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/*
* 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.
*/
#include <renderengine/RenderEngine.h>
#include <cutils/properties.h>
#include <log/log.h>
#include "gl/GLESRenderEngine.h"
#include "threaded/RenderEngineThreaded.h"
#include "skia/SkiaGLRenderEngine.h"
namespace android {
namespace renderengine {
std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
RenderEngineType renderEngineType = args.renderEngineType;
// Keep the ability to override by PROPERTIES:
char prop[PROPERTY_VALUE_MAX];
property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
if (strcmp(prop, "gles") == 0) {
renderEngineType = RenderEngineType::GLES;
}
if (strcmp(prop, "threaded") == 0) {
renderEngineType = RenderEngineType::THREADED;
}
if (strcmp(prop, "skiagl") == 0) {
renderEngineType = RenderEngineType::SKIA_GL;
}
if (strcmp(prop, "skiaglthreaded") == 0) {
renderEngineType = RenderEngineType::SKIA_GL_THREADED;
}
switch (renderEngineType) {
case RenderEngineType::THREADED:
ALOGD("Threaded RenderEngine with GLES Backend");
return renderengine::threaded::RenderEngineThreaded::create(
[args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
renderEngineType);
case RenderEngineType::SKIA_GL:
ALOGD("RenderEngine with SkiaGL Backend");
return renderengine::skia::SkiaGLRenderEngine::create(args);
case RenderEngineType::SKIA_GL_THREADED: {
// These need to be recreated, since they are a constant reference, and we need to
// let SkiaRE know that it's running as threaded, and all GL operation will happen on
// the same thread.
RenderEngineCreationArgs skiaArgs =
RenderEngineCreationArgs::Builder()
.setPixelFormat(args.pixelFormat)
.setImageCacheSize(args.imageCacheSize)
.setUseColorManagerment(args.useColorManagement)
.setEnableProtectedContext(args.enableProtectedContext)
.setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly)
.setSupportsBackgroundBlur(args.supportsBackgroundBlur)
.setContextPriority(args.contextPriority)
.setRenderEngineType(renderEngineType)
.build();
ALOGD("Threaded RenderEngine with SkiaGL Backend");
return renderengine::threaded::RenderEngineThreaded::create(
[skiaArgs]() {
return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs);
},
renderEngineType);
}
case RenderEngineType::GLES:
default:
ALOGD("RenderEngine with GLES Backend");
return renderengine::gl::GLESRenderEngine::create(args);
}
}
RenderEngine::~RenderEngine() = default;
void RenderEngine::validateInputBufferUsage(const sp<GraphicBuffer>& buffer) {
LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_TEXTURE),
"input buffer not gpu readable");
}
void RenderEngine::validateOutputBufferUsage(const sp<GraphicBuffer>& buffer) {
LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_RENDER),
"output buffer not gpu writeable");
}
} // namespace renderengine
} // namespace android