The basic idea is to create a child surface control from the root surface control passed from ViewRootImpl to the render thread. Transactions are sent back to the java layer to get merged. In case of offscreen layers, SurfaceControl must be disabled. This new feature is disabled for Vulkan at the moment, a new CL will be used to enable the support. Bug: 173671170 Test: manual, webview apks Change-Id: I119405d13eca3c59fd3ec78e50dc7739f78411d4
388 lines
14 KiB
C++
388 lines
14 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderProxy.h"
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#include "DeferredLayerUpdater.h"
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#include "DisplayList.h"
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#include "Properties.h"
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#include "Readback.h"
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#include "Rect.h"
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#include "WebViewFunctorManager.h"
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#include "renderthread/CanvasContext.h"
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#include "renderthread/RenderTask.h"
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#include "renderthread/RenderThread.h"
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#include "utils/Macros.h"
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#include "utils/TimeUtils.h"
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#include "utils/TraceUtils.h"
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory)
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: mRenderThread(RenderThread::getInstance()), mContext(nullptr) {
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mContext = mRenderThread.queue().runSync([&]() -> CanvasContext* {
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return CanvasContext::create(mRenderThread, translucent, rootRenderNode, contextFactory);
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});
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mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode);
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}
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RenderProxy::~RenderProxy() {
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destroyContext();
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}
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void RenderProxy::destroyContext() {
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if (mContext) {
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mDrawFrameTask.setContext(nullptr, nullptr, nullptr);
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// This is also a fence as we need to be certain that there are no
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// outstanding mDrawFrame tasks posted before it is destroyed
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mRenderThread.queue().runSync([this]() { delete mContext; });
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mContext = nullptr;
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}
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}
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void RenderProxy::setSwapBehavior(SwapBehavior swapBehavior) {
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mRenderThread.queue().post([this, swapBehavior]() { mContext->setSwapBehavior(swapBehavior); });
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}
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bool RenderProxy::loadSystemProperties() {
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return mRenderThread.queue().runSync([this]() -> bool {
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bool needsRedraw = Properties::load();
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if (mContext->profiler().consumeProperties()) {
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needsRedraw = true;
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}
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return needsRedraw;
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});
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}
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void RenderProxy::setName(const char* name) {
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// block since name/value pointers owned by caller
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// TODO: Support move arguments
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mRenderThread.queue().runSync([this, name]() { mContext->setName(std::string(name)); });
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}
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void RenderProxy::setHintSessionCallbacks(std::function<void(int64_t)> updateTargetWorkDuration,
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std::function<void(int64_t)> reportActualWorkDuration) {
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mDrawFrameTask.setHintSessionCallbacks(std::move(updateTargetWorkDuration),
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std::move(reportActualWorkDuration));
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}
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void RenderProxy::setSurface(ANativeWindow* window, bool enableTimeout) {
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if (window) { ANativeWindow_acquire(window); }
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mRenderThread.queue().post([this, win = window, enableTimeout]() mutable {
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mContext->setSurface(win, enableTimeout);
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if (win) { ANativeWindow_release(win); }
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});
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}
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void RenderProxy::setSurfaceControl(ASurfaceControl* surfaceControl) {
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auto funcs = mRenderThread.getASurfaceControlFunctions();
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if (surfaceControl) {
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funcs.acquireFunc(surfaceControl);
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}
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mRenderThread.queue().post([this, control = surfaceControl, funcs]() mutable {
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mContext->setSurfaceControl(control);
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if (control) {
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funcs.releaseFunc(control);
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}
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});
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}
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void RenderProxy::allocateBuffers() {
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mRenderThread.queue().post([=]() { mContext->allocateBuffers(); });
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}
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bool RenderProxy::pause() {
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return mRenderThread.queue().runSync([this]() -> bool { return mContext->pauseSurface(); });
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}
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void RenderProxy::setStopped(bool stopped) {
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mRenderThread.queue().runSync([this, stopped]() { mContext->setStopped(stopped); });
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}
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void RenderProxy::setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
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mRenderThread.queue().post(
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[=]() { mContext->setLightAlpha(ambientShadowAlpha, spotShadowAlpha); });
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}
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void RenderProxy::setLightGeometry(const Vector3& lightCenter, float lightRadius) {
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mRenderThread.queue().post([=]() { mContext->setLightGeometry(lightCenter, lightRadius); });
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}
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void RenderProxy::setOpaque(bool opaque) {
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mRenderThread.queue().post([=]() { mContext->setOpaque(opaque); });
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}
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void RenderProxy::setColorMode(ColorMode mode) {
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mRenderThread.queue().post([=]() { mContext->setColorMode(mode); });
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}
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int64_t* RenderProxy::frameInfo() {
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return mDrawFrameTask.frameInfo();
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}
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int RenderProxy::syncAndDrawFrame() {
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return mDrawFrameTask.drawFrame();
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}
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void RenderProxy::destroy() {
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// destroyCanvasAndSurface() needs a fence as when it returns the
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// underlying BufferQueue is going to be released from under
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// the render thread.
