1*d57664e9SAndroid Build Coastguard Worker /* 2*d57664e9SAndroid Build Coastguard Worker * Copyright (C) 2014 The Android Open Source Project 3*d57664e9SAndroid Build Coastguard Worker * 4*d57664e9SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*d57664e9SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*d57664e9SAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*d57664e9SAndroid Build Coastguard Worker * 8*d57664e9SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*d57664e9SAndroid Build Coastguard Worker * 10*d57664e9SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*d57664e9SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*d57664e9SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*d57664e9SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*d57664e9SAndroid Build Coastguard Worker * limitations under the License. 15*d57664e9SAndroid Build Coastguard Worker */ 16*d57664e9SAndroid Build Coastguard Worker 17*d57664e9SAndroid Build Coastguard Worker #pragma once 18*d57664e9SAndroid Build Coastguard Worker 19*d57664e9SAndroid Build Coastguard Worker #include <utils/Timers.h> 20*d57664e9SAndroid Build Coastguard Worker 21*d57664e9SAndroid Build Coastguard Worker #include <optional> 22*d57664e9SAndroid Build Coastguard Worker #include <string> 23*d57664e9SAndroid Build Coastguard Worker 24*d57664e9SAndroid Build Coastguard Worker #include "Properties.h" 25*d57664e9SAndroid Build Coastguard Worker #include "SkSize.h" 26*d57664e9SAndroid Build Coastguard Worker #include "SkippedFrameInfo.h" 27*d57664e9SAndroid Build Coastguard Worker #include "utils/ForceDark.h" 28*d57664e9SAndroid Build Coastguard Worker #include "utils/Macros.h" 29*d57664e9SAndroid Build Coastguard Worker 30*d57664e9SAndroid Build Coastguard Worker namespace android { 31*d57664e9SAndroid Build Coastguard Worker namespace uirenderer { 32*d57664e9SAndroid Build Coastguard Worker 33*d57664e9SAndroid Build Coastguard Worker namespace renderthread { 34*d57664e9SAndroid Build Coastguard Worker class CanvasContext; 35*d57664e9SAndroid Build Coastguard Worker } 36*d57664e9SAndroid Build Coastguard Worker 37*d57664e9SAndroid Build Coastguard Worker class DamageAccumulator; 38*d57664e9SAndroid Build Coastguard Worker class LayerUpdateQueue; 39*d57664e9SAndroid Build Coastguard Worker class RenderNode; 40*d57664e9SAndroid Build Coastguard Worker class RenderState; 41*d57664e9SAndroid Build Coastguard Worker 42*d57664e9SAndroid Build Coastguard Worker class ErrorHandler { 43*d57664e9SAndroid Build Coastguard Worker public: 44*d57664e9SAndroid Build Coastguard Worker virtual void onError(const std::string& message) = 0; 45*d57664e9SAndroid Build Coastguard Worker 46*d57664e9SAndroid Build Coastguard Worker virtual ~ErrorHandler() = default; 47*d57664e9SAndroid Build Coastguard Worker }; 48*d57664e9SAndroid Build Coastguard Worker 49*d57664e9SAndroid Build Coastguard Worker class TreeObserver { 50*d57664e9SAndroid Build Coastguard Worker public: 51*d57664e9SAndroid Build Coastguard Worker // Called when a RenderNode's parent count hits 0. 52*d57664e9SAndroid Build Coastguard Worker // Due to the unordered nature of tree pushes, once prepareTree 53*d57664e9SAndroid Build Coastguard Worker // is finished it is possible that the node was "resurrected" and has 54*d57664e9SAndroid Build Coastguard Worker // a non-zero parent count. 