1*38e8c45fSAndroid Build Coastguard Worker /* 2*38e8c45fSAndroid Build Coastguard Worker * Copyright 2020 The Android Open Source Project 3*38e8c45fSAndroid Build Coastguard Worker * 4*38e8c45fSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*38e8c45fSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*38e8c45fSAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*38e8c45fSAndroid Build Coastguard Worker * 8*38e8c45fSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*38e8c45fSAndroid Build Coastguard Worker * 10*38e8c45fSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*38e8c45fSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*38e8c45fSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*38e8c45fSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*38e8c45fSAndroid Build Coastguard Worker * limitations under the License. 15*38e8c45fSAndroid Build Coastguard Worker */ 16*38e8c45fSAndroid Build Coastguard Worker 17*38e8c45fSAndroid Build Coastguard Worker #pragma once 18*38e8c45fSAndroid Build Coastguard Worker 19*38e8c45fSAndroid Build Coastguard Worker #include <android-base/thread_annotations.h> 20*38e8c45fSAndroid Build Coastguard Worker #include <condition_variable> 21*38e8c45fSAndroid Build Coastguard Worker #include <mutex> 22*38e8c45fSAndroid Build Coastguard Worker #include <queue> 23*38e8c45fSAndroid Build Coastguard Worker #include <thread> 24*38e8c45fSAndroid Build Coastguard Worker 25*38e8c45fSAndroid Build Coastguard Worker #include "renderengine/RenderEngine.h" 26*38e8c45fSAndroid Build Coastguard Worker 27*38e8c45fSAndroid Build Coastguard Worker namespace android { 28*38e8c45fSAndroid Build Coastguard Worker namespace renderengine { 29*38e8c45fSAndroid Build Coastguard Worker namespace threaded { 30*38e8c45fSAndroid Build Coastguard Worker 31*38e8c45fSAndroid Build Coastguard Worker using CreateInstanceFactory = std::function<std::unique_ptr<renderengine::RenderEngine>()>; 32*38e8c45fSAndroid Build Coastguard Worker 33*38e8c45fSAndroid Build Coastguard Worker /** 34*38e8c45fSAndroid Build Coastguard Worker * This class extends a basic RenderEngine class. It contains a thread. Each time a function of 35*38e8c45fSAndroid Build Coastguard Worker * this class is called, we create a lambda function that is put on a queue. The main thread then 36*38e8c45fSAndroid Build Coastguard Worker * executes the functions in order. 37*38e8c45fSAndroid Build Coastguard Worker */ 38*38e8c45fSAndroid Build Coastguard Worker class RenderEngineThreaded : public RenderEngine { 39*38e8c45fSAndroid Build Coastguard Worker public: 40*38e8c45fSAndroid Build Coastguard Worker static std::unique_ptr<RenderEngineThreaded> create(CreateInstanceFactory factory); 41*38e8c45fSAndroid Build Coastguard Worker 42*38e8c45fSAndroid Build Coastguard Worker RenderEngineThreaded(CreateInstanceFactory factory); 43*38e8c45fSAndroid Build Coastguard Worker ~RenderEngineThreaded() override; 44*38e8c45fSAndroid Build Coastguard Worker std::future<void> primeCache(PrimeCacheConfig config) override; 45*38e8c45fSAndroid Build Coastguard Worker 46*38e8c45fSAndroid Build Coastguard Worker void dump(std::string& result) override; 47*38e8c45fSAndroid Build Coastguard Worker 48*38e8c45fSAndroid Build Coastguard Worker size_t getMaxTextureSize() const override; 49*38e8c45fSAndroid Build Coastguard Worker size_t getMaxViewportDims() const override; 50*38e8c45fSAndroid Build Coastguard Worker 51*38e8c45fSAndroid Build Coastguard Worker bool supportsProtectedContent() const override; 52*38e8c45fSAndroid Build Coastguard Worker void cleanupPostRender() override; 53*38e8c45fSAndroid Build Coastguard Worker 54*38e8c45fSAndroid Build Coastguard Worker ftl::Future<FenceResult> drawLayers(const DisplaySettings& display, 55*38e8c45fSAndroid Build Coastguard Worker const std::vector<LayerSettings>& layers, 56*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& buffer, 57*38e8c45fSAndroid Build Coastguard Worker base::unique_fd&& bufferFence) override; 58*38e8c45fSAndroid Build Coastguard Worker ftl::Future<FenceResult> drawGainmap(const std::shared_ptr<ExternalTexture>& sdr, 59*38e8c45fSAndroid Build Coastguard Worker base::borrowed_fd&& sdrFence, 60*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& hdr, 61*38e8c45fSAndroid Build Coastguard Worker base::borrowed_fd&& hdrFence, float hdrSdrRatio, 62*38e8c45fSAndroid Build Coastguard Worker ui::Dataspace dataspace, 63*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& gainmap) override; 64*38e8c45fSAndroid Build Coastguard Worker 65*38e8c45fSAndroid Build Coastguard Worker int getContextPriority() override; 66*38e8c45fSAndroid Build Coastguard Worker bool supportsBackgroundBlur() override; 67*38e8c45fSAndroid