| /* |
| * Copyright (C) 2014 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. |
| */ |
| |
| #include <GpuMemoryTracker.h> |
| #include "CanvasContext.h" |
| |
| #include "AnimationContext.h" |
| #include "Caches.h" |
| #include "Canvas.h" |
| #include "DeferredLayerUpdater.h" |
| #include "EglManager.h" |
| #include "LayerUpdateQueue.h" |
| #include "LayerRenderer.h" |
| #include "OpenGLRenderer.h" |
| #include "Properties.h" |
| #include "RenderThread.h" |
| #include "renderstate/RenderState.h" |
| #include "renderstate/Stencil.h" |
| #include "protos/hwui.pb.h" |
| #include "utils/GLUtils.h" |
| #include "utils/TimeUtils.h" |
| |
| #include <cutils/properties.h> |
| #include <google/protobuf/io/zero_copy_stream_impl.h> |
| #include <private/hwui/DrawGlInfo.h> |
| #include <strings.h> |
| |
| #include <algorithm> |
| #include <fcntl.h> |
| #include <sys/stat.h> |
| |
| #include <cstdlib> |
| |
| #define TRIM_MEMORY_COMPLETE 80 |
| #define TRIM_MEMORY_UI_HIDDEN 20 |
| |
| #define ENABLE_RENDERNODE_SERIALIZATION false |
| |
| #define LOG_FRAMETIME_MMA 0 |
| |
| #if LOG_FRAMETIME_MMA |
| static float sBenchMma = 0; |
| static int sFrameCount = 0; |
| static const float NANOS_PER_MILLIS_F = 1000000.0f; |
| #endif |
| |
| namespace android { |
| namespace uirenderer { |
| namespace renderthread { |
| |
| CanvasContext::CanvasContext(RenderThread& thread, bool translucent, |
| RenderNode* rootRenderNode, IContextFactory* contextFactory) |
| : mRenderThread(thread) |
| , mEglManager(thread.eglManager()) |
| , mOpaque(!translucent) |
| , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord())) |
| , mJankTracker(thread.timeLord().frameIntervalNanos()) |
| , mProfiler(mFrames) |
| , mContentDrawBounds(0, 0, 0, 0) { |
| mRenderNodes.emplace_back(rootRenderNode); |
| mRenderThread.renderState().registerCanvasContext(this); |
| mProfiler.setDensity(mRenderThread.mainDisplayInfo().density); |
| } |
| |
| CanvasContext::~CanvasContext() { |
| destroy(); |
| mRenderThread.renderState().unregisterCanvasContext(this); |
| } |
| |
| void CanvasContext::destroy() { |
| stopDrawing(); |
| setSurface(nullptr); |
| freePrefetechedLayers(); |
| destroyHardwareResources(); |
| mAnimationContext->destroy(); |
| if (mCanvas) { |
| delete mCanvas; |
| mCanvas = nullptr; |
| } |
| } |
| |
| void CanvasContext::setSurface(Surface* surface) { |
| ATRACE_CALL(); |
| |
| mNativeSurface = surface; |
| |
| if (mEglSurface != EGL_NO_SURFACE) { |
| mEglManager.destroySurface(mEglSurface); |
| mEglSurface = EGL_NO_SURFACE; |
| } |
| |
| if (surface) { |
| mEglSurface = mEglManager.createSurface(surface); |
| } |
| |
| if (mEglSurface != EGL_NO_SURFACE) { |
| const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer); |
| mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer); |
| mHaveNewSurface = true; |
| mSwapHistory.clear(); |
| makeCurrent(); |
| } else { |
| mRenderThread.removeFrameCallback(this); |
| } |
| } |
| |
| void CanvasContext::requireSurface() { |
| LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE, |
| "requireSurface() called but no surface set!"); |
| makeCurrent(); |
| } |
| |
| void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) { |
| mSwapBehavior = swapBehavior; |
| } |
| |
| void CanvasContext::initialize(Surface* surface) { |
| setSurface(surface); |
| #if !HWUI_NEW_OPS |
| if (mCanvas) return; |
| mCanvas = new OpenGLRenderer(mRenderThread.renderState()); |
| mCanvas->initProperties(); |
| #endif |
| } |
| |
| void CanvasContext::updateSurface(Surface* surface) { |
| setSurface(surface); |
| } |
| |
| bool CanvasContext::pauseSurface(Surface* surface) { |
| return mRenderThread.removeFrameCallback(this); |
| } |
| |
| // TODO: don't pass viewport size, it's automatic via EGL |
| void CanvasContext::setup(int width, int height, float lightRadius, |
| uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { |
| #if HWUI_NEW_OPS |
| mLightGeometry.radius = lightRadius; |