55*d57664e9SAndroid Build Coastguard Worker virtual void onMaybeRemovedFromTree(RenderNode* node) = 0; 56*d57664e9SAndroid Build Coastguard Worker 57*d57664e9SAndroid Build Coastguard Worker protected: 58*d57664e9SAndroid Build Coastguard Worker virtual ~TreeObserver() = default; 59*d57664e9SAndroid Build Coastguard Worker }; 60*d57664e9SAndroid Build Coastguard Worker 61*d57664e9SAndroid Build Coastguard Worker // This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN 62*d57664e9SAndroid Build Coastguard Worker class TreeInfo { 63*d57664e9SAndroid Build Coastguard Worker PREVENT_COPY_AND_ASSIGN(TreeInfo); 64*d57664e9SAndroid Build Coastguard Worker 65*d57664e9SAndroid Build Coastguard Worker public: 66*d57664e9SAndroid Build Coastguard Worker enum TraversalMode { 67*d57664e9SAndroid Build Coastguard Worker // The full monty - sync, push, run animators, etc... Used by DrawFrameTask 68*d57664e9SAndroid Build Coastguard Worker // May only be used if both the UI thread and RT thread are blocked on the 69*d57664e9SAndroid Build Coastguard Worker // prepare 70*d57664e9SAndroid Build Coastguard Worker MODE_FULL, 71*d57664e9SAndroid Build Coastguard Worker // Run only what can be done safely on RT thread. Currently this only means 72*d57664e9SAndroid Build Coastguard Worker // animators, but potentially things like SurfaceTexture updates 73*d57664e9SAndroid Build Coastguard Worker // could be handled by this as well if there are no listeners 74*d57664e9SAndroid Build Coastguard Worker MODE_RT_ONLY, 75*d57664e9SAndroid Build Coastguard Worker }; 76*d57664e9SAndroid Build Coastguard Worker 77*d57664e9SAndroid Build Coastguard Worker TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext); 78*d57664e9SAndroid Build Coastguard Worker 79*d57664e9SAndroid Build Coastguard Worker TraversalMode mode; 80*d57664e9SAndroid Build Coastguard Worker // TODO: Remove this? Currently this is used to signal to stop preparing 81*d57664e9SAndroid Build Coastguard Worker // textures if we run out of cache space. 82*d57664e9SAndroid Build Coastguard Worker bool prepareTextures; 83*d57664e9SAndroid Build Coastguard Worker renderthread::CanvasContext& canvasContext; 84*d57664e9SAndroid Build Coastguard Worker // TODO: buildLayer uses this to suppress running any animations, but this 85*d57664e9SAndroid Build Coastguard Worker // should probably be refactored somehow. The reason this is done is 86*d57664e9SAndroid Build Coastguard Worker // because buildLayer is not setup for injecting the animationHook, as well 87*d57664e9SAndroid Build Coastguard Worker // as this being otherwise wasted work as all the animators will be 88*d57664e9SAndroid Build Coastguard Worker // re-evaluated when the frame is actually drawn 89*d57664e9SAndroid Build Coastguard Worker bool runAnimations = true; 90*d57664e9SAndroid Build Coastguard Worker 91*d57664e9SAndroid Build Coastguard Worker // Must not be null during actual usage 92*d57664e9SAndroid Build Coastguard Worker DamageAccumulator* damageAccumulator = nullptr; 93*d57664e9SAndroid Build Coastguard Worker int64_t damageGenerationId = 0; 94*d57664e9SAndroid Build Coastguard Worker 95*d57664e9SAndroid Build Coastguard Worker LayerUpdateQueue* layerUpdateQueue = nullptr; 96*d57664e9SAndroid Build Coastguard Worker ErrorHandler* errorHandler = nullptr; 97*d57664e9SAndroid Build Coastguard Worker 98*d57664e9SAndroid Build Coastguard Worker bool updateWindowPositions = false; 99*d57664e9SAndroid Build Coastguard Worker 100*d57664e9SAndroid Build Coastguard Worker int disableForceDark; 101*d57664e9SAndroid Build Coastguard Worker ForceDarkType forceDarkType = ForceDarkType::NONE; 