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-rw-r--r--libs/renderengine/include/renderengine/RenderEngine.h245
1 files changed, 135 insertions, 110 deletions
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index e06e1287c1..5964bc3927 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -17,24 +17,43 @@
#ifndef SF_RENDERENGINE_H_
#define SF_RENDERENGINE_H_
-#include <stdint.h>
-#include <sys/types.h>
-#include <memory>
-
#include <android-base/unique_fd.h>
#include <math/mat4.h>
#include <renderengine/DisplaySettings.h>
+#include <renderengine/ExternalTexture.h>
#include <renderengine/Framebuffer.h>
#include <renderengine/Image.h>
#include <renderengine/LayerSettings.h>
+#include <stdint.h>
+#include <sys/types.h>
#include <ui/GraphicTypes.h>
#include <ui/Transform.h>
+#include <future>
+#include <memory>
+
/**
- * Allows to set RenderEngine backend to GLES (default) or Vulkan (NOT yet supported).
+ * Allows to set RenderEngine backend to GLES (default) or SkiaGL (NOT yet supported).
*/
#define PROPERTY_DEBUG_RENDERENGINE_BACKEND "debug.renderengine.backend"
+/**
+ * Turns on recording of skia commands in SkiaGL version of the RE. This property
+ * defines number of milliseconds for the recording to take place. A non zero value
+ * turns on the recording.
+ */
+#define PROPERTY_DEBUG_RENDERENGINE_CAPTURE_SKIA_MS "debug.renderengine.capture_skia_ms"
+
+/**
+ * Set to the most recently saved file once the capture is finished.
+ */
+#define PROPERTY_DEBUG_RENDERENGINE_CAPTURE_FILENAME "debug.renderengine.capture_filename"
+
+/**
+ * Allows recording of Skia drawing commands with systrace.
+ */
+#define PROPERTY_SKIA_ATRACE_ENABLED "debug.renderengine.skia_atrace_enabled"
+
struct ANativeWindowBuffer;
namespace android {
@@ -44,12 +63,16 @@ class Region;
namespace renderengine {
-class BindNativeBufferAsFramebuffer;
+class ExternalTexture;
class Image;
class Mesh;
class Texture;
struct RenderEngineCreationArgs;
+namespace threaded {
+class RenderEngineThreaded;
+}
+
namespace impl {
class RenderEngine;
}
@@ -65,9 +88,17 @@ public:
LOW = 1,
MEDIUM = 2,
HIGH = 3,
+ REALTIME = 4,
+ };
+
+ enum class RenderEngineType {
+ GLES = 1,
+ THREADED = 2,
+ SKIA_GL = 3,
+ SKIA_GL_THREADED = 4,
};
- static std::unique_ptr<impl::RenderEngine> create(const RenderEngineCreationArgs& args);
+ static std::unique_ptr<RenderEngine> create(const RenderEngineCreationArgs& args);
virtual ~RenderEngine() = 0;
@@ -75,52 +106,15 @@ public:
// This interface, while still in use until a suitable replacement is built,
// should be considered deprecated, minus some methods which still may be
// used to support legacy behavior.
- virtual void primeCache() const = 0;
+ virtual std::future<void> primeCache() = 0;
// dump the extension strings. always call the base class.
virtual void dump(std::string& result) = 0;
- virtual bool useNativeFenceSync() const = 0;
- virtual bool useWaitSync() const = 0;
virtual void genTextures(size_t count, uint32_t* names) = 0;
virtual void deleteTextures(size_t count, uint32_t const* names) = 0;
- virtual void bindExternalTextureImage(uint32_t texName, const Image& image) = 0;
- // Legacy public method used by devices that don't support native fence
- // synchronization in their GPU driver, as this method provides implicit
- // synchronization for latching buffers.
- virtual status_t bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer,
- const sp<Fence>& fence) = 0;
- // Caches Image resources for this buffer, but does not bind the buffer to
- // a particular texture.
