CanvasContext.cpp revision 0b7e8245db728d127ada698be63d78b33fc6e4da
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 "CanvasContext.h"
18
19#include "AnimationContext.h"
20#include "Caches.h"
21#include "DeferredLayerUpdater.h"
22#include "EglManager.h"
23#include "LayerUpdateQueue.h"
24#include "LayerRenderer.h"
25#include "OpenGLRenderer.h"
26#include "Properties.h"
27#include "RenderThread.h"
28#include "renderstate/RenderState.h"
29#include "renderstate/Stencil.h"
30#include "protos/hwui.pb.h"
31#include "utils/TimeUtils.h"
32
33#if HWUI_NEW_OPS
34#include "BakedOpRenderer.h"
35#include "OpReorderer.h"
36#endif
37
38#include <cutils/properties.h>
39#include <google/protobuf/io/zero_copy_stream_impl.h>
40#include <private/hwui/DrawGlInfo.h>
41#include <strings.h>
42
43#include <algorithm>
44#include <fcntl.h>
45#include <sys/stat.h>
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();
80    mRenderThread.renderState().unregisterCanvasContext(this);
81}
82
83void CanvasContext::destroy() {
84    stopDrawing();
85    setSurface(nullptr);
86    freePrefetechedLayers();
87    destroyHardwareResources();
88    mAnimationContext->destroy();
89    if (mCanvas) {
90        delete mCanvas;
91        mCanvas = nullptr;
92    }
93}
94
95void CanvasContext::setSurface(ANativeWindow* window) {
96    ATRACE_CALL();
97
98    mNativeWindow = window;
99
100    if (mEglSurface != EGL_NO_SURFACE) {
101        mEglManager.destroySurface(mEglSurface);
102        mEglSurface = EGL_NO_SURFACE;
103    }
104
105    if (window) {
106        mEglSurface = mEglManager.createSurface(window);
107    }
108
109    if (mEglSurface != EGL_NO_SURFACE) {
110        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
111        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
112        mHaveNewSurface = true;
113        mSwapHistory.clear();
114        makeCurrent();
115    } else {
116        mRenderThread.removeFrameCallback(this);
117    }
118}
119
120void CanvasContext::requireSurface() {
121    LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
122            "requireSurface() called but no surface set!");
123    makeCurrent();
124}
125
126void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
127    mSwapBehavior = swapBehavior;
128}
129
130bool CanvasContext::initialize(ANativeWindow* window) {
131    setSurface(window);
132#if !HWUI_NEW_OPS
133    if (mCanvas) return false;
134    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
135    mCanvas->initProperties();
136#endif
137    return true;
138}
139
140void CanvasContext::updateSurface(ANativeWindow* window) {
141    setSurface(window);
142}
143
144bool CanvasContext::pauseSurface(ANativeWindow* window) {
145    return mRenderThread.removeFrameCallback(this);
146}
147
148// TODO: don't pass viewport size, it's automatic via EGL
149void CanvasContext::setup(int width, int height, float lightRadius,
150        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
151    if (!mCanvas) return;
152    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
153}
154
155void CanvasContext::setLightCenter(const Vector3& lightCenter) {
156    if (!mCanvas) return;
157    mCanvas->setLightCenter(lightCenter);
158}
159
160void CanvasContext::setOpaque(bool opaque) {
161    mOpaque = opaque;
162}
163
164void CanvasContext::makeCurrent() {
165    // TODO: Figure out why this workaround is needed, see b/13913604
166    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
167    EGLint error = 0;
168    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
169    if (error) {
170        setSurface(nullptr);
171    }
172}
173
174void CanvasContext::processLayerUpdate(DeferredLayerUpdater* layerUpdater) {
175#if !HWUI_NEW_OPS
176    bool success = layerUpdater->apply();
177    LOG_ALWAYS_FATAL_IF(!success, "Failed to update layer!");
178    if (layerUpdater->backingLayer()->deferredUpdateScheduled) {
179        mCanvas->pushLayerUpdate(layerUpdater->backingLayer());
180    }
181#endif
182}
183
184static bool wasSkipped(FrameInfo* info) {
185    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
186}
187
188void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
189        int64_t syncQueued, RenderNode* target) {
190    mRenderThread.removeFrameCallback(this);
191
192    // If the previous frame was dropped we don't need to hold onto it, so
193    // just keep using the previous frame's structure instead
194    if (!wasSkipped(mCurrentFrameInfo)) {
195        mCurrentFrameInfo = &mFrames.next();
196    }
197    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
198    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
199    mCurrentFrameInfo->markSyncStart();
200
201    info.damageAccumulator = &mDamageAccumulator;
202#if HWUI_NEW_OPS
203    info.layerUpdateQueue = &mLayerUpdateQueue;
204#else
205    info.renderer = mCanvas;
206#endif
207
208    mAnimationContext->startFrame(info.mode);
209    for (const sp<RenderNode>& node : mRenderNodes) {
210        // Only the primary target node will be drawn full - all other nodes would get drawn in
211        // real time mode. In case of a window, the primary node is the window content and the other
212        // node(s) are non client / filler nodes.
