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/*
* Copyright (C) 2013 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.
*/
package android.view;
import android.annotation.IntDef;
import android.annotation.NonNull;
import android.app.ActivityManager;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Point;
import android.graphics.Rect;
import android.graphics.drawable.AnimatedVectorDrawable;
import android.os.IBinder;
import android.os.ParcelFileDescriptor;
import android.os.RemoteException;
import android.os.ServiceManager;
import android.os.SystemProperties;
import android.os.Trace;
import android.util.Log;
import android.view.Surface.OutOfResourcesException;
import android.view.View.AttachInfo;
import com.android.internal.R;
import com.android.internal.util.VirtualRefBasePtr;
import java.io.File;
import java.io.FileDescriptor;
import java.io.PrintWriter;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
/**
* Threaded renderer that proxies the rendering to a render thread. Most calls
* are currently synchronous.
*
* The UI thread can block on the RenderThread, but RenderThread must never
* block on the UI thread.
*
* ThreadedRenderer creates an instance of RenderProxy. RenderProxy in turn creates
* and manages a CanvasContext on the RenderThread. The CanvasContext is fully managed
* by the lifecycle of the RenderProxy.
*
* Note that although currently the EGL context & surfaces are created & managed
* by the render thread, the goal is to move that into a shared structure that can
* be managed by both threads. EGLSurface creation & deletion should ideally be
* done on the UI thread and not the RenderThread to avoid stalling the
* RenderThread with surface buffer allocation.
*
* @hide
*/
public final class ThreadedRenderer {
private static final String LOG_TAG = "ThreadedRenderer";
/**
* Name of the file that holds the shaders cache.
*/
private static final String CACHE_PATH_SHADERS = "com.android.opengl.shaders_cache";
/**
* System property used to enable or disable threaded rendering profiling.
* The default value of this property is assumed to be false.
*
* When profiling is enabled, the adb shell dumpsys gfxinfo command will
* output extra information about the time taken to execute by the last
* frames.
*
* Possible values:
* "true", to enable profiling
* "visual_bars", to enable profiling and visualize the results on screen
* "false", to disable profiling
*
* @see #PROFILE_PROPERTY_VISUALIZE_BARS
*
* @hide
*/
public static final String PROFILE_PROPERTY = "debug.hwui.profile";
/**
* Value for {@link #PROFILE_PROPERTY}. When the property is set to this
* value, profiling data will be visualized on screen as a bar chart.
*
* @hide
*/
public static final String PROFILE_PROPERTY_VISUALIZE_BARS = "visual_bars";
/**
* System property used to specify the number of frames to be used
* when doing threaded rendering profiling.
* The default value of this property is #PROFILE_MAX_FRAMES.
*
* When profiling is enabled, the adb shell dumpsys gfxinfo command will
* output extra information about the time taken to execute by the last
* frames.
*
* Possible values:
* "60", to set the limit of frames to 60
*/
static final String PROFILE_MAXFRAMES_PROPERTY = "debug.hwui.profile.maxframes";
/**
* System property used to debug EGL configuration choice.
*
* Possible values:
* "choice", print the chosen configuration only
* "all", print all possible configurations
*/
static final String PRINT_CONFIG_PROPERTY = "debug.hwui.print_config";
/**
* Turn on to draw dirty regions every other frame.
*
* Possible values:
* "true", to enable dirty regions debugging
* "false", to disable dirty regions debugging
*
* @hide
*/
public static final String DEBUG_DIRTY_REGIONS_PROPERTY = "debug.hwui.show_dirty_regions";
/**
* Turn on to flash hardware layers when they update.
*
* Possible values:
* "true", to enable hardware layers updates debugging
* "false", to disable hardware layers updates debugging
*
* @hide
*/
public static final String DEBUG_SHOW_LAYERS_UPDATES_PROPERTY =
"debug.hwui.show_layers_updates";
/**
* Controls overdraw debugging.
