1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include <GpuMemoryTracker.h>
18#include "CanvasContext.h"
19
20#include "AnimationContext.h"
21#include "Caches.h"
22#include "DeferredLayerUpdater.h"
23#include "EglManager.h"
24#include "LayerUpdateQueue.h"
25#include "LayerRenderer.h"
26#include "OpenGLRenderer.h"
27#include "Properties.h"
28#include "RenderThread.h"
29#include "hwui/Canvas.h"
30#include "renderstate/RenderState.h"
31#include "renderstate/Stencil.h"
32#include "protos/hwui.pb.h"
33#include "utils/GLUtils.h"
34#include "utils/TimeUtils.h"
35
36#include <cutils/properties.h>
37#include <google/protobuf/io/zero_copy_stream_impl.h>
38#include <private/hwui/DrawGlInfo.h>
39#include <strings.h>
40
41#include <algorithm>
42#include <fcntl.h>
43#include <sys/stat.h>
44
45#include <cstdlib>
46
47#define TRIM_MEMORY_COMPLETE 80
48#define TRIM_MEMORY_UI_HIDDEN 20
49
50#define ENABLE_RENDERNODE_SERIALIZATION false
51
52#define LOG_FRAMETIME_MMA 0
53
54#if LOG_FRAMETIME_MMA
55static float sBenchMma = 0;
56static int sFrameCount = 0;
57static const float NANOS_PER_MILLIS_F = 1000000.0f;
58#endif
59
60namespace android {
61namespace uirenderer {
62namespace renderthread {
63
64CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
65        RenderNode* rootRenderNode, IContextFactory* contextFactory)
66        : mRenderThread(thread)
67        , mEglManager(thread.eglManager())
68        , mOpaque(!translucent)
69        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
70        , mJankTracker(thread.timeLord().frameIntervalNanos())
71        , mProfiler(mFrames)
72        , mContentDrawBounds(0, 0, 0, 0) {
73    mRenderNodes.emplace_back(rootRenderNode);
74    mRenderThread.renderState().registerCanvasContext(this);
75    mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
76}
77
78CanvasContext::~CanvasContext() {
79    destroy(nullptr);
80    mRenderThread.renderState().unregisterCanvasContext(this);
81}
82
83void CanvasContext::destroy(TreeObserver* observer) {
84    stopDrawing();
85    setSurface(nullptr);
86    freePrefetchedLayers(observer);
87    destroyHardwareResources(observer);
88    mAnimationContext->destroy();
89#if !HWUI_NEW_OPS
90    if (mCanvas) {
91        delete mCanvas;
92        mCanvas = nullptr;
93    }
94#endif
95}
96
97void CanvasContext::setSurface(Surface* surface) {
98    ATRACE_CALL();
99
100    mNativeSurface = surface;
101
102    if (mEglSurface != EGL_NO_SURFACE) {
103        mEglManager.destroySurface(mEglSurface);
104        mEglSurface = EGL_NO_SURFACE;
105    }
106
107    if (surface) {
108        mEglSurface = mEglManager.createSurface(surface);
109    }
110
111    mFrameNumber = -1;
112
113    if (mEglSurface != EGL_NO_SURFACE) {
114        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
115        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
116        mHaveNewSurface = true;
117        mSwapHistory.clear();
118    } else {
119        mRenderThread.removeFrameCallback(this);
120    }
121}
122
123void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
124    mSwapBehavior = swapBehavior;
125}
126
127void CanvasContext::initialize(Surface* surface) {
128    setSurface(surface);
129#if !HWUI_NEW_OPS
130    if (mCanvas) return;
131    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
132    mCanvas->initProperties();
133#endif
134}
135
136void CanvasContext::updateSurface(Surface* surface) {
137    setSurface(surface);
138}
139
140bool CanvasContext::pauseSurface(Surface* surface) {
141    return mRenderThread.removeFrameCallback(this);
142}
143
144void CanvasContext::setStopped(bool stopped) {
145    if (mStopped != stopped) {
146        mStopped = stopped;
147        if (mStopped) {
148            mRenderThread.removeFrameCallback(this);
149            if (mEglManager.isCurrent(mEglSurface)) {
150                mEglManager.makeCurrent(EGL_NO_SURFACE);
151            }
152        } else if (mIsDirty && hasSurface()) {
153            mRenderThread.postFrameCallback(this);
154        }
155    }
156}
157
158// TODO: don't pass viewport size, it's automatic via EGL
159void CanvasContext::setup(int width, int height, float lightRadius,
160        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
161#if HWUI_NEW_OPS
162    mLightGeometry.radius = lightRadius;
163    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
