1 /*
2  * Copyright 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include <renderengine/RenderEngine.h>
18 
19 #include <cutils/properties.h>
20 #include <log/log.h>
21 #include "gl/GLESRenderEngine.h"
22 #include "threaded/RenderEngineThreaded.h"
23 
24 #include "skia/SkiaGLRenderEngine.h"
25 
26 namespace android {
27 namespace renderengine {
28 
create(const RenderEngineCreationArgs & args)29 std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) {
30     RenderEngineType renderEngineType = args.renderEngineType;
31 
32     // Keep the ability to override by PROPERTIES:
33     char prop[PROPERTY_VALUE_MAX];
34     property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
35     if (strcmp(prop, "gles") == 0) {
36         renderEngineType = RenderEngineType::GLES;
37     }
38     if (strcmp(prop, "threaded") == 0) {
39         renderEngineType = RenderEngineType::THREADED;
40     }
41     if (strcmp(prop, "skiagl") == 0) {
42         renderEngineType = RenderEngineType::SKIA_GL;
43     }
44     if (strcmp(prop, "skiaglthreaded") == 0) {
45         renderEngineType = RenderEngineType::SKIA_GL_THREADED;
46     }
47 
48     switch (renderEngineType) {
49         case RenderEngineType::THREADED:
50             ALOGD("Threaded RenderEngine with GLES Backend");
51             return renderengine::threaded::RenderEngineThreaded::create(
52                     [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); },
53                     renderEngineType);
54         case RenderEngineType::SKIA_GL:
55             ALOGD("RenderEngine with SkiaGL Backend");
56             return renderengine::skia::SkiaGLRenderEngine::create(args);
57         case RenderEngineType::SKIA_GL_THREADED: {
58             // These need to be recreated, since they are a constant reference, and we need to
59             // let SkiaRE know that it's running as threaded, and all GL operation will happen on
60             // the same thread.
61             RenderEngineCreationArgs skiaArgs =
62                     RenderEngineCreationArgs::Builder()
63                             .setPixelFormat(args.pixelFormat)
64                             .setImageCacheSize(args.imageCacheSize)
65                             .setUseColorManagerment(args.useColorManagement)
66                             .setEnableProtectedContext(args.enableProtectedContext)
67                             .setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly)
68                             .setSupportsBackgroundBlur(args.supportsBackgroundBlur)
69                             .setContextPriority(args.contextPriority)
70                             .setRenderEngineType(renderEngineType)
71                             .build();
72             ALOGD("Threaded RenderEngine with SkiaGL Backend");
73             return renderengine::threaded::RenderEngineThreaded::create(
74                     [skiaArgs]() {
75                         return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs);
76                     },
77                     renderEngineType);
78         }
79         case RenderEngineType::GLES:
80         default:
81             ALOGD("RenderEngine with GLES Backend");
82             return renderengine::gl::GLESRenderEngine::create(args);
83     }
84 }
85 
86 RenderEngine::~RenderEngine() = default;
87 
validateInputBufferUsage(const sp<GraphicBuffer> & buffer)88 void RenderEngine::validateInputBufferUsage(const sp<GraphicBuffer>& buffer) {
89     LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_TEXTURE),
90                         "input buffer not gpu readable");
91 }
92 
validateOutputBufferUsage(const sp<GraphicBuffer> & buffer)93 void RenderEngine::validateOutputBufferUsage(const sp<GraphicBuffer>& buffer) {
94     LOG_ALWAYS_FATAL_IF(!(buffer->getUsage() & GraphicBuffer::USAGE_HW_RENDER),
95                         "output buffer not gpu writeable");
96 }
97 
98 } // namespace renderengine
99 } // namespace android
100