*
* Possible values:
* "false", to disable overdraw debugging
* "show", to show overdraw areas on screen
* "count", to display an overdraw counter
*
* @hide
*/
public static final String DEBUG_OVERDRAW_PROPERTY = "debug.hwui.overdraw";
/**
* Value for {@link #DEBUG_OVERDRAW_PROPERTY}. When the property is set to this
* value, overdraw will be shown on screen by coloring pixels.
*
* @hide
*/
public static final String OVERDRAW_PROPERTY_SHOW = "show";
/**
* Defines the rendering pipeline to be used by the ThreadedRenderer.
*
* Possible values:
* "opengl", will use the existing OpenGL renderer
* "skiagl", will use Skia's OpenGL renderer
* "skiavk", will use Skia's Vulkan renderer
*
* @hide
*/
public static final String DEBUG_RENDERER_PROPERTY = "debug.hwui.renderer";
/**
* Turn on to debug non-rectangular clip operations.
*
* Possible values:
* "hide", to disable this debug mode
* "highlight", highlight drawing commands tested against a non-rectangular clip
* "stencil", renders the clip region on screen when set
*
* @hide
*/
public static final String DEBUG_SHOW_NON_RECTANGULAR_CLIP_PROPERTY =
"debug.hwui.show_non_rect_clip";
static {
// Try to check OpenGL support early if possible.
isAvailable();
}
/**
* A process can set this flag to false to prevent the use of threaded
* rendering.
*
* @hide
*/
public static boolean sRendererDisabled = false;
/**
* Further threaded renderer disabling for the system process.
*
* @hide
*/
public static boolean sSystemRendererDisabled = false;
/**
* Invoke this method to disable threaded rendering in the current process.
*
* @hide
*/
public static void disable(boolean system) {
sRendererDisabled = true;
if (system) {
sSystemRendererDisabled = true;
}
}
public static boolean sTrimForeground = false;
/**
* Controls whether or not the renderer should aggressively trim
* memory. Note that this must not be set for any process that uses
* WebView! This should be only used by system_process or similar
* that do not go into the background.
*/
public static void enableForegroundTrimming() {
sTrimForeground = true;
}
private static Boolean sSupportsOpenGL;
/**
* Indicates whether threaded rendering is available under any form for
* the view hierarchy.
*
* @return True if the view hierarchy can potentially be defer rendered,
* false otherwise
*/
public static boolean isAvailable() {
if (sSupportsOpenGL != null) {
return sSupportsOpenGL.booleanValue();
}
if (SystemProperties.getInt("ro.kernel.qemu", 0) == 0) {
// Device is not an emulator.
sSupportsOpenGL = true;
return true;
}
int qemu_gles = SystemProperties.getInt("qemu.gles", -1);
if (qemu_gles == -1) {
// In this case, the value of the qemu.gles property is not ready
// because the SurfaceFlinger service may not start at this point.
return false;
}
// In the emulator this property will be set > 0 when OpenGL ES 2.0 is
// enabled, 0 otherwise. On old emulator versions it will be undefined.
sSupportsOpenGL = qemu_gles > 0;
return sSupportsOpenGL.booleanValue();
}
/**
* Sets the directory to use as a persistent storage for threaded rendering
* resources.
*
* @param cacheDir A directory the current process can write to
*
* @hide
*/
public static void setupDiskCache(File cacheDir) {
ThreadedRenderer.setupShadersDiskCache(new File(cacheDir, CACHE_PATH_SHADERS).getAbsolutePath());
}
/**
* Creates a threaded renderer using OpenGL.
*
* @param translucent True if the surface is translucent, false otherwise
*
* @return A threaded renderer backed by OpenGL.
*/
public static ThreadedRenderer create(Context context, boolean translucent, String name) {
ThreadedRenderer renderer = null;
if (isAvailable()) {
renderer = new ThreadedRenderer(context, translucent, name);
}
return renderer;
}
/**
* Invoke this method when the system is running out of memory. This
* method will attempt to recover as much memory as possible, based on
* the specified hint.