| mLightInfo.ambientShadowAlpha = ambientShadowAlpha; |
| mLightInfo.spotShadowAlpha = spotShadowAlpha; |
| #else |
| if (!mCanvas) return; |
| mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha); |
| #endif |
| } |
| |
| void CanvasContext::setLightCenter(const Vector3& lightCenter) { |
| #if HWUI_NEW_OPS |
| mLightGeometry.center = lightCenter; |
| #else |
| if (!mCanvas) return; |
| mCanvas->setLightCenter(lightCenter); |
| #endif |
| } |
| |
| void CanvasContext::setOpaque(bool opaque) { |
| mOpaque = opaque; |
| } |
| |
| void CanvasContext::makeCurrent() { |
| // TODO: Figure out why this workaround is needed, see b/13913604 |
| // In the meantime this matches the behavior of GLRenderer, so it is not a regression |
| EGLint error = 0; |
| mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error); |
| if (error) { |
| setSurface(nullptr); |
| } |
| } |
| |
| static bool wasSkipped(FrameInfo* info) { |
| return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame); |
| } |
| |
| void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, |
| int64_t syncQueued, RenderNode* target) { |
| mRenderThread.removeFrameCallback(this); |
| |
| // If the previous frame was dropped we don't need to hold onto it, so |
| // just keep using the previous frame's structure instead |
| if (!wasSkipped(mCurrentFrameInfo)) { |
| mCurrentFrameInfo = &mFrames.next(); |
| } |
| mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo); |
| mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued; |
| mCurrentFrameInfo->markSyncStart(); |
| |
| info.damageAccumulator = &mDamageAccumulator; |
| #if HWUI_NEW_OPS |
| info.layerUpdateQueue = &mLayerUpdateQueue; |
| #else |
| info.renderer = mCanvas; |
| #endif |
| |
| if (CC_LIKELY(mNativeSurface.get())) { |
| info.frameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber()); |
| } |
| |
| mAnimationContext->startFrame(info.mode); |
| for (const sp<RenderNode>& node : mRenderNodes) { |
| // Only the primary target node will be drawn full - all other nodes would get drawn in |
| // real time mode. In case of a window, the primary node is the window content and the other |
| // node(s) are non client / filler nodes. |
| info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY); |
| node->prepareTree(info); |
| GL_CHECKPOINT(MODERATE); |
| } |
| mAnimationContext->runRemainingAnimations(info); |
| GL_CHECKPOINT(MODERATE); |
| |
| freePrefetechedLayers(); |
| GL_CHECKPOINT(MODERATE); |
| |
| if (CC_UNLIKELY(!mNativeSurface.get())) { |
| mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); |
| info.out.canDrawThisFrame = false; |
| return; |
| } |
| |
| if (CC_LIKELY(mSwapHistory.size())) { |
| nsecs_t latestVsync = mRenderThread.timeLord().latestVsync(); |
| const SwapHistory& lastSwap = mSwapHistory.back(); |
| nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync); |
| // The slight fudge-factor is to deal with cases where |
| // the vsync was estimated due to being slow handling the signal. |
| // See the logic in TimeLord#computeFrameTimeNanos or in |
| // Choreographer.java for details on when this happens |
| if (vsyncDelta < 2_ms) { |
| // Already drew for this vsync pulse, UI draw request missed |
| // the deadline for RT animations |
| info.out.canDrawThisFrame = false; |
| } else if (lastSwap.swapTime < latestVsync) { |
| info.out.canDrawThisFrame = true; |
| } else { |
| // We're maybe behind? Find out for sure |
| int runningBehind = 0; |
| // TODO: Have this method be on Surface, too, not just ANativeWindow... |
| ANativeWindow* window = mNativeSurface.get(); |
| window->query(window, NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind); |
| info.out.canDrawThisFrame = !runningBehind; |
| } |
| } else { |
| info.out.canDrawThisFrame = true; |
| } |
| |
| if (!info.out.canDrawThisFrame) { |
| mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); |
| } |
| |
| if (info.out.hasAnimations || !info.out.canDrawThisFrame) { |
