e0fae2356b
Add ATRACE memory counters to track memory usage at the end of each frame in HWUI. There are 3 catagories: CPU, GPU and Texture memory. There are 3 more counters for memory that can be purged. This CL deletes GpuMemoryTracker class, which implemented similar function for Android O HWUI renderer. Test: Collected systrace with gmail and setting. Test: memory tracing adds ~0.1ms per frame when ATRACE is enabled Bug: 146580770 Change-Id: Icbcc0478bc426dff578e83726fe7c95df171ed93
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/*
|
|
* 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.
|
|
*/
|
|
#ifndef RENDERSTATE_H
|
|
#define RENDERSTATE_H
|
|
|
|
#include "utils/Macros.h"
|
|
|
|
#include <utils/RefBase.h>
|
|
#include <set>
|
|
|
|
namespace android {
|
|
namespace uirenderer {
|
|
|
|
class Layer;
|
|
|
|
namespace renderthread {
|
|
class CacheManager;
|
|
class RenderThread;
|
|
}
|
|
|
|
class IGpuContextCallback {
|
|
public:
|
|
virtual void onContextDestroyed() = 0;
|
|
protected:
|
|
virtual ~IGpuContextCallback() {}
|
|
};
|
|
|
|
// wrapper of Caches for users to migrate to.
|
|
class RenderState {
|
|
PREVENT_COPY_AND_ASSIGN(RenderState);
|
|
friend class renderthread::RenderThread;
|
|
friend class renderthread::CacheManager;
|
|
|
|
public:
|
|
void registerContextCallback(IGpuContextCallback* cb) { mContextCallbacks.insert(cb); }
|
|
void removeContextCallback(IGpuContextCallback* cb) { mContextCallbacks.erase(cb); }
|
|
|
|
void registerLayer(Layer* layer) { mActiveLayers.insert(layer); }
|
|
void unregisterLayer(Layer* layer) { mActiveLayers.erase(layer); }
|
|
|
|
// TODO: This system is a little clunky feeling, this could use some
|
|
// more thinking...
|
|
void postDecStrong(VirtualLightRefBase* object);
|
|
|
|
renderthread::RenderThread& getRenderThread() const { return mRenderThread; }
|
|
|
|
private:
|
|
explicit RenderState(renderthread::RenderThread& thread);
|
|
~RenderState() {}
|
|
|
|
// Context notifications are only to be triggered by renderthread::RenderThread
|
|
void onContextDestroyed();
|
|
|
|
std::set<IGpuContextCallback*> mContextCallbacks;
|
|
std::set<Layer*> mActiveLayers;
|
|
|
|
renderthread::RenderThread& mRenderThread;
|
|
pthread_t mThreadId;
|
|
};
|
|
|
|
} /* namespace uirenderer */
|
|
} /* namespace android */
|
|
|
|
#endif /* RENDERSTATE_H */
|