164    mLightInfo.spotShadowAlpha = spotShadowAlpha;
165#else
166    if (!mCanvas) return;
167    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
168#endif
169}
170
171void CanvasContext::setLightCenter(const Vector3& lightCenter) {
172#if HWUI_NEW_OPS
173    mLightGeometry.center = lightCenter;
174#else
175    if (!mCanvas) return;
176    mCanvas->setLightCenter(lightCenter);
177#endif
178}
179
180void CanvasContext::setOpaque(bool opaque) {
181    mOpaque = opaque;
182}
183
184bool CanvasContext::makeCurrent() {
185    if (mStopped) return false;
186
187    // TODO: Figure out why this workaround is needed, see b/13913604
188    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
189    EGLint error = 0;
190    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
191    if (error) {
192        setSurface(nullptr);
193    }
194    return !error;
195}
196
197static bool wasSkipped(FrameInfo* info) {
198    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
199}
200
201void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
202        int64_t syncQueued, RenderNode* target) {
203    mRenderThread.removeFrameCallback(this);
204
205    // If the previous frame was dropped we don't need to hold onto it, so
206    // just keep using the previous frame's structure instead
207    if (!wasSkipped(mCurrentFrameInfo)) {
208        mCurrentFrameInfo = &mFrames.next();
209    }
210    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
211    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
212    mCurrentFrameInfo->markSyncStart();
213
214    info.damageAccumulator = &mDamageAccumulator;
215#if HWUI_NEW_OPS
216    info.layerUpdateQueue = &mLayerUpdateQueue;
217#else
218    info.renderer = mCanvas;
219#endif
220
221    mAnimationContext->startFrame(info.mode);
222    for (const sp<RenderNode>& node : mRenderNodes) {
223        // Only the primary target node will be drawn full - all other nodes would get drawn in
224        // real time mode. In case of a window, the primary node is the window content and the other
225        // node(s) are non client / filler nodes.
226        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
227        node->prepareTree(info);
228        GL_CHECKPOINT(MODERATE);
229    }
230    mAnimationContext->runRemainingAnimations(info);
231    GL_CHECKPOINT(MODERATE);
232
233    freePrefetchedLayers(info.observer);
234    GL_CHECKPOINT(MODERATE);
235
236    mIsDirty = true;
237
238    if (CC_UNLIKELY(!mNativeSurface.get())) {
239        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
240        info.out.canDrawThisFrame = false;
241        return;
242    }
243
244    if (CC_LIKELY(mSwapHistory.size())) {
245        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
246        const SwapHistory& lastSwap = mSwapHistory.back();
247        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
248        // The slight fudge-factor is to deal with cases where
249        // the vsync was estimated due to being slow handling the signal.
250        // See the logic in TimeLord#computeFrameTimeNanos or in
251        // Choreographer.java for details on when this happens
252        if (vsyncDelta < 2_ms) {
253            // Already drew for this vsync pulse, UI draw request missed
254            // the deadline for RT animations
255            info.out.canDrawThisFrame = false;
256        } else if (lastSwap.swapTime < latestVsync) {
257            info.out.canDrawThisFrame = true;
258        } else {
259            // We're maybe behind? Find out for sure
260            int runningBehind = 0;
261            // TODO: Have this method be on Surface, too, not just ANativeWindow...
262            ANativeWindow* window = mNativeSurface.get();
263            window->query(window, NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
264            info.out.canDrawThisFrame = !runningBehind;
265        }
266    } else {
267        info.out.canDrawThisFrame = true;
268    }
269
270    if (!info.out.canDrawThisFrame) {
271        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
272    }
273
274    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
275        if (!info.out.requiresUiRedraw) {
276            // If animationsNeedsRedraw is set don't bother posting for an RT anim
277            // as we will just end up fighting the UI thread.