| if (!info.out.requiresUiRedraw) { |
| // If animationsNeedsRedraw is set don't bother posting for an RT anim |
| // as we will just end up fighting the UI thread. |
| mRenderThread.postFrameCallback(this); |
| } |
| } |
| } |
| |
| void CanvasContext::stopDrawing() { |
| mRenderThread.removeFrameCallback(this); |
| } |
| |
| void CanvasContext::notifyFramePending() { |
| ATRACE_CALL(); |
| mRenderThread.pushBackFrameCallback(this); |
| } |
| |
| void CanvasContext::draw() { |
| #if !HWUI_NEW_OPS |
| LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE, |
| "drawRenderNode called on a context with no canvas or surface!"); |
| #endif |
| |
| SkRect dirty; |
| mDamageAccumulator.finish(&dirty); |
| |
| // TODO: Re-enable after figuring out cause of b/22592975 |
| // if (dirty.isEmpty() && Properties::skipEmptyFrames) { |
| // mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); |
| // return; |
| // } |
| |
| mCurrentFrameInfo->markIssueDrawCommandsStart(); |
| |
| Frame frame = mEglManager.beginFrame(mEglSurface); |
| |
| if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) { |
| // can't rely on prior content of window if viewport size changes |
| dirty.setEmpty(); |
| mLastFrameWidth = frame.width(); |
| mLastFrameHeight = frame.height(); |
| } else if (mHaveNewSurface || frame.bufferAge() == 0) { |
| // New surface needs a full draw |
| dirty.setEmpty(); |
| } else { |
| if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) { |
| ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?", |
| SK_RECT_ARGS(dirty), frame.width(), frame.height()); |
| dirty.setEmpty(); |
| } |
| profiler().unionDirty(&dirty); |
| } |
| |
| if (dirty.isEmpty()) { |
| dirty.set(0, 0, frame.width(), frame.height()); |
| } |
| |
| // At this point dirty is the area of the screen to update. However, |
| // the area of the frame we need to repaint is potentially different, so |
| // stash the screen area for later |
| SkRect screenDirty(dirty); |
| |
| // If the buffer age is 0 we do a full-screen repaint (handled above) |
| // If the buffer age is 1 the buffer contents are the same as they were |
| // last frame so there's nothing to union() against |
| // Therefore we only care about the > 1 case. |
| if (frame.bufferAge() > 1) { |
| if (frame.bufferAge() > (int) mSwapHistory.size()) { |
| // We don't have enough history to handle this old of a buffer |
| // Just do a full-draw |
| dirty.set(0, 0, frame.width(), frame.height()); |
| } else { |
| // At this point we haven't yet added the latest frame |
| // to the damage history (happens below) |
| // So we need to damage |
| for (int i = mSwapHistory.size() - 1; |
| i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) { |
| dirty.join(mSwapHistory[i].damage); |
| } |
| } |
| } |
| |
| mEglManager.damageFrame(frame, dirty); |
| |
| #if HWUI_NEW_OPS |
| FrameBuilder frameBuilder(mLayerUpdateQueue, dirty, frame.width(), frame.height(), |
| mRenderNodes, mLightGeometry, mContentDrawBounds, &Caches::getInstance()); |
| mLayerUpdateQueue.clear(); |
| BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(), |
| mOpaque, mLightInfo); |
| // TODO: profiler().draw(mCanvas); |
| frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer); |
| bool drew = renderer.didDraw(); |
| |
| #else |
| mCanvas->prepareDirty(frame.width(), frame.height(), |
| dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque); |
| |
| Rect outBounds; |
| // It there are multiple render nodes, they are laid out as follows: |
| // #0 - backdrop (content + caption) |
| // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds) |
| // #2 - additional overlay nodes |
| // Usually the backdrop cannot be seen since it will be entirely covered by the content. While |
| // resizing however it might become partially visible. The following render loop will crop the |
| // backdrop against the content and draw the remaining part of it. It will then draw the content |