213        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
214        node->prepareTree(info);
215    }
216    mAnimationContext->runRemainingAnimations(info);
217
218    freePrefetechedLayers();
219
220    if (CC_UNLIKELY(!mNativeWindow.get())) {
221        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
222        info.out.canDrawThisFrame = false;
223        return;
224    }
225
226    if (CC_LIKELY(mSwapHistory.size())) {
227        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
228        const SwapHistory& lastSwap = mSwapHistory.back();
229        int vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
230        // The slight fudge-factor is to deal with cases where
231        // the vsync was estimated due to being slow handling the signal.
232        // See the logic in TimeLord#computeFrameTimeNanos or in
233        // Choreographer.java for details on when this happens
234        if (vsyncDelta < 2_ms) {
235            // Already drew for this vsync pulse, UI draw request missed
236            // the deadline for RT animations
237            info.out.canDrawThisFrame = false;
238        } else if (lastSwap.swapTime < latestVsync) {
239            info.out.canDrawThisFrame = true;
240        } else {
241            // We're maybe behind? Find out for sure
242            int runningBehind = 0;
243            mNativeWindow->query(mNativeWindow.get(),
244                    NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
245            info.out.canDrawThisFrame = !runningBehind;
246        }
247    } else {
248        info.out.canDrawThisFrame = true;
249    }
250
251    if (!info.out.canDrawThisFrame) {
252        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
253    }
254
255    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
256        if (!info.out.requiresUiRedraw) {
257            // If animationsNeedsRedraw is set don't bother posting for an RT anim
258            // as we will just end up fighting the UI thread.
259            mRenderThread.postFrameCallback(this);
260        }
261    }
262}
263
264void CanvasContext::stopDrawing() {
265    mRenderThread.removeFrameCallback(this);
266}
267
268void CanvasContext::notifyFramePending() {
269    ATRACE_CALL();
270    mRenderThread.pushBackFrameCallback(this);
271}
272
273void CanvasContext::draw() {
274#if !HWUI_NEW_OPS
275    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
276            "drawRenderNode called on a context with no canvas or surface!");
277#endif
278
279    SkRect dirty;
280    mDamageAccumulator.finish(&dirty);
281
282    // TODO: Re-enable after figuring out cause of b/22592975
283//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
284//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
285//        return;
286//    }
287
288    mCurrentFrameInfo->markIssueDrawCommandsStart();
289
290    Frame frame = mEglManager.beginFrame(mEglSurface);
291
292    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
293        // can't rely on prior content of window if viewport size changes
294        dirty.setEmpty();
295        mLastFrameWidth = frame.width();
296        mLastFrameHeight = frame.height();
297    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
298        // New surface needs a full draw
299        dirty.setEmpty();
300    } else {
301        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
302            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
303                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
304            dirty.setEmpty();
305        }
306        profiler().unionDirty(&dirty);
307    }
308
309    if (dirty.isEmpty()) {
310        dirty.set(0, 0, frame.width(), frame.height());
311    }
312
313    // At this point dirty is the area of the screen to update. However,
314    // the area of the frame we need to repaint is potentially different, so
315    // stash the screen area for later
316    SkRect screenDirty(dirty);
317
318    // If the buffer age is 0 we do a full-screen repaint (handled above)
319    // If the buffer age is 1 the buffer contents are the same as they were
320    // last frame so there's nothing to union() against
321    // Therefore we only care about the > 1 case.