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mRenderThread.queue().runSync([=]() { mContext->destroy(); });
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}
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void RenderProxy::destroyFunctor(int functor) {
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ATRACE_CALL();
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([=]() { WebViewFunctorManager::instance().destroyFunctor(functor); });
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}
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DeferredLayerUpdater* RenderProxy::createTextureLayer() {
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return mRenderThread.queue().runSync([this]() -> auto {
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return mContext->createTextureLayer();
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});
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}
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void RenderProxy::buildLayer(RenderNode* node) {
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mRenderThread.queue().runSync([&]() { mContext->buildLayer(node); });
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}
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bool RenderProxy::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap) {
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ATRACE_NAME("TextureView#getBitmap");
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auto& thread = RenderThread::getInstance();
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return thread.queue().runSync([&]() -> bool {
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return thread.readback().copyLayerInto(layer, &bitmap) == CopyResult::Success;
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});
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}
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void RenderProxy::pushLayerUpdate(DeferredLayerUpdater* layer) {
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mDrawFrameTask.pushLayerUpdate(layer);
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}
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void RenderProxy::cancelLayerUpdate(DeferredLayerUpdater* layer) {
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mDrawFrameTask.removeLayerUpdate(layer);
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}
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void RenderProxy::detachSurfaceTexture(DeferredLayerUpdater* layer) {
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return mRenderThread.queue().runSync([&]() { layer->detachSurfaceTexture(); });
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}
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void RenderProxy::destroyHardwareResources() {
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return mRenderThread.queue().runSync([&]() { mContext->destroyHardwareResources(); });
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}
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void RenderProxy::trimMemory(int level) {
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// Avoid creating a RenderThread to do a trimMemory.
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if (RenderThread::hasInstance()) {
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([&thread, level]() { CanvasContext::trimMemory(thread, level); });
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}
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}
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void RenderProxy::overrideProperty(const char* name, const char* value) {
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// expensive, but block here since name/value pointers owned by caller
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RenderThread::getInstance().queue().runSync(
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[&]() { Properties::overrideProperty(name, value); });
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}
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void RenderProxy::fence() {
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mRenderThread.queue().runSync([]() {});
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}
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int RenderProxy::maxTextureSize() {
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static int maxTextureSize = RenderThread::getInstance().queue().runSync(
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[]() { return DeviceInfo::get()->maxTextureSize(); });
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return maxTextureSize;
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}
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void RenderProxy::stopDrawing() {
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mRenderThread.queue().runSync([this]() { mContext->stopDrawing(); });
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}
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void RenderProxy::notifyFramePending() {
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mRenderThread.queue().post([this]() { mContext->notifyFramePending(); });
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}
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void RenderProxy::dumpProfileInfo(int fd, int dumpFlags) {
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mRenderThread.queue().runSync([&]() {
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std::lock_guard lock(mRenderThread.getJankDataMutex());
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mContext->profiler().dumpData(fd);
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if (dumpFlags & DumpFlags::FrameStats) {
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mContext->dumpFrames(fd);
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}
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if (dumpFlags & DumpFlags::JankStats) {
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mRenderThread.globalProfileData()->dump(fd);
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}
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if (dumpFlags & DumpFlags::Reset) {
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mContext->resetFrameStats();
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}
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});
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}
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void RenderProxy::resetProfileInfo() {
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mRenderThread.queue().runSync([=]() {
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std::lock_guard lock(mRenderThread.getJankDataMutex());
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mContext->resetFrameStats();
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});
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}
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uint32_t RenderProxy::frameTimePercentile(int percentile) {
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return mRenderThread.queue().runSync([&]() -> auto {
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std::lock_guard lock(mRenderThread.globalProfileData().getDataMutex());
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return mRenderThread.globalProfileData()->findPercentile(percentile);
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});
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}
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void RenderProxy::dumpGraphicsMemory(int fd) {
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if (RenderThread::hasInstance()) {
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auto& thread = RenderThread::getInstance();
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thread.queue().runSync([&]() { thread.dumpGraphicsMemory(fd); });
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}
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}
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void RenderProxy::setProcessStatsBuffer(int fd) {
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auto& rt = RenderThread::getInstance();
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rt.queue().post([&rt, fd = dup(fd)]() {
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rt.globalProfileData().switchStorageToAshmem(fd);
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close(fd);
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});
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}
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void RenderProxy::rotateProcessStatsBuffer() {
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auto& rt = RenderThread::getInstance();
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rt.queue().post([&rt]() { rt.globalProfileData().rotateStorage(); });
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}
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int RenderProxy::getRenderThreadTid() {
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return mRenderThread.getTid();