Build Coastguard Worker void onActiveDisplaySizeChanged(ui::Size size) override; 68*38e8c45fSAndroid Build Coastguard Worker std::optional<pid_t> getRenderEngineTid() const override; 69*38e8c45fSAndroid Build Coastguard Worker void setEnableTracing(bool tracingEnabled) override; 70*38e8c45fSAndroid Build Coastguard Worker 71*38e8c45fSAndroid Build Coastguard Worker protected: 72*38e8c45fSAndroid Build Coastguard Worker void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) override; 73*38e8c45fSAndroid Build Coastguard Worker void unmapExternalTextureBuffer(sp<GraphicBuffer>&& buffer) override; 74*38e8c45fSAndroid Build Coastguard Worker bool canSkipPostRenderCleanup() const override; 75*38e8c45fSAndroid Build Coastguard Worker void drawLayersInternal(const std::shared_ptr<std::promise<FenceResult>>&& resultPromise, 76*38e8c45fSAndroid Build Coastguard Worker const DisplaySettings& display, 77*38e8c45fSAndroid Build Coastguard Worker const std::vector<LayerSettings>& layers, 78*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& buffer, 79*38e8c45fSAndroid Build Coastguard Worker base::unique_fd&& bufferFence) override; 80*38e8c45fSAndroid Build Coastguard Worker void drawGainmapInternal(const std::shared_ptr<std::promise<FenceResult>>&& resultPromise, 81*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& sdr, 82*38e8c45fSAndroid Build Coastguard Worker base::borrowed_fd&& sdrFence, 83*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& hdr, 84*38e8c45fSAndroid Build Coastguard Worker base::borrowed_fd&& hdrFence, float hdrSdrRatio, 85*38e8c45fSAndroid Build Coastguard Worker ui::Dataspace dataspace, 86*38e8c45fSAndroid Build Coastguard Worker const std::shared_ptr<ExternalTexture>& gainmap) override; 87*38e8c45fSAndroid Build Coastguard Worker 88*38e8c45fSAndroid Build Coastguard Worker private: 89*38e8c45fSAndroid Build Coastguard Worker void threadMain(CreateInstanceFactory factory); 90*38e8c45fSAndroid Build Coastguard Worker void waitUntilInitialized() const; 91*38e8c45fSAndroid Build Coastguard Worker static status_t setSchedFifo(bool enabled); 92*38e8c45fSAndroid Build Coastguard Worker 93*38e8c45fSAndroid Build Coastguard Worker // No-op. This method is only called on leaf implementations of RenderEngine. useProtectedContext(bool)94*38e8c45fSAndroid Build Coastguard Worker void useProtectedContext(bool) override {} 95*38e8c45fSAndroid Build Coastguard Worker 96*38e8c45fSAndroid Build Coastguard Worker /* ------------------------------------------------------------------------ 97*38e8c45fSAndroid Build Coastguard Worker * Threading 98*38e8c45fSAndroid Build Coastguard Worker */ 99*38e8c45fSAndroid Build Coastguard Worker const char* const mThreadName = "RenderEngine"; 100*38e8c45fSAndroid Build Coastguard Worker // Protects the creation and destruction of mThread. 101*38e8c45fSAndroid Build Coastguard Worker mutable std::mutex mThreadMutex; 102*38e8c45fSAndroid Build Coastguard Worker std::thread mThread GUARDED_BY(mThreadMutex); 103*38e8c45fSAndroid Build Coastguard Worker std::atomic<bool> mRunning = true; 104*38e8c45fSAndroid Build Coastguard Worker std::atomic<bool> mNeedsPostRenderCleanup = false; 105*38e8c45fSAndroid Build Coastguard Worker 106*38e8c45fSAndroid Build Coastguard Worker using Work = std::function<void(renderengine::RenderEngine&)>; 107*38e8c45fSAndroid Build Coastguard Worker mutable std::queue<Work> mFunctionCalls GUARDED_BY(mThreadMutex); 108*38e8c45fSAndroid Build Coastguard Worker mutable std::condition_variable mCondition; 109*38e8c45fSAndroid Build Coastguard Worker 110*38e8c45fSAndroid Build Coastguard Worker // Used to allow select thread safe methods to be accessed without requiring the 111*38e8c45fSAndroid Build Coastguard Worker // method to be invoked on the RenderEngine thread 112*38e8c45fSAndroid Build Coastguard Worker std::atomic_bool mIsInitialized = false; 113*38e8c45fSAndroid Build Coastguard Worker mutable std::mutex mInitializedMutex; 114*38e8c45fSAndroid Build Coastguard Worker mutable std::condition_variable mInitializedCondition; 115*38e8c45fSAndroid Build Coastguard Worker 116*38e8c45fSAndroid Build Coastguard Worker /* ------------------------------------------------------------------------ 117*38e8c45fSAndroid Build Coastguard Worker * Render Engine 118*38e8c45fSAndroid Build Coastguard Worker */ 119*38e8c45fSAndroid Build Coastguard Worker std::unique_ptr<renderengine::RenderEngine> mRenderEngine; 120*38e8c45fSAndroid Build Coastguard Worker }; 121*38e8c45fSAndroid Build Coastguard Worker } // namespace threaded 122*38e8c45fSAndroid Build Coastguard Worker } // namespace renderengine 123*38e8c45fSAndroid Build Coastguard Worker } // namespace android 124