278            mRenderThread.postFrameCallback(this);
279        }
280    }
281}
282
283void CanvasContext::stopDrawing() {
284    mRenderThread.removeFrameCallback(this);
285}
286
287void CanvasContext::notifyFramePending() {
288    ATRACE_CALL();
289    mRenderThread.pushBackFrameCallback(this);
290}
291
292void CanvasContext::draw() {
293#if !HWUI_NEW_OPS
294    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
295            "drawRenderNode called on a context with no canvas or surface!");
296#endif
297
298    SkRect dirty;
299    mDamageAccumulator.finish(&dirty);
300
301    // TODO: Re-enable after figuring out cause of b/22592975
302//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
303//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
304//        return;
305//    }
306
307    mCurrentFrameInfo->markIssueDrawCommandsStart();
308
309    Frame frame = mEglManager.beginFrame(mEglSurface);
310
311    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
312        // can't rely on prior content of window if viewport size changes
313        dirty.setEmpty();
314        mLastFrameWidth = frame.width();
315        mLastFrameHeight = frame.height();
316    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
317        // New surface needs a full draw
318        dirty.setEmpty();
319    } else {
320        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
321            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
322                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
323            dirty.setEmpty();
324        }
325        profiler().unionDirty(&dirty);
326    }
327
328    if (dirty.isEmpty()) {
329        dirty.set(0, 0, frame.width(), frame.height());
330    }
331
332    // At this point dirty is the area of the screen to update. However,
333    // the area of the frame we need to repaint is potentially different, so
334    // stash the screen area for later
335    SkRect screenDirty(dirty);
336
337    // If the buffer age is 0 we do a full-screen repaint (handled above)
338    // If the buffer age is 1 the buffer contents are the same as they were
339    // last frame so there's nothing to union() against
340    // Therefore we only care about the > 1 case.
341    if (frame.bufferAge() > 1) {
342        if (frame.bufferAge() > (int) mSwapHistory.size()) {
343            // We don't have enough history to handle this old of a buffer
344            // Just do a full-draw
345            dirty.set(0, 0, frame.width(), frame.height());
346        } else {
347            // At this point we haven't yet added the latest frame
348            // to the damage history (happens below)
349            // So we need to damage
350            for (int i = mSwapHistory.size() - 1;
351                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
352                dirty.join(mSwapHistory[i].damage);
353            }
354        }
355    }
356
357    mEglManager.damageFrame(frame, dirty);
358
359#if HWUI_NEW_OPS
360    auto& caches = Caches::getInstance();
361    FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
362
363    frameBuilder.deferLayers(mLayerUpdateQueue);
364    mLayerUpdateQueue.clear();
365
366    frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
367
368    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
369            mOpaque, mLightInfo);
370    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
371    profiler().draw(&renderer);
372    bool drew = renderer.didDraw();
373
374    // post frame cleanup
375    caches.clearGarbage();
376    caches.pathCache.trim();
377    caches.tessellationCache.trim();
378
379#if DEBUG_MEMORY_USAGE
380    mCaches.dumpMemoryUsage();
381#else
382    if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
383        caches.dumpMemoryUsage();
384    }
385#endif
386
387#else
388    mCanvas->prepareDirty(frame.width(), frame.height(),
389            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
390
391    Rect outBounds;
392    // It there are multiple render nodes, they are laid out as follows:
393    // #0 - backdrop (content + caption)
394    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
395    // #2 - additional overlay nodes
396    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
397    // resizing however it might become partially visible. The following render loop will crop the
398    // backdrop against the content and draw the remaining part of it. It will then draw the content
399    // cropped to the backdrop (since that indicates a shrinking of the window).
400    //
401    // Additional nodes will be drawn on top with no particular clipping semantics.
402
403    // The bounds of the backdrop against which the content should be clipped.
404    Rect backdropBounds = mContentDrawBounds;
405    // Usually the contents bounds should be mContentDrawBounds - however - we will
406    // move it towards the fixed edge to give it a more stable appearance (for the moment).
