bug:24670525 Removes silly 'do nothing if rects do not intersect' behavior, and changes the name to clarify the difference (contrasting against SkRect::intersect()) bug:24670525 Change-Id: Id2ca1cfea1a9d720d4dc70b251f426d9916f8b53
641 lines
23 KiB
C++
641 lines
23 KiB
C++
/*
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* Copyright (C) 2014 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 "CanvasContext.h"
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#include "AnimationContext.h"
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#include "Caches.h"
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#include "DeferredLayerUpdater.h"
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#include "EglManager.h"
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#include "LayerRenderer.h"
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#include "OpenGLRenderer.h"
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#include "Properties.h"
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#include "RenderThread.h"
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#include "renderstate/RenderState.h"
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#include "renderstate/Stencil.h"
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#include "protos/hwui.pb.h"
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#include <cutils/properties.h>
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#include <google/protobuf/io/zero_copy_stream_impl.h>
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#include <private/hwui/DrawGlInfo.h>
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#include <strings.h>
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#include <algorithm>
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#include <fcntl.h>
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#include <sys/stat.h>
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#define TRIM_MEMORY_COMPLETE 80
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#define TRIM_MEMORY_UI_HIDDEN 20
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#define ENABLE_RENDERNODE_SERIALIZATION false
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#define LOG_FRAMETIME_MMA 0
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#if LOG_FRAMETIME_MMA
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static float sBenchMma = 0;
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static int sFrameCount = 0;
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static const float NANOS_PER_MILLIS_F = 1000000.0f;
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#endif
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
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RenderNode* rootRenderNode, IContextFactory* contextFactory)
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: mRenderThread(thread)
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, mEglManager(thread.eglManager())
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, mOpaque(!translucent)
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, mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
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, mJankTracker(thread.timeLord().frameIntervalNanos())
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, mProfiler(mFrames)
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, mContentDrawBounds(0, 0, 0, 0) {
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mRenderNodes.emplace_back(rootRenderNode);
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mRenderThread.renderState().registerCanvasContext(this);
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mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
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}
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CanvasContext::~CanvasContext() {
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destroy();
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mRenderThread.renderState().unregisterCanvasContext(this);
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}
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void CanvasContext::destroy() {
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stopDrawing();
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setSurface(nullptr);
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freePrefetechedLayers();
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destroyHardwareResources();
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mAnimationContext->destroy();
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if (mCanvas) {
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delete mCanvas;
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mCanvas = nullptr;
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}
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}
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void CanvasContext::setSurface(ANativeWindow* window) {
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ATRACE_CALL();
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mNativeWindow = window;
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if (mEglSurface != EGL_NO_SURFACE) {
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mEglManager.destroySurface(mEglSurface);
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mEglSurface = EGL_NO_SURFACE;
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}
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if (window) {
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mEglSurface = mEglManager.createSurface(window);
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}
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if (mEglSurface != EGL_NO_SURFACE) {
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const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
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mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
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mHaveNewSurface = true;
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makeCurrent();
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} else {
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mRenderThread.removeFrameCallback(this);
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}
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}
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void CanvasContext::requireSurface() {
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LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
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"requireSurface() called but no surface set!");
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makeCurrent();
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}
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void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
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mSwapBehavior = swapBehavior;
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}
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bool CanvasContext::initialize(ANativeWindow* window) {
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setSurface(window);
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if (mCanvas) return false;
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mCanvas = new OpenGLRenderer(mRenderThread.renderState());
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mCanvas->initProperties();
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return true;
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}
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void CanvasContext::updateSurface(ANativeWindow* window) {
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setSurface(window);
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}
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bool CanvasContext::pauseSurface(ANativeWindow* window) {
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return mRenderThread.removeFrameCallback(this);
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}
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// TODO: don't pass viewport size, it's automatic via EGL
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void CanvasContext::setup(int width, int height, float lightRadius,
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uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
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if (!mCanvas) return;
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mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
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}
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void CanvasContext::setLightCenter(const Vector3& lightCenter) {
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if (!mCanvas) return;
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mCanvas->setLightCenter(lightCenter);
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}
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void CanvasContext::setOpaque(bool opaque) {
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mOpaque = opaque;
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}
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void CanvasContext::makeCurrent() {
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// TODO: Figure out why this workaround is needed, see b/13913604
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// In the meantime this matches the behavior of GLRenderer, so it is not a regression
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EGLint error = 0;