322    if (frame.bufferAge() > 1) {
323        if (frame.bufferAge() > (int) mSwapHistory.size()) {
324            // We don't have enough history to handle this old of a buffer
325            // Just do a full-draw
326            dirty.set(0, 0, frame.width(), frame.height());
327        } else {
328            // At this point we haven't yet added the latest frame
329            // to the damage history (happens below)
330            // So we need to damage
331            for (int i = mSwapHistory.size() - 1;
332                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
333                dirty.join(mSwapHistory[i].damage);
334            }
335        }
336    }
337
338    mEglManager.damageFrame(frame, dirty);
339
340#if HWUI_NEW_OPS
341    OpReorderer reorderer(mLayerUpdateQueue, dirty, frame.width(), frame.height(), mRenderNodes);
342    mLayerUpdateQueue.clear();
343    BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(), mOpaque);
344    // TODO: profiler().draw(mCanvas);
345    reorderer.replayBakedOps<BakedOpDispatcher>(renderer);
346
347    bool drew = renderer.didDraw();
348
349#else
350    mCanvas->prepareDirty(frame.width(), frame.height(),
351            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
352
353    Rect outBounds;
354    // It there are multiple render nodes, they are as follows:
355    // #0 - backdrop
356    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
357    // #2 - frame
358    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
359    // resizing however it might become partially visible. The following render loop will crop the
360    // backdrop against the content and draw the remaining part of it. It will then crop the content
361    // against the backdrop (since that indicates a shrinking of the window) and then the frame
362    // around everything.
363    // The bounds of the backdrop against which the content should be clipped.
364    Rect backdropBounds = mContentDrawBounds;
365    // Usually the contents bounds should be mContentDrawBounds - however - we will
366    // move it towards the fixed edge to give it a more stable appearance (for the moment).
367    Rect contentBounds;
368    // If there is no content bounds we ignore the layering as stated above and start with 2.
369    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() <= 2) ? 2 : 0;
370    // Draw all render nodes. Note that
371    for (const sp<RenderNode>& node : mRenderNodes) {
372        if (layer == 0) { // Backdrop.
373            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
374            // was moved to the upper left corner.
375            const RenderProperties& properties = node->properties();
376            Rect targetBounds(properties.getLeft(), properties.getTop(),
377                              properties.getRight(), properties.getBottom());
378            // Move the content bounds towards the fixed corner of the backdrop.
379            const int x = targetBounds.left;
380            const int y = targetBounds.top;
381            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
382                                    y + mContentDrawBounds.getHeight());
383            // Remember the intersection of the target bounds and the intersection bounds against
384            // which we have to crop the content.
385            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
386            backdropBounds.doIntersect(targetBounds);
387            // Check if we have to draw something on the left side ...
388            if (targetBounds.left < contentBounds.left) {
389                mCanvas->save(SkCanvas::kClip_SaveFlag);
390                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
391                                      contentBounds.left, targetBounds.bottom,
392                                      SkRegion::kIntersect_Op)) {
393                    mCanvas->drawRenderNode(node.get(), outBounds);
394                }
395                // Reduce the target area by the area we have just painted.
396                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
397                mCanvas->restore();
398            }
399            // ... or on the right side ...
400            if (targetBounds.right > contentBounds.right &&
401                !targetBounds.isEmpty()) {
402                mCanvas->save(SkCanvas::kClip_SaveFlag);
403                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
404                                      targetBounds.right, targetBounds.bottom,
405                                      SkRegion::kIntersect_Op)) {
406                    mCanvas->drawRenderNode(node.get(), outBounds);
407                }
408                // Reduce the target area by the area we have just painted.
409                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
410                mCanvas->restore();
411            }
412            // ... or at the top ...
413            if (targetBounds.top < contentBounds.top &&
414                !targetBounds.isEmpty()) {
415                mCanvas->save(SkCanvas::kClip_SaveFlag);
416                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
417                                      contentBounds.top,
418                                      SkRegion::kIntersect_Op)) {
419                    mCanvas->drawRenderNode(node.get(), outBounds);
420                }
421                // Reduce the target area by the area we have just painted.