407    Rect contentBounds;
408    // If there is no content bounds we ignore the layering as stated above and start with 2.
409    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
410    // Draw all render nodes. Note that
411    for (const sp<RenderNode>& node : mRenderNodes) {
412        if (layer == 0) { // Backdrop.
413            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
414            // was moved to the upper left corner.
415            const RenderProperties& properties = node->properties();
416            Rect targetBounds(properties.getLeft(), properties.getTop(),
417                              properties.getRight(), properties.getBottom());
418            // Move the content bounds towards the fixed corner of the backdrop.
419            const int x = targetBounds.left;
420            const int y = targetBounds.top;
421            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
422                                    y + mContentDrawBounds.getHeight());
423            // Remember the intersection of the target bounds and the intersection bounds against
424            // which we have to crop the content.
425            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
426            backdropBounds.doIntersect(targetBounds);
427            // Check if we have to draw something on the left side ...
428            if (targetBounds.left < contentBounds.left) {
429                mCanvas->save(SaveFlags::Clip);
430                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
431                                      contentBounds.left, targetBounds.bottom,
432                                      SkRegion::kIntersect_Op)) {
433                    mCanvas->drawRenderNode(node.get(), outBounds);
434                }
435                // Reduce the target area by the area we have just painted.
436                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
437                mCanvas->restore();
438            }
439            // ... or on the right side ...
440            if (targetBounds.right > contentBounds.right &&
441                !targetBounds.isEmpty()) {
442                mCanvas->save(SaveFlags::Clip);
443                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
444                                      targetBounds.right, targetBounds.bottom,
445                                      SkRegion::kIntersect_Op)) {
446                    mCanvas->drawRenderNode(node.get(), outBounds);
447                }
448                // Reduce the target area by the area we have just painted.
449                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
450                mCanvas->restore();
451            }
452            // ... or at the top ...
453            if (targetBounds.top < contentBounds.top &&
454                !targetBounds.isEmpty()) {
455                mCanvas->save(SaveFlags::Clip);
456                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
457                                      contentBounds.top,
458                                      SkRegion::kIntersect_Op)) {
459                    mCanvas->drawRenderNode(node.get(), outBounds);
460                }
461                // Reduce the target area by the area we have just painted.
462                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
463                mCanvas->restore();
464            }
465            // ... or at the bottom.
466            if (targetBounds.bottom > contentBounds.bottom &&
467                !targetBounds.isEmpty()) {
468                mCanvas->save(SaveFlags::Clip);
469                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
470                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
471                    mCanvas->drawRenderNode(node.get(), outBounds);
472                }
473                mCanvas->restore();
474            }
475        } else if (layer == 1) { // Content
476            // It gets cropped against the bounds of the backdrop to stay inside.
477            mCanvas->save(SaveFlags::MatrixClip);
478
479            // We shift and clip the content to match its final location in the window.
480            const float left = mContentDrawBounds.left;
481            const float top = mContentDrawBounds.top;
482            const float dx = backdropBounds.left - left;
483            const float dy = backdropBounds.top - top;
484            const float width = backdropBounds.getWidth();
485            const float height = backdropBounds.getHeight();
486
487            mCanvas->translate(dx, dy);
488            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
489                mCanvas->drawRenderNode(node.get(), outBounds);
490            }
491            mCanvas->restore();
492        } else { // draw the rest on top at will!
493            mCanvas->drawRenderNode(node.get(), outBounds);
494        }
495        layer++;
496    }
497
498    profiler().draw(mCanvas);
499
500    bool drew = mCanvas->finish();
501#endif
502
503    waitOnFences();
504
505    GL_CHECKPOINT(LOW);
506
507    // Even if we decided to cancel the frame, from the perspective of jank
508    // metrics the frame was swapped at this point
509    mCurrentFrameInfo->markSwapBuffers();
510    mIsDirty = false;
511
512    if (drew || mEglManager.damageRequiresSwap()) {
513        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
514            setSurface(nullptr);
515        }
516        SwapHistory& swap = mSwapHistory.next();
517        swap.damage = screenDirty;
518        swap.swapTime = systemTime(CLOCK_MONOTONIC);
519        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
520        mHaveNewSurface = false;
521        mFrameNumber = -1;
522    }
523
524    // TODO: Use a fence for real completion?