- // Note that work is deferred to an additional thread, i.e. this call
- // is made asynchronously, but the caller can expect that cache/unbind calls
- // are performed in a manner that's conflict serializable, i.e. unbinding
- // a buffer should never occur before binding the buffer if the caller
- // called {bind, cache}ExternalTextureBuffer before calling unbind.
- virtual void cacheExternalTextureBuffer(const sp<GraphicBuffer>& buffer) = 0;
- // Removes internal resources referenced by the bufferId. This method should be
- // invoked when the caller will no longer hold a reference to a GraphicBuffer
- // and needs to clean up its resources.
- // Note that work is deferred to an additional thread, i.e. this call
- // is made asynchronously, but the caller can expect that cache/unbind calls
- // are performed in a manner that's conflict serializable, i.e. unbinding
- // a buffer should never occur before binding the buffer if the caller
- // called {bind, cache}ExternalTextureBuffer before calling unbind.
- virtual void unbindExternalTextureBuffer(uint64_t bufferId) = 0;
- // When binding a native buffer, it must be done before setViewportAndProjection
- // Returns NO_ERROR when binds successfully, NO_MEMORY when there's no memory for allocation.
- virtual status_t bindFrameBuffer(Framebuffer* framebuffer) = 0;
- virtual void unbindFrameBuffer(Framebuffer* framebuffer) = 0;
- // Clean-up method that should be called on the main thread after the
- // drawFence returned by drawLayers fires. This method will free up
- // resources used by the most recently drawn frame. If the frame is still
- // being drawn, then this call is silently ignored.
- //
- // Returns true if resources were cleaned up, and false if we didn't need to
- // do any work.
- virtual bool cleanupPostRender() = 0;
- // queries
+ // queries that are required to be thread safe
virtual size_t getMaxTextureSize() const = 0;
virtual size_t getMaxViewportDims() const = 0;
@@ -128,9 +122,16 @@ public:
// ----- BEGIN NEW INTERFACE -----
+ // queries that are required to be thread safe
virtual bool isProtected() const = 0;
virtual bool supportsProtectedContent() const = 0;
- virtual bool useProtectedContext(bool useProtectedContext) = 0;
+
+ // Attempt to switch RenderEngine into and out of protectedContext mode
+ virtual void useProtectedContext(bool useProtectedContext) = 0;
+
+ // Notify RenderEngine of changes to the dimensions of the primary display
+ // so that it can configure its internal caches accordingly.
+ virtual void onPrimaryDisplaySizeChanged(ui::Size size) = 0;
// Renders layers for a particular display via GPU composition. This method
// should be called for every display that needs to be rendered via the GPU.
@@ -163,17 +164,74 @@ public:
// now, this always returns NO_ERROR.
virtual status_t drawLayers(const DisplaySettings& display,
const std::vector<const LayerSettings*>& layers,
- ANativeWindowBuffer* buffer, const bool useFramebufferCache,
- base::unique_fd&& bufferFence, base::unique_fd* drawFence) = 0;
+ const std::shared_ptr<ExternalTexture>& buffer,
+ const bool useFramebufferCache, base::unique_fd&& bufferFence,
+ base::unique_fd* drawFence) = 0;
+
+ // Clean-up method that should be called on the main thread after the
+ // drawFence returned by drawLayers fires. This method will free up
+ // resources used by the most recently drawn frame. If the frame is still
+ // being drawn, then the implementation is free to silently ignore this call.
+ virtual void cleanupPostRender() = 0;
+
+ virtual void cleanFramebufferCache() = 0;
+ // Returns the priority this context was actually created with. Note: this may not be
+ // the same as specified at context creation time, due to implementation limits on the
+ // number of contexts that can be created at a specific priority level in the system.