422                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
423                mCanvas->restore();
424            }
425            // ... or at the bottom.
426            if (targetBounds.bottom > contentBounds.bottom &&
427                !targetBounds.isEmpty()) {
428                mCanvas->save(SkCanvas::kClip_SaveFlag);
429                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
430                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
431                    mCanvas->drawRenderNode(node.get(), outBounds);
432                }
433                mCanvas->restore();
434            }
435        } else if (layer == 1) { // Content
436            // It gets cropped against the bounds of the backdrop to stay inside.
437            mCanvas->save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
438
439            // We shift and clip the content to match its final location in the window.
440            const float left = mContentDrawBounds.left;
441            const float top = mContentDrawBounds.top;
442            const float dx = backdropBounds.left - left;
443            const float dy = backdropBounds.top - top;
444            const float width = backdropBounds.getWidth();
445            const float height = backdropBounds.getHeight();
446            mCanvas->translate(dx, dy);
447            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
448                mCanvas->drawRenderNode(node.get(), outBounds);
449            }
450            mCanvas->restore();
451        } else { // draw the rest on top at will!
452            mCanvas->drawRenderNode(node.get(), outBounds);
453        }
454        layer++;
455    }
456
457    profiler().draw(mCanvas);
458
459    bool drew = mCanvas->finish();
460#endif
461    // Even if we decided to cancel the frame, from the perspective of jank
462    // metrics the frame was swapped at this point
463    mCurrentFrameInfo->markSwapBuffers();
464
465    if (drew) {
466        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
467            setSurface(nullptr);
468        }
469        SwapHistory& swap = mSwapHistory.next();
470        swap.damage = screenDirty;
471        swap.swapTime = systemTime(CLOCK_MONOTONIC);
472        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
473        mHaveNewSurface = false;
474    }
475
476    // TODO: Use a fence for real completion?
477    mCurrentFrameInfo->markFrameCompleted();
478
479#if LOG_FRAMETIME_MMA
480    float thisFrame = mCurrentFrameInfo->duration(
481            FrameInfoIndex::IssueDrawCommandsStart,
482            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
483    if (sFrameCount) {
484        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
485    } else {
486        sBenchMma = thisFrame;
487    }
488    if (++sFrameCount == 10) {
489        sFrameCount = 1;
490        ALOGD("Average frame time: %.4f", sBenchMma);
491    }
492#endif
493
494    mJankTracker.addFrame(*mCurrentFrameInfo);
495    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
496}
497
498// Called by choreographer to do an RT-driven animation
499void CanvasContext::doFrame() {
500    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) {
501        return;
502    }
503    prepareAndDraw(nullptr);
504}
505
506void CanvasContext::prepareAndDraw(RenderNode* node) {
507    ATRACE_CALL();
508
509    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
510    UiFrameInfoBuilder(frameInfo)
511        .addFlag(FrameInfoFlags::RTAnimation)
512        .setVsync(mRenderThread.timeLord().computeFrameTimeNanos(),
513                mRenderThread.timeLord().latestVsync());
514
515    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
516    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
517    if (info.out.canDrawThisFrame) {
518        draw();
519    }
520}
521
522void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
523    ATRACE_CALL();
524    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
525    if (thread.eglManager().hasEglContext()) {
526        mode = DrawGlInfo::kModeProcess;
527    }
528
529    thread.renderState().invokeFunctor(functor, mode, nullptr);
530}
531
532void CanvasContext::markLayerInUse(RenderNode* node) {
533    if (mPrefetechedLayers.erase(node)) {
534        node->decStrong(nullptr);
535    }
536}
537
538static void destroyPrefetechedNode(RenderNode* node) {
539    ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName());
540    node->destroyHardwareResources();
541    node->decStrong(nullptr);
542}
543
544void CanvasContext::freePrefetechedLayers() {
545    if (mPrefetechedLayers.size()) {
546        std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode);
547        mPrefetechedLayers.clear();
548    }
549}
550
