Use CPU rendering for host builds
This bypasses the computation of PipelineRenderType on host to force
using the CPU rendering pipeline.
Bug: 322360037
Test: build libhwui on host
Change-Id: Icb5178ba04e5348868c6c7f637e0c7a341fc84cd
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index 22de2f2..b06ad6f 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -35,6 +35,7 @@
#include "Properties.h"
#include "RenderThread.h"
#include "hwui/Canvas.h"
+#include "pipeline/skia/SkiaCpuPipeline.h"
#include "pipeline/skia/SkiaGpuPipeline.h"
#include "pipeline/skia/SkiaOpenGLPipeline.h"
#include "pipeline/skia/SkiaVulkanPipeline.h"
@@ -84,6 +85,12 @@
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread),
uiThreadId, renderThreadId);
+#ifndef __ANDROID__
+ case RenderPipelineType::SkiaCpu:
+ return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
+ std::make_unique<skiapipeline::SkiaCpuPipeline>(thread),
+ uiThreadId, renderThreadId);
+#endif
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
break;
@@ -182,6 +189,7 @@
}
void CanvasContext::setHardwareBuffer(AHardwareBuffer* buffer) {
+#ifdef __ANDROID__
if (mHardwareBuffer) {
AHardwareBuffer_release(mHardwareBuffer);
mHardwareBuffer = nullptr;
@@ -192,6 +200,7 @@
mHardwareBuffer = buffer;
}
mRenderPipeline->setHardwareBuffer(mHardwareBuffer);
+#endif
}
void CanvasContext::setSurface(ANativeWindow* window, bool enableTimeout) {
@@ -561,6 +570,7 @@
}
void CanvasContext::draw(bool solelyTextureViewUpdates) {
+#ifdef __ANDROID__
if (auto grContext = getGrContext()) {
if (grContext->abandoned()) {
if (grContext->isDeviceLost()) {
@@ -571,6 +581,7 @@
return;
}
}
+#endif
SkRect dirty;
mDamageAccumulator.finish(&dirty);
@@ -594,11 +605,13 @@
if (skippedFrameReason) {
mCurrentFrameInfo->setSkippedFrameReason(*skippedFrameReason);
+#ifdef __ANDROID__
if (auto grContext = getGrContext()) {
// Submit to ensure that any texture uploads complete and Skia can
// free its staging buffers.
grContext->flushAndSubmit();
}
+#endif
// Notify the callbacks, even if there's nothing to draw so they aren't waiting
// indefinitely