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/*
* Copyright 2019 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.
*/
#pragma once
#include <cstdint>
#include <vector>
#include <ui/Fence.h>
#include <ui/GraphicTypes.h>
#include <ui/Size.h>
#include <utils/Errors.h>
#include <utils/StrongPointer.h>
namespace android {
class GraphicBuffer;
namespace compositionengine {
/**
* Encapsulates everything for composing to a render surface with RenderEngine
*/
class RenderSurface {
public:
virtual ~RenderSurface();
// Returns true if the render surface is valid. This is meant to be checked
// post-construction and prior to use, as not everything is set up by the
// constructor.
virtual bool isValid() const = 0;
// Performs one-time initialization of the render surface. This is meant
// to be called after the validation check.
virtual void initialize() = 0;
// Returns the bounds of the surface
virtual const ui::Size& getSize() const = 0;
// Returns whether the surface is protected.
virtual bool isProtected() const = 0;
// Gets the latest fence to pass to the HWC to signal that the surface
// buffer is done rendering
virtual const sp<Fence>& getClientTargetAcquireFence() const = 0;
// Sets the size of the surface
virtual void setDisplaySize(const ui::Size&) = 0;
// Sets the dataspace used for rendering the surface
virtual void setBufferDataspace(ui::Dataspace) = 0;
// Sets the pixel format used for rendering the surface.
// Changing the pixel format of the buffer will result in buffer
// reallocation as well as some reconfiguration of the graphics context,
// which are both expensive operations.
virtual void setBufferPixelFormat(ui::PixelFormat) = 0;
// Configures the protected rendering on the surface
virtual void setProtected(bool useProtected) = 0;
// Called to signal that rendering has started. 'mustRecompose' should be
// true if the entire frame must be recomposed.
virtual status_t beginFrame(bool mustRecompose) = 0;
// Prepares the frame for rendering
virtual void prepareFrame(bool usesClientComposition, bool usesDeviceComposition) = 0;
// Allocates a buffer as scratch space for GPU composition
virtual sp<GraphicBuffer> dequeueBuffer(base::unique_fd* bufferFence) = 0;
// Queues the drawn buffer for consumption by HWC. readyFence is the fence
// which will fire when the buffer is ready for consumption.
virtual void queueBuffer(base::unique_fd readyFence) = 0;
// Called after the HWC calls are made to present the display
virtual void onPresentDisplayCompleted() = 0;
// Called after the surface has been rendering to signal the surface should
// be made ready for displaying
virtual void flip() = 0;
// Debugging - Dumps the state of the RenderSurface to a string
virtual void dump(std::string& result) const = 0;
// Debugging - gets the page flip count for the RenderSurface
virtual std::uint32_t getPageFlipCount() const = 0;
};
} // namespace compositionengine
} // namespace android