Implement Skia pipelines for OpenGL and Vulkan.
Implement Skia pipelines for OpenGL and Vulkan:
base SkiaPipeline, SkiaOpenGLPipeline and SkiaVulkanPipeline.
Write unit tests for SkiaPipeline.
Test: Built and run manually on angler-eng.
Change-Id: Ie02583426cb3547541ad9bf91700602a6163ff58
diff --git a/libs/hwui/pipeline/skia/SkiaVulkanPipeline.cpp b/libs/hwui/pipeline/skia/SkiaVulkanPipeline.cpp
new file mode 100644
index 0000000..520309a
--- /dev/null
+++ b/libs/hwui/pipeline/skia/SkiaVulkanPipeline.cpp
@@ -0,0 +1,144 @@
+/*
+ * Copyright (C) 2016 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 "SkiaVulkanPipeline.h"
+
+#include "DeferredLayerUpdater.h"
+#include "renderthread/EglManager.h" // needed for Frame
+#include "Readback.h"
+#include "renderstate/RenderState.h"
+
+#include <SkTypes.h>
+#include <WindowContextFactory_android.h>
+#include <VulkanWindowContext.h>
+
+#include <android/native_window.h>
+#include <cutils/properties.h>
+#include <strings.h>
+
+using namespace android::uirenderer::renderthread;
+using namespace sk_app;
+
+namespace android {
+namespace uirenderer {
+namespace skiapipeline {
+
+MakeCurrentResult SkiaVulkanPipeline::makeCurrent() {
+ return (mWindowContext != nullptr) ?
+ MakeCurrentResult::AlreadyCurrent : MakeCurrentResult::Failed;
+}
+
+Frame SkiaVulkanPipeline::getFrame() {
+ LOG_ALWAYS_FATAL_IF(mWindowContext == nullptr, "Tried to draw into null vulkan context!");
+ mBackbuffer = mWindowContext->getBackbufferSurface();
+ if (mBackbuffer.get() == nullptr) {
+ // try recreating the context?
+ SkDebugf("failed to get backbuffer");
+ return Frame(-1, -1, 0);
+ }
+
+ // TODO: support buffer age if Vulkan API can do it
+ Frame frame(mBackbuffer->width(), mBackbuffer->height(), 0);
+ return frame;
+}
+
+bool SkiaVulkanPipeline::draw(const Frame& frame, const SkRect& screenDirty,
+ const SkRect& dirty,
+ const FrameBuilder::LightGeometry& lightGeometry,
+ LayerUpdateQueue* layerUpdateQueue,
+ const Rect& contentDrawBounds, bool opaque,
+ const BakedOpRenderer::LightInfo& lightInfo,
+ const std::vector<sp<RenderNode>>& renderNodes,
+ FrameInfoVisualizer* profiler) {
+
+ if (mBackbuffer.get() == nullptr) {
+ return false;
+ }
+ renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, mBackbuffer);
+ layerUpdateQueue->clear();
+ return true;
+}
+
+bool SkiaVulkanPipeline::swapBuffers(const Frame& frame, bool drew,
+ const SkRect& screenDirty, FrameInfo* currentFrameInfo, bool* requireSwap) {
+
+ *requireSwap = drew;
+
+ // Even if we decided to cancel the frame, from the perspective of jank
+ // metrics the frame was swapped at this point
+ currentFrameInfo->markSwapBuffers();
+
+ if (*requireSwap) {
+ mWindowContext->swapBuffers();
+ }
+
+ mBackbuffer.reset();
+
+ return *requireSwap;
+}
+
+bool SkiaVulkanPipeline::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
+ // TODO: implement copyLayerInto for vulkan.
+ return false;
+}
+
+DeferredLayerUpdater* SkiaVulkanPipeline::createTextureLayer() {
+ Layer* layer = new Layer(mRenderThread.renderState(), 0, 0);
+ return new DeferredLayerUpdater(layer);
+}
+
+void SkiaVulkanPipeline::onStop() {
+}
+
+bool SkiaVulkanPipeline::setSurface(Surface* surface, SwapBehavior swapBehavior) {
+
+ if (mWindowContext) {
+ delete mWindowContext;
+ mWindowContext = nullptr;
+ }
+
+ if (surface) {
+ DisplayParams displayParams;
+ mWindowContext = window_context_factory::NewVulkanForAndroid(surface, displayParams);
+ if (mWindowContext) {
+ DeviceInfo::initialize(mWindowContext->getGrContext()->caps()->maxRenderTargetSize());
+ }
+ }
+
+
+ // this doesn't work for if there is more than one CanvasContext available at one time!
+ mRenderThread.setGrContext(mWindowContext ? mWindowContext->getGrContext() : nullptr);
+
+ return mWindowContext != nullptr;
+}
+
+bool SkiaVulkanPipeline::isSurfaceReady() {
+ return CC_LIKELY(mWindowContext != nullptr) && mWindowContext->isValid();
+}
+
+bool SkiaVulkanPipeline::isContextReady() {
+ return CC_LIKELY(mWindowContext != nullptr);
+}
+
+void SkiaVulkanPipeline::invokeFunctor(const RenderThread& thread, Functor* functor) {
+ // TODO: we currently don't support OpenGL WebView's
+ DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
+ (*functor)(mode, nullptr);
+}
+
+} /* namespace skiapipeline */
+} /* namespace uirenderer */
+} /* namespace android */