+ virtual int getContextPriority() = 0;
+
+ // Returns true if blur was requested in the RenderEngineCreationArgs and the implementation
+ // also supports background blur. If false, no blur will be applied when drawing layers. This
+ // query is required to be thread safe.
+ virtual bool supportsBackgroundBlur() = 0;
+
+ // Returns the current type of RenderEngine instance that was created.
+ // TODO(b/180767535): This is only implemented to allow for backend-specific behavior, which
+ // we should not allow in general, so remove this.
+ RenderEngineType getRenderEngineType() const { return mRenderEngineType; }
+
+ static void validateInputBufferUsage(const sp<GraphicBuffer>&);
+ static void validateOutputBufferUsage(const sp<GraphicBuffer>&);
protected:
- // Gets a framebuffer to render to. This framebuffer may or may not be
- // cached depending on the implementation.
- //
- // Note that this method does not transfer ownership, so the caller most not
- // live longer than RenderEngine.
- virtual Framebuffer* getFramebufferForDrawing() = 0;
- friend class BindNativeBufferAsFramebuffer;
+ RenderEngine() : RenderEngine(RenderEngineType::GLES) {}
+
+ RenderEngine(RenderEngineType type) : mRenderEngineType(type) {}
+
+ // Maps GPU resources for this buffer.
+ // Note that work may be deferred to an additional thread, i.e. this call
+ // is made asynchronously, but the caller can expect that map/unmap calls
+ // are performed in a manner that's conflict serializable, i.e. unmapping
+ // a buffer should never occur before binding the buffer if the caller
+ // called mapExternalTextureBuffer before calling unmap.
+ // Note also that if the buffer contains protected content, then mapping those GPU resources may
+ // be deferred until the buffer is really used for drawing. This is because typical SoCs that
+ // support protected memory only support a limited amount, so optimisitically mapping protected
+ // memory may be too burdensome. If a buffer contains protected content and the RenderEngine
+ // implementation supports protected context, then GPU resources may be mapped into both the
+ // protected and unprotected contexts.
+ // If the buffer may ever be written to by RenderEngine, then isRenderable must be true.
+ virtual void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) = 0;
+ // Unmaps GPU resources used by this buffer. This method should be
+ // invoked when the caller will no longer hold a reference to a GraphicBuffer
+ // and needs to clean up its resources.
+ // Note that if there are multiple callers holding onto the same buffer, then the buffer's
+ // resources may be internally ref-counted to guard against use-after-free errors. Note that
+ // work may be deferred to an additional thread, i.e. this call is expected to be made
+ // asynchronously, but the caller can expect that map/unmap calls are performed in a manner
+ // that's conflict serializable, i.e. unmap a buffer should never occur before binding the
+ // buffer if the caller called mapExternalTextureBuffer before calling unmap.
+ virtual void unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) = 0;
+
+ // A thread safe query to determine if any post rendering cleanup is necessary. Returning true
+ // is a signal that calling the postRenderCleanup method would be a no-op and that callers can
+ // avoid any thread synchronization that may be required by directly calling postRenderCleanup.