525    mCurrentFrameInfo->markFrameCompleted();
526
527#if LOG_FRAMETIME_MMA
528    float thisFrame = mCurrentFrameInfo->duration(
529            FrameInfoIndex::IssueDrawCommandsStart,
530            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
531    if (sFrameCount) {
532        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
533    } else {
534        sBenchMma = thisFrame;
535    }
536    if (++sFrameCount == 10) {
537        sFrameCount = 1;
538        ALOGD("Average frame time: %.4f", sBenchMma);
539    }
540#endif
541
542    mJankTracker.addFrame(*mCurrentFrameInfo);
543    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
544    if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
545        mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
546    }
547
548    GpuMemoryTracker::onFrameCompleted();
549}
550
551// Called by choreographer to do an RT-driven animation
552void CanvasContext::doFrame() {
553#if HWUI_NEW_OPS
554    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
555#else
556    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
557#endif
558    prepareAndDraw(nullptr);
559}
560
561void CanvasContext::prepareAndDraw(RenderNode* node) {
562    ATRACE_CALL();
563
564    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
565    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
566    UiFrameInfoBuilder(frameInfo)
567        .addFlag(FrameInfoFlags::RTAnimation)
568        .setVsync(vsync, vsync);
569
570    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
571    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
572    if (info.out.canDrawThisFrame) {
573        draw();
574    }
575}
576
577void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
578    ATRACE_CALL();
579    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
580    if (thread.eglManager().hasEglContext()) {
581        mode = DrawGlInfo::kModeProcess;
582    }
583
584    thread.renderState().invokeFunctor(functor, mode, nullptr);
585}
586
587void CanvasContext::markLayerInUse(RenderNode* node) {
588    if (mPrefetchedLayers.erase(node)) {
589        node->decStrong(nullptr);
590    }
591}
592
593void CanvasContext::freePrefetchedLayers(TreeObserver* observer) {
594    if (mPrefetchedLayers.size()) {
595        for (auto& node : mPrefetchedLayers) {
596            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
597                    node->getName());
598            node->destroyHardwareResources(observer);
599            node->decStrong(observer);
600        }
601        mPrefetchedLayers.clear();
602    }
603}
604
605void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
606    ATRACE_CALL();
607    if (!mEglManager.hasEglContext()) return;
608#if !HWUI_NEW_OPS
609    if (!mCanvas) return;
610#endif
611
612    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
613    stopDrawing();
614
615    TreeInfo info(TreeInfo::MODE_FULL, *this);
616    info.damageAccumulator = &mDamageAccumulator;
617    info.observer = observer;
618#if HWUI_NEW_OPS
619    info.layerUpdateQueue = &mLayerUpdateQueue;
620#else
621    info.renderer = mCanvas;
622#endif
623    info.runAnimations = false;
624    node->prepareTree(info);
625    SkRect ignore;
626    mDamageAccumulator.finish(&ignore);
627    // Tickle the GENERIC property on node to mark it as dirty for damaging
628    // purposes when the frame is actually drawn
629    node->setPropertyFieldsDirty(RenderNode::GENERIC);
630
631#if HWUI_NEW_OPS
632    static const std::vector< sp<RenderNode> > emptyNodeList;
633    auto& caches = Caches::getInstance();
634    FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches);
635    mLayerUpdateQueue.clear();
636    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
637            mOpaque, mLightInfo);
638    LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
639    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
640#else
641    mCanvas->markLayersAsBuildLayers();
642    mCanvas->flushLayerUpdates();
643#endif
644
645    node->incStrong(nullptr);
646    mPrefetchedLayers.insert(node);
647}
648
649bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
650    layer->apply();
651    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
652}
653
654void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
655    stopDrawing();
656    if (mEglManager.hasEglContext()) {
657        freePrefetchedLayers(observer);
658        for (const sp<RenderNode>& node : mRenderNodes) {
659            node->destroyHardwareResources(observer);
660        }
661        Caches& caches = Caches::getInstance();
