| /* |
| * Copyright 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. |
| */ |
| |
| #ifndef SF_RENDERENGINE_H_ |
| #define SF_RENDERENGINE_H_ |
| |
| #include <stdint.h> |
| #include <sys/types.h> |
| #include <memory> |
| |
| #include <android-base/unique_fd.h> |
| #include <math/mat4.h> |
| #include <renderengine/DisplaySettings.h> |
| #include <renderengine/Framebuffer.h> |
| #include <renderengine/Image.h> |
| #include <renderengine/LayerSettings.h> |
| #include <ui/GraphicTypes.h> |
| #include <ui/Transform.h> |
| |
| /** |
| * Allows to set RenderEngine backend to GLES (default) or Vulkan (NOT yet supported). |
| */ |
| #define PROPERTY_DEBUG_RENDERENGINE_BACKEND "debug.renderengine.backend" |
| |
| struct ANativeWindowBuffer; |
| |
| namespace android { |
| |
| class Rect; |
| class Region; |
| |
| namespace renderengine { |
| |
| class BindNativeBufferAsFramebuffer; |
| class Image; |
| class Mesh; |
| class Texture; |
| |
| namespace impl { |
| class RenderEngine; |
| } |
| |
| enum class Protection { |
| UNPROTECTED = 1, |
| PROTECTED = 2, |
| }; |
| |
| class RenderEngine { |
| public: |
| enum FeatureFlag { |
| USE_COLOR_MANAGEMENT = 1 << 0, // Device manages color |
| USE_HIGH_PRIORITY_CONTEXT = 1 << 1, // Use high priority context |
| |
| // Create a protected context when if possible |
| ENABLE_PROTECTED_CONTEXT = 1 << 2, |
| }; |
| |
| static std::unique_ptr<impl::RenderEngine> create(int hwcFormat, uint32_t featureFlags, |
| uint32_t imageCacheSize); |
| |
| virtual ~RenderEngine() = 0; |
| |
| // ----- BEGIN DEPRECATED INTERFACE ----- |
| // This interface, while still in use until a suitable replacement is built, |
| // should be considered deprecated, minus some methods which still may be |
| // used to support legacy behavior. |
| |
| virtual std::unique_ptr<Framebuffer> createFramebuffer() = 0; |
| virtual std::unique_ptr<Image> createImage() = 0; |
| |
| virtual void primeCache() const = 0; |
| |
| // dump the extension strings. always call the base class. |
| virtual void dump(std::string& result) = 0; |
| |
| virtual bool useNativeFenceSync() const = 0; |
| virtual bool useWaitSync() const = 0; |
| |
| virtual bool isCurrent() const = 0; |
| |
| // helpers |
| // flush submits RenderEngine command stream for execution and returns a |
| // native fence fd that is signaled when the execution has completed. It |
| // returns -1 on errors. |
| virtual base::unique_fd flush() = 0; |
| // finish waits until RenderEngine command stream has been executed. It |
| // returns false on errors. |
| virtual bool finish() = 0; |
| // waitFence inserts a wait on an external fence fd to RenderEngine |
| // command stream. It returns false on errors. |
| virtual bool waitFence(base::unique_fd fenceFd) = 0; |
| |
| virtual void clearWithColor(float red, float green, float blue, float alpha) = 0; |
| virtual void fillRegionWithColor(const Region& region, float red, float green, float blue, |
| float alpha) = 0; |
| virtual void genTextures(size_t count, uint32_t* names) = 0; |
| virtual void deleteTextures(size_t count, uint32_t const* names) = 0; |
| virtual void bindExternalTextureImage(uint32_t texName, const Image& image) = 0; |
| // Legacy public method used by devices that don't support native fence |
| // synchronization in their GPU driver, as this method provides implicit |
| // synchronization for latching buffers. |
| virtual status_t bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer, |
| const sp<Fence>& fence) = 0; |
| // Caches Image resources for this buffer, but does not bind the buffer to |
| // a particular texture. |
| // Note that work is deferred to an additional thread, i.e. this call |
| // is made asynchronously, but the caller can expect that cache/unbind calls |
| // are performed in a manner that's conflict serializable, i.e. unbinding |
| // a buffer should never occur before binding the buffer if the caller |
| // called {bind, cache}ExternalTextureBuffer before calling unbind. |
| virtual void cacheExternalTextureBuffer(const sp<GraphicBuffer>& buffer) = 0; |
| // Removes internal resources referenced by the bufferId. This method should be |
| // invoked when the caller will no longer hold a reference to a GraphicBuffer |
| // and needs to clean up its resources. |
| // Note that work is deferred to an additional thread, i.e. this call |
| // is made asynchronously, but the caller can expect that cache/unbind calls |
| // are performed in a manner that's conflict serializable, i.e. unbinding |
| // a buffer should never occur before binding the buffer if the caller |
| // called {bind, cache}ExternalTextureBuffer before calling unbind. |
| virtual void unbindExternalTextureBuffer(uint64_t bufferId) = 0; |
| // When binding a native buffer, it must be done before setViewportAndProjection |
| // Returns NO_ERROR when binds successfully, NO_MEMORY when there's no memory for allocation. |
| virtual status_t bindFrameBuffer(Framebuffer* framebuffer) = 0; |
| virtual void unbindFrameBuffer(Framebuffer* framebuffer) = 0; |
| |
| // set-up |
| virtual void checkErrors() const = 0; |
| virtual void setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop, |
| ui::Transform::orientation_flags rotation) = 0; |
| virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture, |
| const half4& color, float cornerRadius) = 0; |
| virtual void setupLayerTexturing(const Texture& texture) = 0; |
| virtual void setupLayerBlackedOut() = 0; |