*
* @param level Hint about the amount of memory that should be trimmed,
* see {@link android.content.ComponentCallbacks}
*/
public static void trimMemory(int level) {
nTrimMemory(level);
}
public static void overrideProperty(@NonNull String name, @NonNull String value) {
if (name == null || value == null) {
throw new IllegalArgumentException("name and value must be non-null");
}
nOverrideProperty(name, value);
}
// Keep in sync with DrawFrameTask.h SYNC_* flags
// Nothing interesting to report
private static final int SYNC_OK = 0;
// Needs a ViewRoot invalidate
private static final int SYNC_INVALIDATE_REQUIRED = 1 << 0;
// Spoiler: the reward is GPU-accelerated drawing, better find that Surface!
private static final int SYNC_LOST_SURFACE_REWARD_IF_FOUND = 1 << 1;
// setStopped is true, drawing is false
// TODO: Remove this and SYNC_LOST_SURFACE_REWARD_IF_FOUND?
// This flag isn't really used as there's nothing that we care to do
// in response, so it really just exists to differentiate from LOST_SURFACE
// but possibly both can just be deleted.
private static final int SYNC_CONTEXT_IS_STOPPED = 1 << 2;
private static final String[] VISUALIZERS = {
PROFILE_PROPERTY_VISUALIZE_BARS,
};
private static final int FLAG_DUMP_FRAMESTATS = 1 << 0;
private static final int FLAG_DUMP_RESET = 1 << 1;
@IntDef(flag = true, value = {
FLAG_DUMP_FRAMESTATS, FLAG_DUMP_RESET })
@Retention(RetentionPolicy.SOURCE)
public @interface DumpFlags {}
// Size of the rendered content.
private int mWidth, mHeight;
// Actual size of the drawing surface.
private int mSurfaceWidth, mSurfaceHeight;
// Insets between the drawing surface and rendered content. These are
// applied as translation when updating the root render node.
private int mInsetTop, mInsetLeft;
// Whether the surface has insets. Used to protect opacity.
private boolean mHasInsets;
// Light and shadow properties specified by the theme.
private final float mLightY;
private final float mLightZ;
private final float mLightRadius;
private final int mAmbientShadowAlpha;
private final int mSpotShadowAlpha;
private long mNativeProxy;
private boolean mInitialized = false;
private RenderNode mRootNode;
private boolean mRootNodeNeedsUpdate;
private boolean mEnabled;
private boolean mRequested = true;
private boolean mIsOpaque = false;
ThreadedRenderer(Context context, boolean translucent, String name) {
final TypedArray a = context.obtainStyledAttributes(null, R.styleable.Lighting, 0, 0);
mLightY = a.getDimension(R.styleable.Lighting_lightY, 0);
mLightZ = a.getDimension(R.styleable.Lighting_lightZ, 0);
mLightRadius = a.getDimension(R.styleable.Lighting_lightRadius, 0);
mAmbientShadowAlpha =
(int) (255 * a.getFloat(R.styleable.Lighting_ambientShadowAlpha, 0) + 0.5f);
mSpotShadowAlpha = (int) (255 * a.getFloat(R.styleable.Lighting_spotShadowAlpha, 0) + 0.5f);
a.recycle();
long rootNodePtr = nCreateRootRenderNode();
mRootNode = RenderNode.adopt(rootNodePtr);
mRootNode.setClipToBounds(false);
mIsOpaque = !translucent;
mNativeProxy = nCreateProxy(translucent, rootNodePtr);
nSetName(mNativeProxy, name);
ProcessInitializer.sInstance.init(context, mNativeProxy);
loadSystemProperties();
}
/**
* Destroys the threaded rendering context.
*/
void destroy() {
mInitialized = false;
updateEnabledState(null);
nDestroy(mNativeProxy, mRootNode.mNativeRenderNode);
}
/**
* Indicates whether threaded rendering is currently enabled.
*
* @return True if threaded rendering is in use, false otherwise.
*/
boolean isEnabled() {
return mEnabled;
}
/**
* Indicates whether threaded rendering is currently enabled.
*
* @param enabled True if the threaded renderer is in use, false otherwise.
*/
void setEnabled(boolean enabled) {
mEnabled = enabled;
}
/**
* Indicates whether threaded rendering is currently request but not
* necessarily enabled yet.
*
* @return True if requested, false otherwise.