+ virtual bool canSkipPostRenderCleanup() const = 0;
+
+ friend class ExternalTexture;
+ friend class threaded::RenderEngineThreaded;
+ friend class RenderEngineTest_cleanupPostRender_cleansUpOnce_Test;
+ const RenderEngineType mRenderEngineType;
};
struct RenderEngineCreationArgs {
@@ -184,26 +242,25 @@ struct RenderEngineCreationArgs {
bool precacheToneMapperShaderOnly;
bool supportsBackgroundBlur;
RenderEngine::ContextPriority contextPriority;
+ RenderEngine::RenderEngineType renderEngineType;
struct Builder;
private:
// must be created by Builder via constructor with full argument list
- RenderEngineCreationArgs(
- int _pixelFormat,
- uint32_t _imageCacheSize,
- bool _useColorManagement,
- bool _enableProtectedContext,
- bool _precacheToneMapperShaderOnly,
- bool _supportsBackgroundBlur,
- RenderEngine::ContextPriority _contextPriority)
- : pixelFormat(_pixelFormat)
- , imageCacheSize(_imageCacheSize)
- , useColorManagement(_useColorManagement)
- , enableProtectedContext(_enableProtectedContext)
- , precacheToneMapperShaderOnly(_precacheToneMapperShaderOnly)
- , supportsBackgroundBlur(_supportsBackgroundBlur)
- , contextPriority(_contextPriority) {}
+ RenderEngineCreationArgs(int _pixelFormat, uint32_t _imageCacheSize, bool _useColorManagement,
+ bool _enableProtectedContext, bool _precacheToneMapperShaderOnly,
+ bool _supportsBackgroundBlur,
+ RenderEngine::ContextPriority _contextPriority,
+ RenderEngine::RenderEngineType _renderEngineType)
+ : pixelFormat(_pixelFormat),
+ imageCacheSize(_imageCacheSize),
+ useColorManagement(_useColorManagement),
+ enableProtectedContext(_enableProtectedContext),
+ precacheToneMapperShaderOnly(_precacheToneMapperShaderOnly),
+ supportsBackgroundBlur(_supportsBackgroundBlur),
+ contextPriority(_contextPriority),
+ renderEngineType(_renderEngineType) {}
RenderEngineCreationArgs() = delete;
};
@@ -238,10 +295,14 @@ struct RenderEngineCreationArgs::Builder {
this->contextPriority = contextPriority;
return *this;
}
+ Builder& setRenderEngineType(RenderEngine::RenderEngineType renderEngineType) {
+ this->renderEngineType = renderEngineType;
+ return *this;
+ }
RenderEngineCreationArgs build() const {
return RenderEngineCreationArgs(pixelFormat, imageCacheSize, useColorManagement,
enableProtectedContext, precacheToneMapperShaderOnly,
- supportsBackgroundBlur, contextPriority);
+ supportsBackgroundBlur, contextPriority, renderEngineType);
}
private:
@@ -253,46 +314,10 @@ private:
bool precacheToneMapperShaderOnly = false;
bool supportsBackgroundBlur = false;
RenderEngine::ContextPriority contextPriority = RenderEngine::ContextPriority::MEDIUM;
+ RenderEngine::RenderEngineType renderEngineType =
+ RenderEngine::RenderEngineType::SKIA_GL_THREADED;
};
-class BindNativeBufferAsFramebuffer {
-public:
- BindNativeBufferAsFramebuffer(RenderEngine& engine, ANativeWindowBuffer* buffer,
- const bool useFramebufferCache)
- : mEngine(engine), mFramebuffer(mEngine.getFramebufferForDrawing()), mStatus(NO_ERROR) {
- mStatus = mFramebuffer->setNativeWindowBuffer(buffer, mEngine.isProtected(),
- useFramebufferCache)
- ? mEngine.bindFrameBuffer(mFramebuffer)
- : NO_MEMORY;
- }
- ~BindNativeBufferAsFramebuffer() {
- mFramebuffer->setNativeWindowBuffer(nullptr, false, /*arbitrary*/ true);
- mEngine.unbindFrameBuffer(mFramebuffer);
- }
- status_t getStatus() const { return mStatus; }
-
-private:
- RenderEngine& mEngine;
- Framebuffer* mFramebuffer;
- status_t mStatus;
-};
-
-namespace impl {
-
-// impl::RenderEngine contains common implementation that is graphics back-end agnostic.
-class RenderEngine : public renderengine::RenderEngine {
-public:
- virtual ~RenderEngine() = 0;
-
- bool useNativeFenceSync() const override;
- bool useWaitSync() const override;
-
-protected:
- RenderEngine(const RenderEngineCreationArgs& args);
- const RenderEngineCreationArgs mArgs;
-};
-
-} // namespace impl
} // namespace renderengine
} // namespace android