| // cropped to the backdrop (since that indicates a shrinking of the window). |
| // |
| // Additional nodes will be drawn on top with no particular clipping semantics. |
| |
| // The bounds of the backdrop against which the content should be clipped. |
| Rect backdropBounds = mContentDrawBounds; |
| // Usually the contents bounds should be mContentDrawBounds - however - we will |
| // move it towards the fixed edge to give it a more stable appearance (for the moment). |
| Rect contentBounds; |
| // If there is no content bounds we ignore the layering as stated above and start with 2. |
| int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0; |
| // Draw all render nodes. Note that |
| for (const sp<RenderNode>& node : mRenderNodes) { |
| if (layer == 0) { // Backdrop. |
| // Draw the backdrop clipped to the inverse content bounds, but assume that the content |
| // was moved to the upper left corner. |
| const RenderProperties& properties = node->properties(); |
| Rect targetBounds(properties.getLeft(), properties.getTop(), |
| properties.getRight(), properties.getBottom()); |
| // Move the content bounds towards the fixed corner of the backdrop. |
| const int x = targetBounds.left; |
| const int y = targetBounds.top; |
| contentBounds.set(x, y, x + mContentDrawBounds.getWidth(), |
| y + mContentDrawBounds.getHeight()); |
| // Remember the intersection of the target bounds and the intersection bounds against |
| // which we have to crop the content. |
| backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight()); |
| backdropBounds.doIntersect(targetBounds); |
| // Check if we have to draw something on the left side ... |
| if (targetBounds.left < contentBounds.left) { |
| mCanvas->save(SaveFlags::Clip); |
| if (mCanvas->clipRect(targetBounds.left, targetBounds.top, |
| contentBounds.left, targetBounds.bottom, |
| SkRegion::kIntersect_Op)) { |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| // Reduce the target area by the area we have just painted. |
| targetBounds.left = std::min(contentBounds.left, targetBounds.right); |
| mCanvas->restore(); |
| } |
| // ... or on the right side ... |
| if (targetBounds.right > contentBounds.right && |
| !targetBounds.isEmpty()) { |
| mCanvas->save(SaveFlags::Clip); |
| if (mCanvas->clipRect(contentBounds.right, targetBounds.top, |
| targetBounds.right, targetBounds.bottom, |
| SkRegion::kIntersect_Op)) { |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| // Reduce the target area by the area we have just painted. |
| targetBounds.right = std::max(targetBounds.left, contentBounds.right); |
| mCanvas->restore(); |
| } |
| // ... or at the top ... |
| if (targetBounds.top < contentBounds.top && |
| !targetBounds.isEmpty()) { |
| mCanvas->save(SaveFlags::Clip); |
| if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right, |
| contentBounds.top, |
| SkRegion::kIntersect_Op)) { |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| // Reduce the target area by the area we have just painted. |
| targetBounds.top = std::min(contentBounds.top, targetBounds.bottom); |
| mCanvas->restore(); |
| } |
| // ... or at the bottom. |
| if (targetBounds.bottom > contentBounds.bottom && |
| !targetBounds.isEmpty()) { |
| mCanvas->save(SaveFlags::Clip); |
| if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right, |
| targetBounds.bottom, SkRegion::kIntersect_Op)) { |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| mCanvas->restore(); |
| } |
| } else if (layer == 1) { // Content |
| // It gets cropped against the bounds of the backdrop to stay inside. |
| mCanvas->save(SaveFlags::MatrixClip); |
| |
| // We shift and clip the content to match its final location in the window. |
| const float left = mContentDrawBounds.left; |
| const float top = mContentDrawBounds.top; |
| const float dx = backdropBounds.left - left; |
| const float dy = backdropBounds.top - top; |
| const float width = backdropBounds.getWidth(); |
| const float height = backdropBounds.getHeight(); |
| |