*/
boolean isRequested() {
return mRequested;
}
/**
* Indicates whether threaded rendering is currently requested but not
* necessarily enabled yet.
*/
void setRequested(boolean requested) {
mRequested = requested;
}
private void updateEnabledState(Surface surface) {
if (surface == null || !surface.isValid()) {
setEnabled(false);
} else {
setEnabled(mInitialized);
}
}
/**
* Initializes the threaded renderer for the specified surface.
*
* @param surface The surface to render
*
* @return True if the initialization was successful, false otherwise.
*/
boolean initialize(Surface surface) throws OutOfResourcesException {
boolean status = !mInitialized;
mInitialized = true;
updateEnabledState(surface);
nInitialize(mNativeProxy, surface);
return status;
}
/**
* Initializes the threaded renderer for the specified surface and setup the
* renderer for drawing, if needed. This is invoked when the ViewAncestor has
* potentially lost the threaded renderer. The threaded renderer should be
* reinitialized and setup when the render {@link #isRequested()} and
* {@link #isEnabled()}.
*
* @param width The width of the drawing surface.
* @param height The height of the drawing surface.
* @param attachInfo Information about the window.
* @param surface The surface to render
* @param surfaceInsets The drawing surface insets to apply
*
* @return true if the surface was initialized, false otherwise. Returning
* false might mean that the surface was already initialized.
*/
boolean initializeIfNeeded(int width, int height, View.AttachInfo attachInfo,
Surface surface, Rect surfaceInsets) throws OutOfResourcesException {
if (isRequested()) {
// We lost the gl context, so recreate it.
if (!isEnabled()) {
if (initialize(surface)) {
setup(width, height, attachInfo, surfaceInsets);
return true;
}
}
}
return false;
}
/**
* Updates the threaded renderer for the specified surface.
*
* @param surface The surface to render
*/
void updateSurface(Surface surface) throws OutOfResourcesException {
updateEnabledState(surface);
nUpdateSurface(mNativeProxy, surface);
}
/**
* Halts any current rendering into the surface. Use this if it is unclear whether
* or not the surface used by the ThreadedRenderer will be changing. It
* Suspends any rendering into the surface, but will not do any destruction.
*
* Any subsequent draws will override the pause, resuming normal operation.
*/
boolean pauseSurface(Surface surface) {
return nPauseSurface(mNativeProxy, surface);
}
/**
* Hard stops or resumes rendering into the surface. This flag is used to
* determine whether or not it is safe to use the given surface *at all*
*/
void setStopped(boolean stopped) {
nSetStopped(mNativeProxy, stopped);
}
/**
* Destroys all hardware rendering resources associated with the specified
* view hierarchy.
*
* @param view The root of the view hierarchy
*/
void destroyHardwareResources(View view) {
destroyResources(view);
nDestroyHardwareResources(mNativeProxy);
}
private static void destroyResources(View view) {
view.destroyHardwareResources();
}
/**
* Detaches the layer's surface texture from the GL context and releases
* the texture id
*/
void detachSurfaceTexture(long hardwareLayer) {
nDetachSurfaceTexture(mNativeProxy, hardwareLayer);
}
/**
* Sets up the renderer for drawing.
*
* @param width The width of the drawing surface.
* @param height The height of the drawing surface.
* @param attachInfo Information about the window.
* @param surfaceInsets The drawing surface insets to apply
*/
void setup(int width, int height, AttachInfo attachInfo, Rect surfaceInsets) {
mWidth = width;
mHeight = height;
if (surfaceInsets != null && (surfaceInsets.left != 0 || surfaceInsets.right != 0
|| surfaceInsets.top != 0 || surfaceInsets.bottom != 0)) {
mHasInsets = true;
mInsetLeft = surfaceInsets.left;
mInsetTop = surfaceInsets.top;
mSurfaceWidth = width + mInsetLeft + surfaceInsets.right;
mSurfaceHeight = height + mInsetTop + surfaceInsets.bottom;
// If the surface has insets, it can't be opaque.
setOpaque(false);
} else {
mHasInsets = false;
mInsetLeft = 0;
mInsetTop = 0;
mSurfaceWidth = width;
mSurfaceHeight = height;
}
mRootNode.setLeftTopRightBottom(-mInsetLeft, -mInsetTop, mSurfaceWidth, mSurfaceHeight);
nSetup(mNativeProxy, mLightRadius,
mAmbientShadowAlpha, mSpotShadowAlpha);
setLightCenter(attachInfo);
}
/**
* Updates the light position based on the position of the window.
