastCall = mShadersCachedSinceLastCall;
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mShadersCachedSinceLastCall = 0;
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return shadersCachedSinceLastCall;
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}
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private:
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int mShadersCachedSinceLastCall = 0;
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};
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SkSLCacheMonitor mSkSLCacheMonitor;
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// HUANGLONG begin
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// whether keystone is open or not.
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bool mCanKeystone = false;
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// keystone transform matrix
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SkMatrix keystoneMatrix;
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// legal matrix size for correction
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const int32_t legalMatrixSize = 16;
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// HUANGLONG end
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};
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} // namespace skia
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} // namespace renderengine
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} // namespace android
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#endif /* SF_GLESRENDERENGINE_H_ */
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