/* * Copyright (C) 2016 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. */ #pragma once #include "pipeline/skia/SkiaPipeline.h" #include "renderthread/Frame.h" namespace android { namespace uirenderer { namespace skiapipeline { class SkiaGpuPipeline : public SkiaPipeline { public: SkiaGpuPipeline(renderthread::RenderThread& thread) : SkiaPipeline(thread) {} ~SkiaGpuPipeline() {} bool pinImages(std::vector& mutableImages) override { return false; } bool pinImages(LsaVector>& images) override { return false; } void unpinImages() override {} // 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 createOrUpdateLayer(RenderNode* node, const DamageAccumulator& damageAccumulator, ErrorHandler* errorHandler) override { return false; } void renderLayersImpl(const LayerUpdateQueue& layers, bool opaque) override {} void setHardwareBuffer(AHardwareBuffer* hardwareBuffer) override {} bool hasHardwareBuffer() override { return false; } renderthread::MakeCurrentResult makeCurrent() override { return renderthread::MakeCurrentResult::Failed; } renderthread::Frame getFrame() override { return renderthread::Frame(0, 0, 0); } renderthread::IRenderPipeline::DrawResult draw( const renderthread::Frame& frame, const SkRect& screenDirty, const SkRect& dirty, const LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue, const Rect& contentDrawBounds, bool opaque, const LightInfo& lightInfo, const std::vector>& renderNodes, FrameInfoVisualizer* profiler, const renderthread::HardwareBufferRenderParams& bufferParams, std::mutex& profilerLock) override { return {false, IRenderPipeline::DrawResult::kUnknownTime, android::base::unique_fd(-1)}; } bool swapBuffers(const renderthread::Frame& frame, IRenderPipeline::DrawResult& drawResult, const SkRect& screenDirty, FrameInfo* currentFrameInfo, bool* requireSwap) override { return false; } DeferredLayerUpdater* createTextureLayer() override { return nullptr; } bool setSurface(ANativeWindow* surface, renderthread::SwapBehavior swapBehavior) override { return false; } [[nodiscard]] android::base::unique_fd flush() override { return android::base::unique_fd(-1); }; void onStop() override {} bool isSurfaceReady() override { return false; } bool isContextReady() override { return false; } const SkM44& getPixelSnapMatrix() const override { static const SkM44 sSnapMatrix = SkM44(); return sSnapMatrix; } static void prepareToDraw(const renderthread::RenderThread& thread, Bitmap* bitmap) {} }; } /* namespace skiapipeline */ } /* namespace uirenderer */ } /* namespace android */