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mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
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if (error) {
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setSurface(nullptr);
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}
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}
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void CanvasContext::processLayerUpdate(DeferredLayerUpdater* layerUpdater) {
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bool success = layerUpdater->apply();
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LOG_ALWAYS_FATAL_IF(!success, "Failed to update layer!");
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if (layerUpdater->backingLayer()->deferredUpdateScheduled) {
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mCanvas->pushLayerUpdate(layerUpdater->backingLayer());
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}
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}
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static bool wasSkipped(FrameInfo* info) {
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return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
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}
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void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
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int64_t syncQueued, RenderNode* target) {
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mRenderThread.removeFrameCallback(this);
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// If the previous frame was dropped we don't need to hold onto it, so
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// just keep using the previous frame's structure instead
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if (!wasSkipped(mCurrentFrameInfo)) {
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mCurrentFrameInfo = &mFrames.next();
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}
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mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
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mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
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mCurrentFrameInfo->markSyncStart();
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info.damageAccumulator = &mDamageAccumulator;
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info.renderer = mCanvas;
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info.canvasContext = this;
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mAnimationContext->startFrame(info.mode);
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for (const sp<RenderNode>& node : mRenderNodes) {
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// Only the primary target node will be drawn full - all other nodes would get drawn in
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// real time mode. In case of a window, the primary node is the window content and the other
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// node(s) are non client / filler nodes.
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info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
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node->prepareTree(info);
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}
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mAnimationContext->runRemainingAnimations(info);
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freePrefetechedLayers();
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if (CC_UNLIKELY(!mNativeWindow.get())) {
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mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
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info.out.canDrawThisFrame = false;
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return;
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}
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int runningBehind = 0;
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// TODO: This query is moderately expensive, investigate adding some sort
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// of fast-path based off when we last called eglSwapBuffers() as well as
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// last vsync time. Or something.
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mNativeWindow->query(mNativeWindow.get(),
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NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
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info.out.canDrawThisFrame = !runningBehind;
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if (!info.out.canDrawThisFrame) {
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mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
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}
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if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
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if (!info.out.requiresUiRedraw) {
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// If animationsNeedsRedraw is set don't bother posting for an RT anim
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// as we will just end up fighting the UI thread.
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mRenderThread.postFrameCallback(this);
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}
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}
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}
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void CanvasContext::stopDrawing() {
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mRenderThread.removeFrameCallback(this);
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}
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void CanvasContext::notifyFramePending() {
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ATRACE_CALL();
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mRenderThread.pushBackFrameCallback(this);
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}
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void CanvasContext::draw() {
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LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
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"drawRenderNode called on a context with no canvas or surface!");
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SkRect dirty;
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mDamageAccumulator.finish(&dirty);
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// TODO: Re-enable after figuring out cause of b/22592975
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// if (dirty.isEmpty() && Properties::skipEmptyFrames) {
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// mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
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// return;
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// }
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mCurrentFrameInfo->markIssueDrawCommandsStart();
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Frame frame = mEglManager.beginFrame(mEglSurface);
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if (frame.width() != mCanvas->getViewportWidth()
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|| frame.height() != mCanvas->getViewportHeight()) {
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// can't rely on prior content of window if viewport size changes
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dirty.setEmpty();
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} else if (mHaveNewSurface || frame.bufferAge() == 0) {
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// New surface needs a full draw
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dirty.setEmpty();
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} else {
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if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
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ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
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SK_RECT_ARGS(dirty), frame.width(), frame.height());
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dirty.setEmpty();
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}
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profiler().unionDirty(&dirty);
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}
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if (dirty.isEmpty()) {
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dirty.set(0, 0, frame.width(), frame.height());
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}
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// At this point dirty is the area of the screen to update. However,
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// the area of the frame we need to repaint is potentially different, so
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// stash the screen area for later
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SkRect screenDirty(dirty);
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// If the buffer age is 0 we do a full-screen repaint (handled above)
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// If the buffer age is 1 the buffer contents are the same as they were
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// last frame so there's nothing to union() against
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// Therefore we only care about the > 1 case.
