Loading libs/renderengine/RenderEngine.cpp +10 −26 Original line number Diff line number Diff line Loading @@ -26,55 +26,39 @@ namespace android { namespace renderengine { std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) { RenderEngineType renderEngineType = args.renderEngineType; std::unique_ptr<RenderEngine> RenderEngine::create(RenderEngineCreationArgs args) { // Keep the ability to override by PROPERTIES: char prop[PROPERTY_VALUE_MAX]; property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, ""); if (strcmp(prop, "gles") == 0) { renderEngineType = RenderEngineType::GLES; args.renderEngineType = RenderEngineType::GLES; } if (strcmp(prop, "threaded") == 0) { renderEngineType = RenderEngineType::THREADED; args.renderEngineType = RenderEngineType::THREADED; } if (strcmp(prop, "skiagl") == 0) { renderEngineType = RenderEngineType::SKIA_GL; args.renderEngineType = RenderEngineType::SKIA_GL; } if (strcmp(prop, "skiaglthreaded") == 0) { renderEngineType = RenderEngineType::SKIA_GL_THREADED; args.renderEngineType = RenderEngineType::SKIA_GL_THREADED; } switch (renderEngineType) { switch (args.renderEngineType) { case RenderEngineType::THREADED: ALOGD("Threaded RenderEngine with GLES Backend"); return renderengine::threaded::RenderEngineThreaded::create( [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); }, renderEngineType); args.renderEngineType); case RenderEngineType::SKIA_GL: ALOGD("RenderEngine with SkiaGL Backend"); return renderengine::skia::SkiaGLRenderEngine::create(args); case RenderEngineType::SKIA_GL_THREADED: { // These need to be recreated, since they are a constant reference, and we need to // let SkiaRE know that it's running as threaded, and all GL operation will happen on // the same thread. RenderEngineCreationArgs skiaArgs = RenderEngineCreationArgs::Builder() .setPixelFormat(args.pixelFormat) .setImageCacheSize(args.imageCacheSize) .setUseColorManagerment(args.useColorManagement) .setEnableProtectedContext(args.enableProtectedContext) .setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) .setSupportsBackgroundBlur(args.supportsBackgroundBlur) .setContextPriority(args.contextPriority) .setRenderEngineType(renderEngineType) .build(); ALOGD("Threaded RenderEngine with SkiaGL Backend"); return renderengine::threaded::RenderEngineThreaded::create( [skiaArgs]() { return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs); [args]() { return android::renderengine::skia::SkiaGLRenderEngine::create(args); }, renderEngineType); args.renderEngineType); } case RenderEngineType::GLES: default: Loading libs/renderengine/include/renderengine/RenderEngine.h +1 −1 Original line number Diff line number Diff line Loading @@ -99,7 +99,7 @@ public: SKIA_GL_THREADED = 4, }; static std::unique_ptr<RenderEngine> create(const RenderEngineCreationArgs& args); static std::unique_ptr<RenderEngine> create(RenderEngineCreationArgs args); virtual ~RenderEngine() = 0; Loading Loading
libs/renderengine/RenderEngine.cpp +10 −26 Original line number Diff line number Diff line Loading @@ -26,55 +26,39 @@ namespace android { namespace renderengine { std::unique_ptr<RenderEngine> RenderEngine::create(const RenderEngineCreationArgs& args) { RenderEngineType renderEngineType = args.renderEngineType; std::unique_ptr<RenderEngine> RenderEngine::create(RenderEngineCreationArgs args) { // Keep the ability to override by PROPERTIES: char prop[PROPERTY_VALUE_MAX]; property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, ""); if (strcmp(prop, "gles") == 0) { renderEngineType = RenderEngineType::GLES; args.renderEngineType = RenderEngineType::GLES; } if (strcmp(prop, "threaded") == 0) { renderEngineType = RenderEngineType::THREADED; args.renderEngineType = RenderEngineType::THREADED; } if (strcmp(prop, "skiagl") == 0) { renderEngineType = RenderEngineType::SKIA_GL; args.renderEngineType = RenderEngineType::SKIA_GL; } if (strcmp(prop, "skiaglthreaded") == 0) { renderEngineType = RenderEngineType::SKIA_GL_THREADED; args.renderEngineType = RenderEngineType::SKIA_GL_THREADED; } switch (renderEngineType) { switch (args.renderEngineType) { case RenderEngineType::THREADED: ALOGD("Threaded RenderEngine with GLES Backend"); return renderengine::threaded::RenderEngineThreaded::create( [args]() { return android::renderengine::gl::GLESRenderEngine::create(args); }, renderEngineType); args.renderEngineType); case RenderEngineType::SKIA_GL: ALOGD("RenderEngine with SkiaGL Backend"); return renderengine::skia::SkiaGLRenderEngine::create(args); case RenderEngineType::SKIA_GL_THREADED: { // These need to be recreated, since they are a constant reference, and we need to // let SkiaRE know that it's running as threaded, and all GL operation will happen on // the same thread. RenderEngineCreationArgs skiaArgs = RenderEngineCreationArgs::Builder() .setPixelFormat(args.pixelFormat) .setImageCacheSize(args.imageCacheSize) .setUseColorManagerment(args.useColorManagement) .setEnableProtectedContext(args.enableProtectedContext) .setPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) .setSupportsBackgroundBlur(args.supportsBackgroundBlur) .setContextPriority(args.contextPriority) .setRenderEngineType(renderEngineType) .build(); ALOGD("Threaded RenderEngine with SkiaGL Backend"); return renderengine::threaded::RenderEngineThreaded::create( [skiaArgs]() { return android::renderengine::skia::SkiaGLRenderEngine::create(skiaArgs); [args]() { return android::renderengine::skia::SkiaGLRenderEngine::create(args); }, renderEngineType); args.renderEngineType); } case RenderEngineType::GLES: default: Loading
libs/renderengine/include/renderengine/RenderEngine.h +1 −1 Original line number Diff line number Diff line Loading @@ -99,7 +99,7 @@ public: SKIA_GL_THREADED = 4, }; static std::unique_ptr<RenderEngine> create(const RenderEngineCreationArgs& args); static std::unique_ptr<RenderEngine> create(RenderEngineCreationArgs args); virtual ~RenderEngine() = 0; Loading