From cf1170fbda6ba5dc3d6890c489d7521cdc6fc3b7 Mon Sep 17 00:00:00 2001 From: John Reck Date: Wed, 14 Jul 2021 15:52:19 -0400 Subject: [PATCH] Always submit after texture uploads Ensure GrContext::submit() is always called after either Bitmap#prepareToDraw() or if DrawFrameTask skipped drawing. In either case texture uploads & deletions will be scheduled, but without the submit they won't actually be performed. This can end up running out of RAM. Bug: 189393671 Test: manual test app Change-Id: I57477c64457558487e9e5ec0a979ad9099a8cb2c --- libs/hwui/pipeline/skia/SkiaPipeline.cpp | 8 ++++++-- libs/hwui/renderthread/DrawFrameTask.cpp | 6 ++++++ 2 files changed, 12 insertions(+), 2 deletions(-) diff --git a/libs/hwui/pipeline/skia/SkiaPipeline.cpp b/libs/hwui/pipeline/skia/SkiaPipeline.cpp index 44a6e4354608..4e7471d5d888 100644 --- a/libs/hwui/pipeline/skia/SkiaPipeline.cpp +++ b/libs/hwui/pipeline/skia/SkiaPipeline.cpp @@ -207,12 +207,16 @@ bool SkiaPipeline::createOrUpdateLayer(RenderNode* node, const DamageAccumulator void SkiaPipeline::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) { GrDirectContext* context = thread.getGrContext(); - if (context) { + if (context && !bitmap->isHardware()) { ATRACE_FORMAT("Bitmap#prepareToDraw %dx%d", bitmap->width(), bitmap->height()); auto image = bitmap->makeImage(); - if (image.get() && !bitmap->isHardware()) { + if (image.get()) { SkImage_pinAsTexture(image.get(), context); SkImage_unpinAsTexture(image.get(), context); + // A submit is necessary as there may not be a frame coming soon, so without a call + // to submit these texture uploads can just sit in the queue building up until + // we run out of RAM + context->flushAndSubmit(); } } } diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp index 5c4b9019b0ad..db29e342855b 100644 --- a/libs/hwui/renderthread/DrawFrameTask.cpp +++ b/libs/hwui/renderthread/DrawFrameTask.cpp @@ -130,6 +130,12 @@ void DrawFrameTask::run() { if (CC_LIKELY(canDrawThisFrame)) { dequeueBufferDuration = context->draw(); } else { + // Do a flush in case syncFrameState performed any texture uploads. Since we skipped + // the draw() call, those uploads (or deletes) will end up sitting in the queue. + // Do them now + if (GrDirectContext* grContext = mRenderThread->getGrContext()) { + grContext->flushAndSubmit(); + } // wait on fences so tasks don't overlap next frame context->waitOnFences(); }