| virtual void setupFillWithColor(float r, float g, float b, float a) = 0; |
| // Sets up the crop size for corner radius clipping. |
| // |
| // Having corner radius will force GPU composition on the layer and its children, drawing it |
| // with a special shader. The shader will receive the radius and the crop rectangle as input, |
| // modifying the opacity of the destination texture, multiplying it by a number between 0 and 1. |
| // We query Layer#getRoundedCornerState() to retrieve the radius as well as the rounded crop |
| // rectangle to figure out how to apply the radius for this layer. The crop rectangle will be |
| // in local layer coordinate space, so we have to take the layer transform into account when |
| // walking up the tree. |
| virtual void setupCornerRadiusCropSize(float width, float height) = 0; |
| |
| // Set a color transform matrix that is applied in linear space right before OETF. |
| virtual void setColorTransform(const mat4& /* colorTransform */) = 0; |
| virtual void disableTexturing() = 0; |
| virtual void disableBlending() = 0; |
| |
| // HDR and color management support |
| virtual void setSourceY410BT2020(bool enable) = 0; |
| virtual void setSourceDataSpace(ui::Dataspace source) = 0; |
| virtual void setOutputDataSpace(ui::Dataspace dataspace) = 0; |
| virtual void setDisplayMaxLuminance(const float maxLuminance) = 0; |
| |
| // drawing |
| virtual void drawMesh(const Mesh& mesh) = 0; |
| |
| // queries |
| virtual size_t getMaxTextureSize() const = 0; |
| virtual size_t getMaxViewportDims() const = 0; |
| |
| // ----- END DEPRECATED INTERFACE ----- |
| |
| // ----- BEGIN NEW INTERFACE ----- |
| |
| virtual bool isProtected() const = 0; |
| virtual bool supportsProtectedContent() const = 0; |
| virtual bool useProtectedContext(bool useProtectedContext) = 0; |
| |
| // Renders layers for a particular display via GPU composition. This method |
| // should be called for every display that needs to be rendered via the GPU. |
| // @param display The display-wide settings that should be applied prior to |
| // drawing any layers. |
| // |
| // Assumptions when calling this method: |
| // 1. There is exactly one caller - i.e. multi-threading is not supported. |
| // 2. Additional threads may be calling the {bind,cache}ExternalTexture |
| // methods above. But the main thread is responsible for holding resources |
| // such that Image destruction does not occur while this method is called. |
| // |
| // TODO(b/136806342): This should behavior should ideally be fixed since |
| // the above two assumptions are brittle, as conditional thread safetyness |
| // may be insufficient when maximizing rendering performance in the future. |
| // |
| // @param layers The layers to draw onto the display, in Z-order. |
| // @param buffer The buffer which will be drawn to. This buffer will be |
| // ready once drawFence fires. |
| // @param useFramebufferCache True if the framebuffer cache should be used. |
| // If an implementation does not cache output framebuffers, then this |
| // parameter does nothing. |
| // @param bufferFence Fence signalling that the buffer is ready to be drawn |
| // to. |
| // @param drawFence A pointer to a fence, which will fire when the buffer |
| // has been drawn to and is ready to be examined. The fence will be |
| // initialized by this method. The caller will be responsible for owning the |
| // fence. |
| // @return An error code indicating whether drawing was successful. For |
| // now, this always returns NO_ERROR. |
| virtual status_t drawLayers(const DisplaySettings& display, |
| const std::vector<LayerSettings>& layers, |
| ANativeWindowBuffer* buffer, const bool useFramebufferCache, |
| base::unique_fd&& bufferFence, base::unique_fd* drawFence) = 0; |
| |
| protected: |
| // Gets a framebuffer to render to. This framebuffer may or may not be |
| // cached depending on the implementation. |
| // |
| // Note that this method does not transfer ownership, so the caller most not |
| // live longer than RenderEngine. |
| virtual Framebuffer* getFramebufferForDrawing() = 0; |
| friend class BindNativeBufferAsFramebuffer; |
| }; |
| |
| class BindNativeBufferAsFramebuffer { |
| public: |
| BindNativeBufferAsFramebuffer(RenderEngine& engine, ANativeWindowBuffer* buffer, |
| const bool useFramebufferCache) |
| : mEngine(engine), mFramebuffer(mEngine.getFramebufferForDrawing()), mStatus(NO_ERROR) { |
| mStatus = mFramebuffer->setNativeWindowBuffer(buffer, mEngine.isProtected(), |
| useFramebufferCache) |
| ? mEngine.bindFrameBuffer(mFramebuffer) |
| : NO_MEMORY; |
| } |
| ~BindNativeBufferAsFramebuffer() { |
| mFramebuffer->setNativeWindowBuffer(nullptr, false, /*arbitrary*/ true); |
| mEngine.unbindFrameBuffer(mFramebuffer); |
| } |
| status_t getStatus() const { return mStatus; } |
| |
| private: |
| RenderEngine& mEngine; |
| Framebuffer* mFramebuffer; |
| status_t mStatus; |
| }; |
| |
| namespace impl { |
| |
| // impl::RenderEngine contains common implementation that is graphics back-end agnostic. |
| class RenderEngine : public renderengine::RenderEngine { |
| public: |
| virtual ~RenderEngine() = 0; |
| |
| bool useNativeFenceSync() const override; |
| bool useWaitSync() const override; |
| |
| protected: |
| RenderEngine(uint32_t featureFlags); |
| const uint32_t mFeatureFlags; |
| }; |
| |
| } // namespace impl |
| } // namespace renderengine |
| } // namespace android |
| |
| #endif /* SF_RENDERENGINE_H_ */ |