Create a new RenderPipeline for CPU only rendering
This takes out of SkiaPipeline what relies on GPU, and puts it into
SkiaGpuPipeline, making SkiaOpenGLPipeline and SkiaVulkanPipeline
inherit from SkiaGpuPipeline.
From the new restricted SkiaPipeline, this creates SkiaCpuPipeline that
only relies on CPU for rendering.
In addition, this moves references to the GrContext out of
IRenderPipeline and into SkGpuPipeline as the only usage is in classes
inheriting from SkGpuPipeline.
Bug: 322360037
Test: build libhwui on host
Change-Id: Ifadacfc593ff54377d6a8a65b0505e294c8d1b29
diff --git a/libs/hwui/pipeline/skia/SkiaCpuPipeline.cpp b/libs/hwui/pipeline/skia/SkiaCpuPipeline.cpp
new file mode 100644
index 0000000..5bbbc10
--- /dev/null
+++ b/libs/hwui/pipeline/skia/SkiaCpuPipeline.cpp
@@ -0,0 +1,132 @@
+/*
+ * Copyright (C) 2024 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 "pipeline/skia/SkiaCpuPipeline.h"
+
+#include <system/window.h>
+
+#include "DeviceInfo.h"
+#include "LightingInfo.h"
+#include "renderthread/Frame.h"
+#include "utils/Color.h"
+
+using namespace android::uirenderer::renderthread;
+
+namespace android {
+namespace uirenderer {
+namespace skiapipeline {
+
+void SkiaCpuPipeline::renderLayersImpl(const LayerUpdateQueue& layers, bool opaque) {
+ // Render all layers that need to be updated, in order.
+ for (size_t i = 0; i < layers.entries().size(); i++) {
+ RenderNode* layerNode = layers.entries()[i].renderNode.get();
+ // only schedule repaint if node still on layer - possible it may have been
+ // removed during a dropped frame, but layers may still remain scheduled so
+ // as not to lose info on what portion is damaged
+ if (CC_UNLIKELY(layerNode->getLayerSurface() == nullptr)) {
+ continue;
+ }
+ bool rendered = renderLayerImpl(layerNode, layers.entries()[i].damage);
+ if (!rendered) {
+ return;
+ }
+ }
+}
+
+// If the given node didn't have a layer surface, or had one of the wrong size, this method
+// creates a new one and returns true. Otherwise does nothing and returns false.
+bool SkiaCpuPipeline::createOrUpdateLayer(RenderNode* node,
+ const DamageAccumulator& damageAccumulator,
+ ErrorHandler* errorHandler) {
+ // compute the size of the surface (i.e. texture) to be allocated for this layer
+ const int surfaceWidth = ceilf(node->getWidth() / float(LAYER_SIZE)) * LAYER_SIZE;
+ const int surfaceHeight = ceilf(node->getHeight() / float(LAYER_SIZE)) * LAYER_SIZE;
+
+ SkSurface* layer = node->getLayerSurface();
+ if (!layer || layer->width() != surfaceWidth || layer->height() != surfaceHeight) {
+ SkImageInfo info;
+ info = SkImageInfo::Make(surfaceWidth, surfaceHeight, getSurfaceColorType(),
+ kPremul_SkAlphaType, getSurfaceColorSpace());
+ SkSurfaceProps props(0, kUnknown_SkPixelGeometry);
+ node->setLayerSurface(SkSurfaces::Raster(info, &props));
+ if (node->getLayerSurface()) {
+ // update the transform in window of the layer to reset its origin wrt light source
+ // position
+ Matrix4 windowTransform;
+ damageAccumulator.computeCurrentTransform(&windowTransform);
+ node->getSkiaLayer()->inverseTransformInWindow.loadInverse(windowTransform);
+ } else {
+ String8 cachesOutput;
+ mRenderThread.cacheManager().dumpMemoryUsage(cachesOutput,
+ &mRenderThread.renderState());
+ ALOGE("%s", cachesOutput.c_str());
+ if (errorHandler) {
+ std::ostringstream err;
+ err << "Unable to create layer for " << node->getName();
+ const int maxTextureSize = DeviceInfo::get()->maxTextureSize();
+ err << ", size " << info.width() << "x" << info.height() << " max size "
+ << maxTextureSize << " color type " << (int)info.colorType() << " has context "
+ << (int)(mRenderThread.getGrContext() != nullptr);
+ errorHandler->onError(err.str());
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+MakeCurrentResult SkiaCpuPipeline::makeCurrent() {
+ return MakeCurrentResult::AlreadyCurrent;
+}
+
+Frame SkiaCpuPipeline::getFrame() {
+ return Frame(mSurface->width(), mSurface->height(), 0);
+}
+
+IRenderPipeline::DrawResult SkiaCpuPipeline::draw(
+ const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
+ const LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue,
+ const Rect& contentDrawBounds, bool opaque, const LightInfo& lightInfo,
+ const std::vector<sp<RenderNode>>& renderNodes, FrameInfoVisualizer* profiler,
+ const HardwareBufferRenderParams& bufferParams, std::mutex& profilerLock) {
+ LightingInfo::updateLighting(lightGeometry, lightInfo);
+ renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, mSurface,
+ SkMatrix::I());
+ return {true, IRenderPipeline::DrawResult::kUnknownTime, android::base::unique_fd{}};
+}
+
+bool SkiaCpuPipeline::setSurface(ANativeWindow* surface, SwapBehavior swapBehavior) {
+ if (surface) {
+ ANativeWindowBuffer* buffer;
+ surface->dequeueBuffer(surface, &buffer, nullptr);
+ int width, height;
+ surface->query(surface, NATIVE_WINDOW_WIDTH, &width);
+ surface->query(surface, NATIVE_WINDOW_HEIGHT, &height);
+ SkImageInfo imageInfo =
+ SkImageInfo::Make(width, height, mSurfaceColorType,
+ SkAlphaType::kPremul_SkAlphaType, mSurfaceColorSpace);
+ size_t widthBytes = width * imageInfo.bytesPerPixel();
+ void* pixels = buffer->reserved[0];
+ mSurface = SkSurfaces::WrapPixels(imageInfo, pixels, widthBytes);
+ } else {
+ mSurface = sk_sp<SkSurface>();
+ }
+ return true;
+}
+
+} /* namespace skiapipeline */
+} /* namespace uirenderer */
+} /* namespace android */