|  | /* | 
|  | * 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; | 
|  | struct RenderEngineCreationArgs; | 
|  |  | 
|  | namespace impl { | 
|  | class RenderEngine; | 
|  | } | 
|  |  | 
|  | enum class Protection { | 
|  | UNPROTECTED = 1, | 
|  | PROTECTED = 2, | 
|  | }; | 
|  |  | 
|  | class RenderEngine { | 
|  | public: | 
|  | enum class ContextPriority { | 
|  | LOW = 1, | 
|  | MEDIUM = 2, | 
|  | HIGH = 3, | 
|  | }; | 
|  |  | 
|  | static std::unique_ptr<impl::RenderEngine> create(const RenderEngineCreationArgs& args); | 
|  |  | 
|  | 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 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 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; | 
|  |  | 
|  | enum class CleanupMode { | 
|  | CLEAN_OUTPUT_RESOURCES, | 
|  | CLEAN_ALL, | 
|  | }; | 
|  | // Clean-up method that should be called on the main thread after the | 
|  | // drawFence returned by drawLayers fires. This method will free up | 
|  | // resources used by the most recently drawn frame. If the frame is still | 
|  | // being drawn, then this call is silently ignored. | 
|  | // | 
|  | // If mode is CLEAN_OUTPUT_RESOURCES, then only resources related to the | 
|  | // output framebuffer are cleaned up, including the sibling texture. | 
|  | // | 
|  | // If mode is CLEAN_ALL, then we also cleanup resources related to any input | 
|  | // buffers. | 
|  | // | 
|  | // Returns true if resources were cleaned up, and false if we didn't need to | 
|  | // do any work. | 
|  | virtual bool cleanupPostRender(CleanupMode mode = CleanupMode::CLEAN_OUTPUT_RESOURCES) = 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<const 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; | 
|  | }; | 
|  |  | 
|  | struct RenderEngineCreationArgs { | 
|  | int pixelFormat; | 
|  | uint32_t imageCacheSize; | 
|  | bool useColorManagement; | 
|  | bool enableProtectedContext; | 
|  | bool precacheToneMapperShaderOnly; | 
|  | bool supportsBackgroundBlur; | 
|  | RenderEngine::ContextPriority contextPriority; | 
|  |  | 
|  | struct Builder; | 
|  |  | 
|  | private: | 
|  | // must be created by Builder via constructor with full argument list | 
|  | RenderEngineCreationArgs( | 
|  | int _pixelFormat, | 
|  | uint32_t _imageCacheSize, | 
|  | bool _useColorManagement, | 
|  | bool _enableProtectedContext, | 
|  | bool _precacheToneMapperShaderOnly, | 
|  | bool _supportsBackgroundBlur, | 
|  | RenderEngine::ContextPriority _contextPriority) | 
|  | : pixelFormat(_pixelFormat) | 
|  | , imageCacheSize(_imageCacheSize) | 
|  | , useColorManagement(_useColorManagement) | 
|  | , enableProtectedContext(_enableProtectedContext) | 
|  | , precacheToneMapperShaderOnly(_precacheToneMapperShaderOnly) | 
|  | , supportsBackgroundBlur(_supportsBackgroundBlur) | 
|  | , contextPriority(_contextPriority) {} | 
|  | RenderEngineCreationArgs() = delete; | 
|  | }; | 
|  |  | 
|  | struct RenderEngineCreationArgs::Builder { | 
|  | Builder() {} | 
|  |  | 
|  | Builder& setPixelFormat(int pixelFormat) { | 
|  | this->pixelFormat = pixelFormat; | 
|  | return *this; | 
|  | } | 
|  | Builder& setImageCacheSize(uint32_t imageCacheSize) { | 
|  | this->imageCacheSize = imageCacheSize; | 
|  | return *this; | 
|  | } | 
|  | Builder& setUseColorManagerment(bool useColorManagement) { | 
|  | this->useColorManagement = useColorManagement; | 
|  | return *this; | 
|  | } | 
|  | Builder& setEnableProtectedContext(bool enableProtectedContext) { | 
|  | this->enableProtectedContext = enableProtectedContext; | 
|  | return *this; | 
|  | } | 
|  | Builder& setPrecacheToneMapperShaderOnly(bool precacheToneMapperShaderOnly) { | 
|  | this->precacheToneMapperShaderOnly = precacheToneMapperShaderOnly; | 
|  | return *this; | 
|  | } | 
|  | Builder& setSupportsBackgroundBlur(bool supportsBackgroundBlur) { | 
|  | this->supportsBackgroundBlur = supportsBackgroundBlur; | 
|  | return *this; | 
|  | } | 
|  | Builder& setContextPriority(RenderEngine::ContextPriority contextPriority) { | 
|  | this->contextPriority = contextPriority; | 
|  | return *this; | 
|  | } | 
|  | RenderEngineCreationArgs build() const { | 
|  | return RenderEngineCreationArgs(pixelFormat, imageCacheSize, useColorManagement, | 
|  | enableProtectedContext, precacheToneMapperShaderOnly, | 
|  | supportsBackgroundBlur, contextPriority); | 
|  | } | 
|  |  | 
|  | private: | 
|  | // 1 means RGBA_8888 | 
|  | int pixelFormat = 1; | 
|  | uint32_t imageCacheSize = 0; | 
|  | bool useColorManagement = true; | 
|  | bool enableProtectedContext = false; | 
|  | bool precacheToneMapperShaderOnly = false; | 
|  | bool supportsBackgroundBlur = false; | 
|  | RenderEngine::ContextPriority contextPriority = RenderEngine::ContextPriority::MEDIUM; | 
|  | }; | 
|  |  | 
|  | 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(const RenderEngineCreationArgs& args); | 
|  | const RenderEngineCreationArgs mArgs; | 
|  | }; | 
|  |  | 
|  | } // namespace impl | 
|  | } // namespace renderengine | 
|  | } // namespace android | 
|  |  | 
|  | #endif /* SF_RENDERENGINE_H_ */ |