| mCanvas->translate(dx, dy); |
| if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) { |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| mCanvas->restore(); |
| } else { // draw the rest on top at will! |
| mCanvas->drawRenderNode(node.get(), outBounds); |
| } |
| layer++; |
| } |
| |
| profiler().draw(mCanvas); |
| |
| bool drew = mCanvas->finish(); |
| #endif |
| |
| GL_CHECKPOINT(LOW); |
| |
| // Even if we decided to cancel the frame, from the perspective of jank |
| // metrics the frame was swapped at this point |
| mCurrentFrameInfo->markSwapBuffers(); |
| |
| if (drew) { |
| if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) { |
| setSurface(nullptr); |
| } |
| SwapHistory& swap = mSwapHistory.next(); |
| swap.damage = screenDirty; |
| swap.swapTime = systemTime(CLOCK_MONOTONIC); |
| swap.vsyncTime = mRenderThread.timeLord().latestVsync(); |
| mHaveNewSurface = false; |
| } |
| |
| // TODO: Use a fence for real completion? |
| mCurrentFrameInfo->markFrameCompleted(); |
| |
| #if LOG_FRAMETIME_MMA |
| float thisFrame = mCurrentFrameInfo->duration( |
| FrameInfoIndex::IssueDrawCommandsStart, |
| FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F; |
| if (sFrameCount) { |
| sBenchMma = ((9 * sBenchMma) + thisFrame) / 10; |
| } else { |
| sBenchMma = thisFrame; |
| } |
| if (++sFrameCount == 10) { |
| sFrameCount = 1; |
| ALOGD("Average frame time: %.4f", sBenchMma); |
| } |
| #endif |
| |
| mJankTracker.addFrame(*mCurrentFrameInfo); |
| mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo); |
| if (CC_UNLIKELY(mFrameStatsReporter.get() != nullptr)) { |
| mFrameStatsReporter->reportFrameStats(mCurrentFrameInfo->data()); |
| } |
| |
| GpuMemoryTracker::onFrameCompleted(); |
| } |
| |
| // Called by choreographer to do an RT-driven animation |
| void CanvasContext::doFrame() { |
| #if HWUI_NEW_OPS |
| if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return; |
| #else |
| if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return; |
| #endif |
| prepareAndDraw(nullptr); |
| } |
| |
| void CanvasContext::prepareAndDraw(RenderNode* node) { |
| ATRACE_CALL(); |
| |
| nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos(); |
| int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE]; |
| UiFrameInfoBuilder(frameInfo) |
| .addFlag(FrameInfoFlags::RTAnimation) |
| .setVsync(vsync, vsync); |
| |
| TreeInfo info(TreeInfo::MODE_RT_ONLY, *this); |
| prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node); |
| if (info.out.canDrawThisFrame) { |
| draw(); |
| } |
| } |
| |
| void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) { |
| ATRACE_CALL(); |
| DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext; |
| if (thread.eglManager().hasEglContext()) { |
| mode = DrawGlInfo::kModeProcess; |
| } |
| |
| thread.renderState().invokeFunctor(functor, mode, nullptr); |
| } |
| |
| void CanvasContext::markLayerInUse(RenderNode* node) { |
| if (mPrefetechedLayers.erase(node)) { |
| node->decStrong(nullptr); |
| } |
| } |
| |
| static void destroyPrefetechedNode(RenderNode* node) { |
| ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName()); |
| node->destroyHardwareResources(); |
| node->decStrong(nullptr); |
| } |
| |
| void CanvasContext::freePrefetechedLayers() { |
| if (mPrefetechedLayers.size()) { |
| std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode); |
| mPrefetechedLayers.clear(); |
| } |
| } |
| |
| void CanvasContext::buildLayer(RenderNode* node) { |
| ATRACE_CALL(); |
| if (!mEglManager.hasEglContext() || !mCanvas) { |
| return; |
| } |
| // buildLayer() will leave the tree in an unknown state, so we must stop drawing |
| stopDrawing(); |
| |
| TreeInfo info(TreeInfo::MODE_FULL, *this); |
| info.damageAccumulator = &mDamageAccumulator; |
| #if HWUI_NEW_OPS |
| info.layerUpdateQueue = &mLayerUpdateQueue; |
| #else |
| info.renderer = mCanvas; |
| #endif |
| info.runAnimations = false; |
| node->prepareTree(info); |
| SkRect ignore; |