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}
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void RenderProxy::addRenderNode(RenderNode* node, bool placeFront) {
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mRenderThread.queue().post([=]() { mContext->addRenderNode(node, placeFront); });
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}
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void RenderProxy::removeRenderNode(RenderNode* node) {
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mRenderThread.queue().post([=]() { mContext->removeRenderNode(node); });
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}
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void RenderProxy::drawRenderNode(RenderNode* node) {
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mRenderThread.queue().runSync([=]() { mContext->prepareAndDraw(node); });
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}
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void RenderProxy::setContentDrawBounds(int left, int top, int right, int bottom) {
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mDrawFrameTask.setContentDrawBounds(left, top, right, bottom);
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}
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void RenderProxy::setPictureCapturedCallback(
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const std::function<void(sk_sp<SkPicture>&&)>& callback) {
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mRenderThread.queue().post(
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[this, cb = callback]() { mContext->setPictureCapturedCallback(cb); });
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}
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void RenderProxy::setASurfaceTransactionCallback(
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const std::function<void(int64_t, int64_t, int64_t)>& callback) {
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mRenderThread.queue().post(
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[this, cb = callback]() { mContext->setASurfaceTransactionCallback(cb); });
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}
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void RenderProxy::setFrameCallback(std::function<void(int64_t)>&& callback) {
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mDrawFrameTask.setFrameCallback(std::move(callback));
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}
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void RenderProxy::setFrameCompleteCallback(std::function<void(int64_t)>&& callback) {
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mDrawFrameTask.setFrameCompleteCallback(std::move(callback));
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}
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void RenderProxy::addFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
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mRenderThread.queue().post([this, observer = sp{observerPtr}]() {
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mContext->addFrameMetricsObserver(observer.get());
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});
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}
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void RenderProxy::removeFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
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mRenderThread.queue().post([this, observer = sp{observerPtr}]() {
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mContext->removeFrameMetricsObserver(observer.get());
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});
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}
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void RenderProxy::setForceDark(bool enable) {
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mRenderThread.queue().post([this, enable]() { mContext->setForceDark(enable); });
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}
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int RenderProxy::copySurfaceInto(ANativeWindow* window, int left, int top, int right, int bottom,
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SkBitmap* bitmap) {
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auto& thread = RenderThread::getInstance();
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return static_cast<int>(thread.queue().runSync([&]() -> auto {
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return thread.readback().copySurfaceInto(window, Rect(left, top, right, bottom), bitmap);
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}));
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}
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void RenderProxy::prepareToDraw(Bitmap& bitmap) {
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// If we haven't spun up a hardware accelerated window yet, there's no
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// point in precaching these bitmaps as it can't impact jank.
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// We also don't know if we even will spin up a hardware-accelerated
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// window or not.
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if (!RenderThread::hasInstance()) return;
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RenderThread* renderThread = &RenderThread::getInstance();
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bitmap.ref();
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auto task = [renderThread, &bitmap]() {
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CanvasContext::prepareToDraw(*renderThread, &bitmap);
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bitmap.unref();
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};
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nsecs_t lastVsync = renderThread->timeLord().latestVsync();
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nsecs_t estimatedNextVsync = lastVsync + renderThread->timeLord().frameIntervalNanos();
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nsecs_t timeToNextVsync = estimatedNextVsync - systemTime(SYSTEM_TIME_MONOTONIC);
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// We expect the UI thread to take 4ms and for RT to be active from VSYNC+4ms to
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// VSYNC+12ms or so, so aim for the gap during which RT is expected to
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// be idle
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// TODO: Make this concept a first-class supported thing? RT could use
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// knowledge of pending draws to better schedule this task
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if (timeToNextVsync > -6_ms && timeToNextVsync < 1_ms) {
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renderThread->queue().postAt(estimatedNextVsync + 8_ms, task);
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} else {
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renderThread->queue().post(task);
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}
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}
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int RenderProxy::copyHWBitmapInto(Bitmap* hwBitmap, SkBitmap* bitmap) {
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ATRACE_NAME("HardwareBitmap readback");
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RenderThread& thread = RenderThread::getInstance();
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if (gettid() == thread.getTid()) {
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// TODO: fix everything that hits this. We should never be triggering a readback ourselves.
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return (int)thread.readback().copyHWBitmapInto(hwBitmap, bitmap);
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} else {
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return thread.queue().runSync(
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[&]() -> int { return (int)thread.readback().copyHWBitmapInto(hwBitmap, bitmap); });
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}
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}
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void RenderProxy::disableVsync() {
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Properties::disableVsync = true;
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}
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void RenderProxy::preload() {
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// Create RenderThread object and start the thread. Then preload Vulkan/EGL driver.
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auto& thread = RenderThread::getInstance();
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thread.queue().post([&thread]() { thread.preload(); });
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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