102*d57664e9SAndroid Build Coastguard Worker 103*d57664e9SAndroid Build Coastguard Worker const SkISize screenSize; 104*d57664e9SAndroid Build Coastguard Worker 105*d57664e9SAndroid Build Coastguard Worker int stretchEffectCount = 0; 106*d57664e9SAndroid Build Coastguard Worker 107*d57664e9SAndroid Build Coastguard Worker bool forceDrawFrame = false; 108*d57664e9SAndroid Build Coastguard Worker 109*d57664e9SAndroid Build Coastguard Worker struct Out { 110*d57664e9SAndroid Build Coastguard Worker bool hasFunctors = false; 111*d57664e9SAndroid Build Coastguard Worker // This is only updated if evaluateAnimations is true 112*d57664e9SAndroid Build Coastguard Worker bool hasAnimations = false; 113*d57664e9SAndroid Build Coastguard Worker // This is set to true if there is an animation that RenderThread cannot 114*d57664e9SAndroid Build Coastguard Worker // animate itself, such as if hasFunctors is true 115*d57664e9SAndroid Build Coastguard Worker // This is only set if hasAnimations is true 116*d57664e9SAndroid Build Coastguard Worker bool requiresUiRedraw = false; 117*d57664e9SAndroid Build Coastguard Worker // This is set to nullopt if draw() can be called this frame 118*d57664e9SAndroid Build Coastguard Worker // A value means that we must delay until the next vsync pulse as frame 119*d57664e9SAndroid Build Coastguard Worker // production is outrunning consumption 120*d57664e9SAndroid Build Coastguard Worker // NOTE that if this has a value CanvasContext will set either requiresUiRedraw 121*d57664e9SAndroid Build Coastguard Worker // *OR* will post itself for the next vsync automatically, use this 122*d57664e9SAndroid Build Coastguard Worker // only to avoid calling draw() 123*d57664e9SAndroid Build Coastguard Worker std::optional<SkippedFrameReason> skippedFrameReason; 124*d57664e9SAndroid Build Coastguard Worker // Sentinel for animatedImageDelay meaning there is no need to post such 125*d57664e9SAndroid Build Coastguard Worker // a message. 126*d57664e9SAndroid Build Coastguard Worker static constexpr nsecs_t kNoAnimatedImageDelay = -1; 127*d57664e9SAndroid Build Coastguard Worker // This is used to post a message to redraw when it is time to draw the 128*d57664e9SAndroid Build Coastguard Worker // next frame of an AnimatedImageDrawable. 129*d57664e9SAndroid Build Coastguard Worker nsecs_t animatedImageDelay = kNoAnimatedImageDelay; 130*d57664e9SAndroid Build Coastguard Worker // This is used to determine if there were only TextureView updates in this frame. 131*d57664e9SAndroid Build Coastguard Worker // This info is passed to SurfaceFlinger to determine whether it should use vsyncIds 132*d57664e9SAndroid Build Coastguard Worker // for refresh rate selection. 133*d57664e9SAndroid Build Coastguard Worker bool solelyTextureViewUpdates = true; 134*d57664e9SAndroid Build Coastguard Worker } out; 135*d57664e9SAndroid Build Coastguard Worker 136*d57664e9SAndroid Build Coastguard Worker // This flag helps to disable projection for receiver nodes that do not have any backward 137*d57664e9SAndroid Build Coastguard Worker // projected children. 138*d57664e9SAndroid Build Coastguard Worker bool hasBackwardProjectedNodes = false; 139*d57664e9SAndroid Build Coastguard Worker // TODO: Damage calculations 140*d57664e9SAndroid Build Coastguard Worker }; 141*d57664e9SAndroid Build Coastguard Worker 142*d57664e9SAndroid Build Coastguard Worker } /* namespace uirenderer */ 143*d57664e9SAndroid Build Coastguard Worker } /* namespace android */ 144