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