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100 lines
4.1 KiB
100 lines
4.1 KiB
/*
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* Copyright 2013 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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#include <renderengine/RenderEngine.h>
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#include <cutils/properties.h>
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#include <log/log.h>
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#include "gl/GLESRenderEngine.h"
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#include "threaded/RenderEngineThreaded.h"
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#include "skia/SkiaGLRenderEngine.h"
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namespace android {
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namespace renderengine {
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std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
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RenderEngineType renderEngineType = args.renderEngineType;
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// Keep the ability to override by PROPERTIES:
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char prop[PROPERTY_VALUE_MAX];
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property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
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if (strcmp(prop, "gles") == 0) {
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renderEngineType = RenderEngineType::GLES;
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}
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if (strcmp(prop, "threaded") == 0) {
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renderEngineType = RenderEngineType::THREADED;
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}
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if (strcmp(prop, "skiagl") == 0) {
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renderEngineType = RenderEngineType::SKIA_GL;
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}
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if (strcmp(prop, "skiaglthreaded") == 0) {
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renderEngineType = RenderEngineType::SKIA_GL_THREADED;
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}
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switch (renderEngineType) {
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case RenderEngineType::THREADED:
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ALOGD("Threaded RenderEngine with GLES Backend");
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return renderengine::threaded::RenderEngineThreaded::create(
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[args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
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renderEngineType);
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case RenderEngineType::SKIA_GL:
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ALOGD("RenderEngine with SkiaGL Backend");
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return renderengine::skia::SkiaGLRenderEngine::create(args);
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case RenderEngineType::SKIA_GL_THREADED: {
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// These need to be recreated, since they are a constant reference, and we need to
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// let SkiaRE know that it's running as threaded, and all GL operation will happen on
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// the same thread.
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RenderEngineCreationArgs skiaArgs =
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RenderEngineCreationArgs::Builder()
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.setPixelFormat(args.pixelFormat)
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.setImageCacheSize(args.imageCacheSize)
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.setUseColorManagerment(args.useColorManagement)
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.setEnableProtectedContext(args.enableProtectedContext)
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.setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly)
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.setSupportsBackgroundBlur(args.supportsBackgroundBlur)
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.setContextPriority(args.contextPriority)
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.setRenderEngineType(renderEngineType)
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.build();
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ALOGD("Threaded RenderEngine with SkiaGL Backend");
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return renderengine::threaded::RenderEngineThreaded::create(
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[skiaArgs]() {
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return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs);
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},
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renderEngineType);
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}
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case RenderEngineType::GLES:
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default:
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ALOGD("RenderEngine with GLES Backend");
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return renderengine::gl::GLESRenderEngine::create(args);
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}
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}
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RenderEngine::~RenderEngine() = default;
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void RenderEngine::validateInputBufferUsage(const sp<GraphicBuffer>& buffer) {
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LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_TEXTURE),
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"input buffer not gpu readable");
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}
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void RenderEngine::validateOutputBufferUsage(const sp<GraphicBuffer>& buffer) {
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LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_RENDER),
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"output buffer not gpu writeable");
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}
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} // namespace renderengine
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} // namespace android
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