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if (frame.bufferAge() > 1) {
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if (frame.bufferAge() > (int) mDamageHistory.size()) {
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// We don't have enough history to handle this old of a buffer
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// Just do a full-draw
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dirty.set(0, 0, frame.width(), frame.height());
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} else {
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// At this point we haven't yet added the latest frame
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// to the damage history (happens below)
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// So we need to damage
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for (int i = mDamageHistory.size() - 1;
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i > ((int) mDamageHistory.size()) - frame.bufferAge(); i--) {
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dirty.join(mDamageHistory[i]);
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}
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}
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}
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// Add the screen damage to the ring buffer.
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mDamageHistory.next() = screenDirty;
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mEglManager.damageFrame(frame, dirty);
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mCanvas->prepareDirty(frame.width(), frame.height(),
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dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
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Rect outBounds;
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// It there are multiple render nodes, they are as follows:
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// #0 - backdrop
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// #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
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// #2 - frame
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// Usually the backdrop cannot be seen since it will be entirely covered by the content. While
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// resizing however it might become partially visible. The following render loop will crop the
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// backdrop against the content and draw the remaining part of it. It will then crop the content
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// against the backdrop (since that indicates a shrinking of the window) and then the frame
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// around everything.
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// The bounds of the backdrop against which the content should be clipped.
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Rect backdropBounds = mContentDrawBounds;
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// Usually the contents bounds should be mContentDrawBounds - however - we will
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// move it towards the fixed edge to give it a more stable appearance (for the moment).
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Rect contentBounds;
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// If there is no content bounds we ignore the layering as stated above and start with 2.
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int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() <= 2) ? 2 : 0;
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// Draw all render nodes. Note that
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for (const sp<RenderNode>& node : mRenderNodes) {
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if (layer == 0) { // Backdrop.
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// Draw the backdrop clipped to the inverse content bounds, but assume that the content
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// was moved to the upper left corner.
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const RenderProperties& properties = node->properties();
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Rect targetBounds(properties.getLeft(), properties.getTop(),
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properties.getRight(), properties.getBottom());
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// Move the content bounds towards the fixed corner of the backdrop.
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const int x = targetBounds.left;
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const int y = targetBounds.top;
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contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
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y + mContentDrawBounds.getHeight());
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// Remember the intersection of the target bounds and the intersection bounds against
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// which we have to crop the content.
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backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
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backdropBounds.doIntersect(targetBounds);
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// Check if we have to draw something on the left side ...
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if (targetBounds.left < contentBounds.left) {
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mCanvas->save(SkCanvas::kClip_SaveFlag);
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if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
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contentBounds.left, targetBounds.bottom,
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SkRegion::kIntersect_Op)) {
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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// Reduce the target area by the area we have just painted.
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targetBounds.left = std::min(contentBounds.left, targetBounds.right);
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mCanvas->restore();
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}
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// ... or on the right side ...
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if (targetBounds.right > contentBounds.right &&
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!targetBounds.isEmpty()) {
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mCanvas->save(SkCanvas::kClip_SaveFlag);
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if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
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targetBounds.right, targetBounds.bottom,
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SkRegion::kIntersect_Op)) {
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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// Reduce the target area by the area we have just painted.