551void CanvasContext::buildLayer(RenderNode* node) {
552    ATRACE_CALL();
553    if (!mEglManager.hasEglContext() || !mCanvas) {
554        return;
555    }
556    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
557    stopDrawing();
558
559    TreeInfo info(TreeInfo::MODE_FULL, *this);
560    info.damageAccumulator = &mDamageAccumulator;
561#if HWUI_NEW_OPS
562    info.layerUpdateQueue = &mLayerUpdateQueue;
563#else
564    info.renderer = mCanvas;
565#endif
566    info.runAnimations = false;
567    node->prepareTree(info);
568    SkRect ignore;
569    mDamageAccumulator.finish(&ignore);
570    // Tickle the GENERIC property on node to mark it as dirty for damaging
571    // purposes when the frame is actually drawn
572    node->setPropertyFieldsDirty(RenderNode::GENERIC);
573
574    mCanvas->markLayersAsBuildLayers();
575    mCanvas->flushLayerUpdates();
576
577    node->incStrong(nullptr);
578    mPrefetechedLayers.insert(node);
579}
580
581bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
582    layer->apply();
583    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
584}
585
586void CanvasContext::destroyHardwareResources() {
587    stopDrawing();
588    if (mEglManager.hasEglContext()) {
589        freePrefetechedLayers();
590        for (const sp<RenderNode>& node : mRenderNodes) {
591            node->destroyHardwareResources();
592        }
593        Caches& caches = Caches::getInstance();
594        // Make sure to release all the textures we were owning as there won't
595        // be another draw
596        caches.textureCache.resetMarkInUse(this);
597        caches.flush(Caches::FlushMode::Layers);
598    }
599}
600
601void CanvasContext::trimMemory(RenderThread& thread, int level) {
602    // No context means nothing to free
603    if (!thread.eglManager().hasEglContext()) return;
604
605    ATRACE_CALL();
606    if (level >= TRIM_MEMORY_COMPLETE) {
607        Caches::getInstance().flush(Caches::FlushMode::Full);
608        thread.eglManager().destroy();
609    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
610        Caches::getInstance().flush(Caches::FlushMode::Moderate);
611    }
612}
613
614void CanvasContext::runWithGlContext(RenderTask* task) {
615    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
616            "GL context not initialized!");
617    task->run();
618}
619
620Layer* CanvasContext::createTextureLayer() {
621    requireSurface();
622    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
623}
624
625void CanvasContext::setTextureAtlas(RenderThread& thread,
626        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
627    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
628}
629
630void CanvasContext::dumpFrames(int fd) {
631    FILE* file = fdopen(fd, "a");
632    fprintf(file, "\n\n---PROFILEDATA---\n");
633    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
634        fprintf(file, "%s", FrameInfoNames[i].c_str());
635        fprintf(file, ",");
636    }
637    for (size_t i = 0; i < mFrames.size(); i++) {
638        FrameInfo& frame = mFrames[i];
639        if (frame[FrameInfoIndex::SyncStart] == 0) {
640            continue;
641        }
642        fprintf(file, "\n");
643        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
644            fprintf(file, "%" PRId64 ",", frame[i]);
645        }
646    }
647    fprintf(file, "\n---PROFILEDATA---\n\n");
648    fflush(file);
649}
650
651void CanvasContext::resetFrameStats() {
652    mFrames.clear();
653    mRenderThread.jankTracker().reset();
654}
655
656void CanvasContext::serializeDisplayListTree() {
657#if ENABLE_RENDERNODE_SERIALIZATION
658    using namespace google::protobuf::io;
659    char package[128];
660    // Check whether tracing is enabled for this process.
661    FILE * file = fopen("/proc/self/cmdline", "r");
662    if (file) {
663        if (!fgets(package, 128, file)) {
664            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
665            fclose(file);
666            return;
667        }
668        fclose(file);
669    } else {
670        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
671                errno);
672        return;
673    }
674    char path[1024];
675    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
676    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
677    if (fd == -1) {
678        ALOGD("Failed to open '%s'", path);
679        return;
680    }
681    proto::RenderNode tree;
682    // TODO: Streaming writes?
683    mRootRenderNode->copyTo(&tree);
684    std::string data = tree.SerializeAsString();
685    write(fd, data.c_str(), data.length());
686    close(fd);
687#endif
688}
689
690} /* namespace renderthread */
691} /* namespace uirenderer */
692} /* namespace android */
693