*
* @param attachInfo Information about the window.
*/
void setLightCenter(AttachInfo attachInfo) {
// Adjust light position for window offsets.
final Point displaySize = attachInfo.mPoint;
attachInfo.mDisplay.getRealSize(displaySize);
final float lightX = displaySize.x / 2f - attachInfo.mWindowLeft;
final float lightY = mLightY - attachInfo.mWindowTop;
nSetLightCenter(mNativeProxy, lightX, lightY, mLightZ);
}
/**
* Change the ThreadedRenderer's opacity
*/
void setOpaque(boolean opaque) {
mIsOpaque = opaque && !mHasInsets;
nSetOpaque(mNativeProxy, mIsOpaque);
}
boolean isOpaque() {
return mIsOpaque;
}
/**
* Enable/disable wide gamut rendering on this renderer.
*/
void setWideGamut(boolean wideGamut) {
nSetWideGamut(mNativeProxy, wideGamut);
}
/**
* Gets the current width of the surface. This is the width that the surface
* was last set to in a call to {@link #setup(int, int, View.AttachInfo, Rect)}.
*
* @return the current width of the surface
*/
int getWidth() {
return mWidth;
}
/**
* Gets the current height of the surface. This is the height that the surface
* was last set to in a call to {@link #setup(int, int, View.AttachInfo, Rect)}.
*
* @return the current width of the surface
*/
int getHeight() {
return mHeight;
}
/**
* Outputs extra debugging information in the specified file descriptor.
*/
void dumpGfxInfo(PrintWriter pw, FileDescriptor fd, String[] args) {
pw.flush();
int flags = 0;
for (int i = 0; i < args.length; i++) {
switch (args[i]) {
case "framestats":
flags |= FLAG_DUMP_FRAMESTATS;
break;
case "reset":
flags |= FLAG_DUMP_RESET;
break;
}
}
nDumpProfileInfo(mNativeProxy, fd, flags);
}
/**
* Loads system properties used by the renderer. This method is invoked
* whenever system properties are modified. Implementations can use this
* to trigger live updates of the renderer based on properties.
*
* @return True if a property has changed.
*/
boolean loadSystemProperties() {
boolean changed = nLoadSystemProperties(mNativeProxy);
if (changed) {
invalidateRoot();
}
return changed;
}
private void updateViewTreeDisplayList(View view) {
view.mPrivateFlags |= View.PFLAG_DRAWN;
view.mRecreateDisplayList = (view.mPrivateFlags & View.PFLAG_INVALIDATED)
== View.PFLAG_INVALIDATED;
view.mPrivateFlags &= ~View.PFLAG_INVALIDATED;
view.updateDisplayListIfDirty();
view.mRecreateDisplayList = false;
}
private void updateRootDisplayList(View view, DrawCallbacks callbacks) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Record View#draw()");
updateViewTreeDisplayList(view);
if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
try {
final int saveCount = canvas.save();
canvas.translate(mInsetLeft, mInsetTop);
callbacks.onPreDraw(canvas);
canvas.insertReorderBarrier();
canvas.drawRenderNode(view.updateDisplayListIfDirty());
canvas.insertInorderBarrier();
callbacks.onPostDraw(canvas);
canvas.restoreToCount(saveCount);
mRootNodeNeedsUpdate = false;
} finally {
mRootNode.end(canvas);
}
}
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
/**
* Adds a rendernode to the renderer which can be drawn and changed asynchronously to the
* rendernode of the UI thread.
* @param node The node to add.
* @param placeFront If true, the render node will be placed in front of the content node,
* otherwise behind the content node.