662        // Make sure to release all the textures we were owning as there won't
663        // be another draw
664        caches.textureCache.resetMarkInUse(this);
665        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
666    }
667}
668
669void CanvasContext::trimMemory(RenderThread& thread, int level) {
670    // No context means nothing to free
671    if (!thread.eglManager().hasEglContext()) return;
672
673    ATRACE_CALL();
674    if (level >= TRIM_MEMORY_COMPLETE) {
675        thread.renderState().flush(Caches::FlushMode::Full);
676        thread.eglManager().destroy();
677    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
678        thread.renderState().flush(Caches::FlushMode::Moderate);
679    }
680}
681
682void CanvasContext::runWithGlContext(RenderTask* task) {
683    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
684            "GL context not initialized!");
685    task->run();
686}
687
688Layer* CanvasContext::createTextureLayer() {
689    mEglManager.initialize();
690    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
691}
692
693void CanvasContext::setTextureAtlas(RenderThread& thread,
694        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
695    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
696}
697
698void CanvasContext::dumpFrames(int fd) {
699    FILE* file = fdopen(fd, "a");
700    fprintf(file, "\n\n---PROFILEDATA---\n");
701    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
702        fprintf(file, "%s", FrameInfoNames[i].c_str());
703        fprintf(file, ",");
704    }
705    for (size_t i = 0; i < mFrames.size(); i++) {
706        FrameInfo& frame = mFrames[i];
707        if (frame[FrameInfoIndex::SyncStart] == 0) {
708            continue;
709        }
710        fprintf(file, "\n");
711        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
712            fprintf(file, "%" PRId64 ",", frame[i]);
713        }
714    }
715    fprintf(file, "\n---PROFILEDATA---\n\n");
716    fflush(file);
717}
718
719void CanvasContext::resetFrameStats() {
720    mFrames.clear();
721    mRenderThread.jankTracker().reset();
722}
723
724void CanvasContext::serializeDisplayListTree() {
725#if ENABLE_RENDERNODE_SERIALIZATION
726    using namespace google::protobuf::io;
727    char package[128];
728    // Check whether tracing is enabled for this process.
729    FILE * file = fopen("/proc/self/cmdline", "r");
730    if (file) {
731        if (!fgets(package, 128, file)) {
732            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
733            fclose(file);
734            return;
735        }
736        fclose(file);
737    } else {
738        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
739                errno);
740        return;
741    }
742    char path[1024];
743    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
744    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
745    if (fd == -1) {
746        ALOGD("Failed to open '%s'", path);
747        return;
748    }
749    proto::RenderNode tree;
750    // TODO: Streaming writes?
751    mRootRenderNode->copyTo(&tree);
752    std::string data = tree.SerializeAsString();
753    write(fd, data.c_str(), data.length());
754    close(fd);
755#endif
756}
757
758void CanvasContext::waitOnFences() {
759    if (mFrameFences.size()) {
760        ATRACE_CALL();
761        for (auto& fence : mFrameFences) {
762            fence->getResult();
763        }
764        mFrameFences.clear();
765    }
766}
767
768class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
769public:
770    FuncTaskProcessor(Caches& caches)
771            : TaskProcessor<bool>(&caches.tasks) {}
772
773    virtual void onProcess(const sp<Task<bool> >& task) override {
774        FuncTask* t = static_cast<FuncTask*>(task.get());
775        t->func();
776        task->setResult(true);
777    }
778};
779
780void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
781    if (!mFrameWorkProcessor.get()) {
782        mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
783    }
784    sp<FuncTask> task(new FuncTask());
785    task->func = func;
786    mFrameWorkProcessor->add(task);
787}
788
789int64_t CanvasContext::getFrameNumber() {
790    // mFrameNumber is reset to -1 when the surface changes or we swap buffers
791    if (mFrameNumber == -1 && mNativeSurface.get()) {
792        mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
793    }
794    return mFrameNumber;
795}
796
797} /* namespace renderthread */
798} /* namespace uirenderer */
799} /* namespace android */
800