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targetBounds.right = std::max(targetBounds.left, contentBounds.right);
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mCanvas->restore();
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}
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// ... or at the top ...
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if (targetBounds.top < contentBounds.top &&
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!targetBounds.isEmpty()) {
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mCanvas->save(SkCanvas::kClip_SaveFlag);
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if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
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contentBounds.top,
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SkRegion::kIntersect_Op)) {
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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// Reduce the target area by the area we have just painted.
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targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
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mCanvas->restore();
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}
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// ... or at the bottom.
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if (targetBounds.bottom > contentBounds.bottom &&
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!targetBounds.isEmpty()) {
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mCanvas->save(SkCanvas::kClip_SaveFlag);
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if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
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targetBounds.bottom, SkRegion::kIntersect_Op)) {
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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mCanvas->restore();
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}
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} else if (layer == 1) { // Content
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// It gets cropped against the bounds of the backdrop to stay inside.
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mCanvas->save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
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// We shift and clip the content to match its final location in the window.
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const float left = mContentDrawBounds.left;
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const float top = mContentDrawBounds.top;
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const float dx = backdropBounds.left - left;
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const float dy = backdropBounds.top - top;
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const float width = backdropBounds.getWidth();
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const float height = backdropBounds.getHeight();
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mCanvas->translate(dx, dy);
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if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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mCanvas->restore();
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} else { // draw the rest on top at will!
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mCanvas->drawRenderNode(node.get(), outBounds);
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}
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layer++;
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}
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profiler().draw(mCanvas);
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bool drew = mCanvas->finish();
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// Even if we decided to cancel the frame, from the perspective of jank
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// metrics the frame was swapped at this point
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mCurrentFrameInfo->markSwapBuffers();
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if (drew) {
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if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
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setSurface(nullptr);
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}
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mHaveNewSurface = false;
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}
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// TODO: Use a fence for real completion?
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mCurrentFrameInfo->markFrameCompleted();
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#if LOG_FRAMETIME_MMA
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float thisFrame = mCurrentFrameInfo->duration(
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FrameInfoIndex::IssueDrawCommandsStart,
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FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
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if (sFrameCount) {
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sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
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} else {
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sBenchMma = thisFrame;
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}
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if (++sFrameCount == 10) {
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sFrameCount = 1;
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ALOGD("Average frame time: %.4f", sBenchMma);
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}
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#endif
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mJankTracker.addFrame(*mCurrentFrameInfo);
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mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
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}
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// Called by choreographer to do an RT-driven animation
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void CanvasContext::doFrame() {
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if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) {
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return;
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}
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prepareAndDraw(nullptr);
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}
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void CanvasContext::prepareAndDraw(RenderNode* node) {
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ATRACE_CALL();
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int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
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UiFrameInfoBuilder(frameInfo)
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.addFlag(FrameInfoFlags::RTAnimation)
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.setVsync(mRenderThread.timeLord().computeFrameTimeNanos(),
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mRenderThread.timeLord().latestVsync());
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TreeInfo info(TreeInfo::MODE_RT_ONLY, mRenderThread.renderState());
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prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
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if (info.out.canDrawThisFrame) {
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draw();
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}
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}
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void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
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ATRACE_CALL();
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DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
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if (thread.eglManager().hasEglContext()) {
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mode = DrawGlInfo::kModeProcess;
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}
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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, mRenderThread.renderState());
|
|
info.damageAccumulator = &mDamageAccumulator;
|
|
info.renderer = mCanvas;
|
|
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);
|
|
|
|
mCanvas->markLayersAsBuildLayers();
|
|
mCanvas->flushLayerUpdates();
|
|
|
|
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);
|
|
caches.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) {
|
|
Caches::getInstance().flush(Caches::FlushMode::Full);
|
|
thread.eglManager().destroy();
|
|
} else if (level >= TRIM_MEMORY_UI_HIDDEN) {
|
|
Caches::getInstance().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 */
|