*/
public void addRenderNode(RenderNode node, boolean placeFront) {
nAddRenderNode(mNativeProxy, node.mNativeRenderNode, placeFront);
}
/**
* Only especially added render nodes can be removed.
* @param node The node which was added via addRenderNode which should get removed again.
*/
public void removeRenderNode(RenderNode node) {
nRemoveRenderNode(mNativeProxy, node.mNativeRenderNode);
}
/**
* Draws a particular render node. If the node is not the content node, only the additional
* nodes will get drawn and the content remains untouched.
* @param node The node to be drawn.
*/
public void drawRenderNode(RenderNode node) {
nDrawRenderNode(mNativeProxy, node.mNativeRenderNode);
}
/**
* To avoid unnecessary overdrawing of the main content all additionally passed render nodes
* will be prevented to overdraw this area. It will be synchronized with the draw call.
* This should be updated in the content view's draw call.
* @param left The left side of the protected bounds.
* @param top The top side of the protected bounds.
* @param right The right side of the protected bounds.
* @param bottom The bottom side of the protected bounds.
*/
public void setContentDrawBounds(int left, int top, int right, int bottom) {
nSetContentDrawBounds(mNativeProxy, left, top, right, bottom);
}
/**
* Interface used to receive callbacks whenever a view is drawn by
* a threaded renderer instance.
*/
interface DrawCallbacks {
/**
* Invoked before a view is drawn by a threaded renderer.
* This method can be used to apply transformations to the
* canvas but no drawing command should be issued.
*
* @param canvas The Canvas used to render the view.
*/
void onPreDraw(DisplayListCanvas canvas);
/**
* Invoked after a view is drawn by a threaded renderer.
* It is safe to invoke drawing commands from this method.
*
* @param canvas The Canvas used to render the view.
*/
void onPostDraw(DisplayListCanvas canvas);
}
/**
* Indicates that the content drawn by DrawCallbacks needs to
* be updated, which will be done by the next call to draw()
*/
void invalidateRoot() {
mRootNodeNeedsUpdate = true;
}
/**
* Draws the specified view.
*
* @param view The view to draw.
* @param attachInfo AttachInfo tied to the specified view.
* @param callbacks Callbacks invoked when drawing happens.
*/
void draw(View view, AttachInfo attachInfo, DrawCallbacks callbacks) {
attachInfo.mIgnoreDirtyState = true;
final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
choreographer.mFrameInfo.markDrawStart();
updateRootDisplayList(view, callbacks);
attachInfo.mIgnoreDirtyState = false;
// register animating rendernodes which started animating prior to renderer
// creation, which is typical for animators started prior to first draw
if (attachInfo.mPendingAnimatingRenderNodes != null) {
final int count = attachInfo.mPendingAnimatingRenderNodes.size();
for (int i = 0; i < count; i++) {
registerAnimatingRenderNode(
attachInfo.mPendingAnimatingRenderNodes.get(i));
}
attachInfo.mPendingAnimatingRenderNodes.clear();
// We don't need this anymore as subsequent calls to
// ViewRootImpl#attachRenderNodeAnimator will go directly to us.
attachInfo.mPendingAnimatingRenderNodes = null;
}
final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
setEnabled(false);
attachInfo.mViewRootImpl.mSurface.release();
// Invalidate since we failed to draw. This should fetch a Surface
// if it is still needed or do nothing if we are no longer drawing
attachInfo.mViewRootImpl.invalidate();
}
if ((syncResult & SYNC_INVALIDATE_REQUIRED) != 0) {
attachInfo.mViewRootImpl.invalidate();
}
}
static void invokeFunctor(long functor, boolean waitForCompletion) {
nInvokeFunctor(functor, waitForCompletion);
}
/**
* Creates a new hardware layer. A hardware layer built by calling this
* method will be treated as a texture layer, instead of as a render target.
*
* @return A hardware layer
*/
HardwareLayer createTextureLayer() {
long layer = nCreateTextureLayer(mNativeProxy);
return HardwareLayer.adoptTextureLayer(this, layer);
}
void buildLayer(RenderNode node) {
nBuildLayer(mNativeProxy, node.getNativeDisplayList());
}
boolean copyLayerInto(final HardwareLayer layer, final Bitmap bitmap) {
return nCopyLayerInto(mNativeProxy,
layer.getDeferredLayerUpdater(), bitmap);
}
/**
* Indicates that the specified hardware layer needs to be updated
* as soon as possible.