| mDamageAccumulator.finish(&ignore); |
| // Tickle the GENERIC property on node to mark it as dirty for damaging |
| // purposes when the frame is actually drawn |
| node->setPropertyFieldsDirty(RenderNode::GENERIC); |
| |
| #if HWUI_NEW_OPS |
| // TODO: support buildLayer |
| #else |
| mCanvas->markLayersAsBuildLayers(); |
| mCanvas->flushLayerUpdates(); |
| #endif |
| |
| node->incStrong(nullptr); |
| mPrefetechedLayers.insert(node); |
| } |
| |
| bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) { |
| layer->apply(); |
| return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap); |
| } |
| |
| void CanvasContext::destroyHardwareResources() { |
| stopDrawing(); |
| if (mEglManager.hasEglContext()) { |
| freePrefetechedLayers(); |
| for (const sp<RenderNode>& node : mRenderNodes) { |
| node->destroyHardwareResources(); |
| } |
| Caches& caches = Caches::getInstance(); |
| // Make sure to release all the textures we were owning as there won't |
| // be another draw |
| caches.textureCache.resetMarkInUse(this); |
| mRenderThread.renderState().flush(Caches::FlushMode::Layers); |
| } |
| } |
| |
| void CanvasContext::trimMemory(RenderThread& thread, int level) { |
| // No context means nothing to free |
| if (!thread.eglManager().hasEglContext()) return; |
| |
| ATRACE_CALL(); |
| if (level >= TRIM_MEMORY_COMPLETE) { |
| thread.renderState().flush(Caches::FlushMode::Full); |
| thread.eglManager().destroy(); |
| } else if (level >= TRIM_MEMORY_UI_HIDDEN) { |
| thread.renderState().flush(Caches::FlushMode::Moderate); |
| } |
| } |
| |
| void CanvasContext::runWithGlContext(RenderTask* task) { |
| LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(), |
| "GL context not initialized!"); |
| task->run(); |
| } |
| |
| Layer* CanvasContext::createTextureLayer() { |
| requireSurface(); |
| return LayerRenderer::createTextureLayer(mRenderThread.renderState()); |
| } |
| |
| void CanvasContext::setTextureAtlas(RenderThread& thread, |
| const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) { |
| thread.eglManager().setTextureAtlas(buffer, map, mapSize); |
| } |
| |
| void CanvasContext::dumpFrames(int fd) { |
| FILE* file = fdopen(fd, "a"); |
| fprintf(file, "\n\n---PROFILEDATA---\n"); |
| for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) { |
| fprintf(file, "%s", FrameInfoNames[i].c_str()); |
| fprintf(file, ","); |
| } |
| for (size_t i = 0; i < mFrames.size(); i++) { |
| FrameInfo& frame = mFrames[i]; |
| if (frame[FrameInfoIndex::SyncStart] == 0) { |
| continue; |
| } |
| fprintf(file, "\n"); |
| for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) { |
| fprintf(file, "%" PRId64 ",", frame[i]); |
| } |
| } |
| fprintf(file, "\n---PROFILEDATA---\n\n"); |
| fflush(file); |
| } |
| |
| void CanvasContext::resetFrameStats() { |
| mFrames.clear(); |
| mRenderThread.jankTracker().reset(); |
| } |
| |
| void CanvasContext::serializeDisplayListTree() { |
| #if ENABLE_RENDERNODE_SERIALIZATION |
| using namespace google::protobuf::io; |
| char package[128]; |
| // Check whether tracing is enabled for this process. |
| FILE * file = fopen("/proc/self/cmdline", "r"); |
| if (file) { |
| if (!fgets(package, 128, file)) { |
| ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno); |
| fclose(file); |
| return; |
| } |
| fclose(file); |
| } else { |
| ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno), |
| errno); |
| return; |
| } |
| char path[1024]; |
| snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package); |
| int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH); |
| if (fd == -1) { |
| ALOGD("Failed to open '%s'", path); |
| return; |
| } |
| proto::RenderNode tree; |
| // TODO: Streaming writes? |
| mRootRenderNode->copyTo(&tree); |
| std::string data = tree.SerializeAsString(); |
| write(fd, data.c_str(), data.length()); |
| close(fd); |
| #endif |
| } |
| |
| } /* namespace renderthread */ |
| } /* namespace uirenderer */ |
| } /* namespace android */ |