Implement runtime switch to select default renderer mode
Add a system property debug.hwui.default_renderer, which allows
to set rendering mode to OpenGL (default), Skia OpenGL or Vulkan.
Change-Id: I8bca5bacc5108f77437e340ac61f2d8db8cc4c39
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index 0a48a0c..582c3ea 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -61,6 +61,28 @@
namespace uirenderer {
namespace renderthread {
+CanvasContext* CanvasContext::create(RenderThread& thread,
+ bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory) {
+
+ auto renderType = Properties::getRenderPipelineType();
+ switch (renderType) {
+ case RenderPipelineType::OpenGL:
+ return new CanvasContext(thread, translucent, rootRenderNode, contextFactory);
+ case RenderPipelineType::SkiaGL:
+ //TODO: implement SKIA GL
+ LOG_ALWAYS_FATAL("skiaGL canvas type not implemented.");
+ break;
+ case RenderPipelineType::Vulkan:
+ //TODO: implement Vulkan
+ LOG_ALWAYS_FATAL("Vulkan canvas type not implemented.");
+ break;
+ default:
+ LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t) renderType);
+ break;
+ }
+ return nullptr;
+}
+
CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory)
: mRenderThread(thread)
@@ -789,6 +811,11 @@
return mFrameNumber;
}
+bool CanvasContext::isSkiaEnabled() {
+ auto renderType = Properties::getRenderPipelineType();
+ return RenderPipelineType::SkiaGL == renderType || RenderPipelineType::Vulkan == renderType;
+}
+
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index 528e29e..3e3c6e6 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -72,8 +72,8 @@
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
- CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
- IContextFactory* contextFactory);
+ static CanvasContext* create(RenderThread& thread, bool translucent,
+ RenderNode* rootRenderNode, IContextFactory* contextFactory);
virtual ~CanvasContext();
// Won't take effect until next EGLSurface creation
@@ -107,6 +107,7 @@
static void trimMemory(RenderThread& thread, int level);
static void invokeFunctor(RenderThread& thread, Functor* functor);
+ static bool isSkiaEnabled();
Layer* createTextureLayer();
@@ -167,6 +168,9 @@
ANDROID_API int64_t getFrameNumber();
private:
+ CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
+ IContextFactory* contextFactory);
+
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
diff --git a/libs/hwui/renderthread/RenderProxy.cpp b/libs/hwui/renderthread/RenderProxy.cpp
index 10a17f8..c689544 100644
--- a/libs/hwui/renderthread/RenderProxy.cpp
+++ b/libs/hwui/renderthread/RenderProxy.cpp
@@ -55,7 +55,7 @@
CREATE_BRIDGE4(createContext, RenderThread* thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory) {
- return new CanvasContext(*args->thread, args->translucent,
+ return CanvasContext::create(*args->thread, args->translucent,
args->rootRenderNode, args->contextFactory);
}