*
* @param layer The hardware layer that needs an update
*/
void pushLayerUpdate(HardwareLayer layer) {
nPushLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
}
/**
* Tells the HardwareRenderer that the layer is destroyed. The renderer
* should remove the layer from any update queues.
*/
void onLayerDestroyed(HardwareLayer layer) {
nCancelLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
}
/**
* Blocks until all previously queued work has completed.
*/
void fence() {
nFence(mNativeProxy);
}
/**
* Prevents any further drawing until draw() is called. This is a signal
* that the contents of the RenderNode tree are no longer safe to play back.
* In practice this usually means that there are Functor pointers in the
* display list that are no longer valid.
*/
void stopDrawing() {
nStopDrawing(mNativeProxy);
}
/**
* Called by {@link ViewRootImpl} when a new performTraverals is scheduled.
*/
public void notifyFramePending() {
nNotifyFramePending(mNativeProxy);
}
void registerAnimatingRenderNode(RenderNode animator) {
nRegisterAnimatingRenderNode(mRootNode.mNativeRenderNode, animator.mNativeRenderNode);
}
void registerVectorDrawableAnimator(
AnimatedVectorDrawable.VectorDrawableAnimatorRT animator) {
nRegisterVectorDrawableAnimator(mRootNode.mNativeRenderNode,
animator.getAnimatorNativePtr());
}
public void serializeDisplayListTree() {
nSerializeDisplayListTree(mNativeProxy);
}
public static int copySurfaceInto(Surface surface, Rect srcRect, Bitmap bitmap) {
if (srcRect == null) {
// Empty rect means entire surface
return nCopySurfaceInto(surface, 0, 0, 0, 0, bitmap);
} else {
return nCopySurfaceInto(surface, srcRect.left, srcRect.top,
srcRect.right, srcRect.bottom, bitmap);
}
}
/**
* Creates a {@link android.graphics.Bitmap.Config#HARDWARE} bitmap from the given
* RenderNode. Note that the RenderNode should be created as a root node (so x/y of 0,0), and
* not the RenderNode from a View.
**/
public static Bitmap createHardwareBitmap(RenderNode node, int width, int height) {
return nCreateHardwareBitmap(node.getNativeDisplayList(), width, height);
}
@Override
protected void finalize() throws Throwable {
try {
nDeleteProxy(mNativeProxy);
mNativeProxy = 0;
} finally {
super.finalize();
}
}
private static class ProcessInitializer {
static ProcessInitializer sInstance = new ProcessInitializer();
private boolean mInitialized = false;
private Context mAppContext;
private IGraphicsStats mGraphicsStatsService;
private IGraphicsStatsCallback mGraphicsStatsCallback = new IGraphicsStatsCallback.Stub() {
@Override
public void onRotateGraphicsStatsBuffer() throws RemoteException {
rotateBuffer();
}
};
private ProcessInitializer() {}
synchronized void init(Context context, long renderProxy) {
if (mInitialized) return;
mInitialized = true;
mAppContext = context.getApplicationContext();
initSched(renderProxy);
initGraphicsStats();
}
private void initSched(long renderProxy) {
try {
int tid = nGetRenderThreadTid(renderProxy);
ActivityManager.getService().setRenderThread(tid);
} catch (Throwable t) {
Log.w(LOG_TAG, "Failed to set scheduler for RenderThread", t);
}
}
private void initGraphicsStats() {
try {
IBinder binder = ServiceManager.getService("graphicsstats");
if (binder == null) return;
mGraphicsStatsService = IGraphicsStats.Stub.asInterface(binder);
requestBuffer();
} catch (Throwable t) {
Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
}
}
private void rotateBuffer() {
nRotateProcessStatsBuffer();
requestBuffer();
}
private void requestBuffer() {
try {
final String pkg = mAppContext.getApplicationInfo().packageName;
ParcelFileDescriptor pfd = mGraphicsStatsService
.requestBufferForProcess(pkg, mGraphicsStatsCallback);
nSetProcessStatsBuffer(pfd.getFd());
pfd.close();
} catch (Throwable t) {
Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
}
}
}
void addFrameMetricsObserver(FrameMetricsObserver observer) {
long nativeObserver = nAddFrameMetricsObserver(mNativeProxy, observer);
