android_frameworks_base/libs/hwui/AutoBackendTextureRelease.cpp
Greg Daniel 27e1fa257b In Vk DeferredLayerUpdater make sure we releause buffers to foreign queue.
For Vulkan we need to make sure that when we draw AHBs we must
transition them to and from the foreign queue so that the producer is
able to write new data to them and we are able to see the new writes.

Test: Manual running of Lens app
Bug: 178773035
Change-Id: I807709d2b671bf5a01a82237f3b5838734f0d978
2021-05-26 13:38:33 -04:00

116 lines
4.5 KiB
C++

/*
* Copyright 2019 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 "AutoBackendTextureRelease.h"
#include "renderthread/RenderThread.h"
#include "utils/Color.h"
#include "utils/PaintUtils.h"
using namespace android::uirenderer::renderthread;
namespace android {
namespace uirenderer {
AutoBackendTextureRelease::AutoBackendTextureRelease(GrDirectContext* context,
AHardwareBuffer* buffer) {
AHardwareBuffer_Desc desc;
AHardwareBuffer_describe(buffer, &desc);
bool createProtectedImage = 0 != (desc.usage & AHARDWAREBUFFER_USAGE_PROTECTED_CONTENT);
GrBackendFormat backendFormat =
GrAHardwareBufferUtils::GetBackendFormat(context, buffer, desc.format, false);
mBackendTexture = GrAHardwareBufferUtils::MakeBackendTexture(
context, buffer, desc.width, desc.height, &mDeleteProc, &mUpdateProc, &mImageCtx,
createProtectedImage, backendFormat, false);
}
void AutoBackendTextureRelease::unref(bool releaseImage) {
if (!RenderThread::isCurrent()) {
// EGLImage needs to be destroyed on RenderThread to prevent memory leak.
// ~SkImage dtor for both pipelines needs to be invoked on RenderThread, because it is not
// thread safe.
RenderThread::getInstance().queue().post([this, releaseImage]() { unref(releaseImage); });
return;
}
if (releaseImage) {
mImage.reset();
}
mUsageCount--;
if (mUsageCount <= 0) {
if (mBackendTexture.isValid()) {
mDeleteProc(mImageCtx);
mBackendTexture = {};
}
delete this;
}
}
// releaseProc is invoked by SkImage, when texture is no longer in use.
// "releaseContext" contains an "AutoBackendTextureRelease*".
static void releaseProc(SkImage::ReleaseContext releaseContext) {
AutoBackendTextureRelease* textureRelease =
reinterpret_cast<AutoBackendTextureRelease*>(releaseContext);
textureRelease->unref(false);
}
void AutoBackendTextureRelease::makeImage(AHardwareBuffer* buffer,
android_dataspace dataspace,
GrDirectContext* context) {
AHardwareBuffer_Desc desc;
AHardwareBuffer_describe(buffer, &desc);
SkColorType colorType = GrAHardwareBufferUtils::GetSkColorTypeFromBufferFormat(desc.format);
mImage = SkImage::MakeFromTexture(
context, mBackendTexture, kTopLeft_GrSurfaceOrigin, colorType, kPremul_SkAlphaType,
uirenderer::DataSpaceToColorSpace(dataspace), releaseProc, this);
if (mImage.get()) {
// The following ref will be counteracted by releaseProc, when SkImage is discarded.
ref();
}
}
void AutoBackendTextureRelease::newBufferContent(GrDirectContext* context) {
if (mBackendTexture.isValid()) {
mUpdateProc(mImageCtx, context);
}
}
void AutoBackendTextureRelease::releaseQueueOwnership(GrDirectContext* context) {
if (!context) {
return;
}
LOG_ALWAYS_FATAL_IF(Properties::getRenderPipelineType() != RenderPipelineType::SkiaVulkan);
if (mBackendTexture.isValid()) {
// Passing in VK_IMAGE_LAYOUT_UNDEFINED means we keep the old layout.
GrBackendSurfaceMutableState newState(VK_IMAGE_LAYOUT_UNDEFINED,
VK_QUEUE_FAMILY_FOREIGN_EXT);
// The unref for this ref happens in the releaseProc passed into setBackendTextureState. The
// releaseProc callback will be made when the work to set the new state has finished on the
// gpu.
ref();
// Note that we don't have an explicit call to set the backend texture back onto the
// graphics queue when we use the VkImage again. Internally, Skia will notice that the image
// is not on the graphics queue and will do the transition automatically.
context->setBackendTextureState(mBackendTexture, newState, nullptr, releaseProc, this);
}
}
} /* namespace uirenderer */
} /* namespace android */