observer.mNative = new VirtualRefBasePtr(nativeObserver);
}
void removeFrameMetricsObserver(FrameMetricsObserver observer) {
nRemoveFrameMetricsObserver(mNativeProxy, observer.mNative.get());
observer.mNative = null;
}
/** Not actually public - internal use only. This doc to make lint happy */
public static native void disableVsync();
static native void setupShadersDiskCache(String cacheFile);
private static native void nRotateProcessStatsBuffer();
private static native void nSetProcessStatsBuffer(int fd);
private static native int nGetRenderThreadTid(long nativeProxy);
private static native long nCreateRootRenderNode();
private static native long nCreateProxy(boolean translucent, long rootRenderNode);
private static native void nDeleteProxy(long nativeProxy);
private static native boolean nLoadSystemProperties(long nativeProxy);
private static native void nSetName(long nativeProxy, String name);
private static native void nInitialize(long nativeProxy, Surface window);
private static native void nUpdateSurface(long nativeProxy, Surface window);
private static native boolean nPauseSurface(long nativeProxy, Surface window);
private static native void nSetStopped(long nativeProxy, boolean stopped);
private static native void nSetup(long nativeProxy,
float lightRadius, int ambientShadowAlpha, int spotShadowAlpha);
private static native void nSetLightCenter(long nativeProxy,
float lightX, float lightY, float lightZ);
private static native void nSetOpaque(long nativeProxy, boolean opaque);
private static native void nSetWideGamut(long nativeProxy, boolean wideGamut);
private static native int nSyncAndDrawFrame(long nativeProxy, long[] frameInfo, int size);
private static native void nDestroy(long nativeProxy, long rootRenderNode);
private static native void nRegisterAnimatingRenderNode(long rootRenderNode, long animatingNode);
private static native void nRegisterVectorDrawableAnimator(long rootRenderNode, long animator);
private static native void nInvokeFunctor(long functor, boolean waitForCompletion);
private static native long nCreateTextureLayer(long nativeProxy);
private static native void nBuildLayer(long nativeProxy, long node);
private static native boolean nCopyLayerInto(long nativeProxy, long layer, Bitmap bitmap);
private static native void nPushLayerUpdate(long nativeProxy, long layer);
private static native void nCancelLayerUpdate(long nativeProxy, long layer);
private static native void nDetachSurfaceTexture(long nativeProxy, long layer);
private static native void nDestroyHardwareResources(long nativeProxy);
private static native void nTrimMemory(int level);
private static native void nOverrideProperty(String name, String value);
private static native void nFence(long nativeProxy);
private static native void nStopDrawing(long nativeProxy);
private static native void nNotifyFramePending(long nativeProxy);
private static native void nSerializeDisplayListTree(long nativeProxy);
private static native void nDumpProfileInfo(long nativeProxy, FileDescriptor fd,
@DumpFlags int dumpFlags);
private static native void nAddRenderNode(long nativeProxy, long rootRenderNode,
boolean placeFront);
private static native void nRemoveRenderNode(long nativeProxy, long rootRenderNode);
private static native void nDrawRenderNode(long nativeProxy, long rootRenderNode);
private static native void nSetContentDrawBounds(long nativeProxy, int left,
int top, int right, int bottom);
private static native long nAddFrameMetricsObserver(long nativeProxy, FrameMetricsObserver observer);
private static native void nRemoveFrameMetricsObserver(long nativeProxy, long nativeObserver);
private static native int nCopySurfaceInto(Surface surface,
int srcLeft, int srcTop, int srcRight, int srcBottom, Bitmap bitmap);
private static native Bitmap nCreateHardwareBitmap(long renderNode, int width, int height);
}
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