CanvasContext.cpp revision 0def73aac5956d82a065fd75e90eac4c58418e03
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 201bool CanvasContext::isSwapChainStuffed() { 202 if (mSwapHistory.size() != mSwapHistory.capacity()) { 203 // We want at least 3 frames of history before attempting to 204 // guess if the queue is stuffed 205 return false; 206 } 207 nsecs_t frameInterval = mRenderThread.timeLord().frameIntervalNanos(); 208 auto& swapA = mSwapHistory[0]; 209 210 // Was there a happy queue & dequeue time? If so, don't 211 // consider it stuffed 212 if (swapA.dequeueDuration < 3_ms 213 && swapA.queueDuration < 3_ms) { 214 return false; 215 } 216 217 for (size_t i = 1; i < mSwapHistory.size(); i++) { 218 auto& swapB = mSwapHistory[i]; 219 220 // If there's a frameInterval gap we effectively already dropped a frame, 221 // so consider the queue healthy. 222 if (swapA.swapCompletedTime - swapB.swapCompletedTime > frameInterval) { 223 return false; 224 } 225 226 // Was there a happy queue & dequeue time? If so, don't 227 // consider it stuffed 228 if (swapB.dequeueDuration < 3_ms 229 && swapB.queueDuration < 3_ms) { 230 return false; 231 } 232 233 swapA = swapB; 234 } 235 236 // All signs point to a stuffed swap chain 237 return true; 238} 239 240void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, 241 int64_t syncQueued, RenderNode* target) { 242 mRenderThread.removeFrameCallback(this); 243 244 // If the previous frame was dropped we don't need to hold onto it, so 245 // just keep using the previous frame's structure instead 246 if (!wasSkipped(mCurrentFrameInfo)) { 247 mCurrentFrameInfo = &mFrames.next(); 248 } 249 mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo); 250 mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued; 251 mCurrentFrameInfo->markSyncStart(); 252 253 info.damageAccumulator = &mDamageAccumulator; 254#if HWUI_NEW_OPS 255 info.layerUpdateQueue = &mLayerUpdateQueue; 256#else 257 info.renderer = mCanvas; 258#endif 259 260 mAnimationContext->startFrame(info.mode); 261 for (const sp<RenderNode>& node : mRenderNodes) { 262 // Only the primary target node will be drawn full - all other nodes would get drawn in 263 // real time mode. In case of a window, the primary node is the window content and the other 264 // node(s) are non client / filler nodes. 265 info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY); 266 node->prepareTree(info); 267 GL_CHECKPOINT(MODERATE); 268 } 269 mAnimationContext->runRemainingAnimations(info); 270 GL_CHECKPOINT(MODERATE); 271 272 freePrefetchedLayers(info.observer); 273 GL_CHECKPOINT(MODERATE); 274 275 mIsDirty = true; 276 277 if (CC_UNLIKELY(!mNativeSurface.get())) { 278 mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); 279 info.out.canDrawThisFrame = false; 280 return; 281 } 282 283 if (CC_LIKELY(mSwapHistory.size())) { 284 nsecs_t latestVsync = mRenderThread.timeLord().latestVsync(); 285 SwapHistory& lastSwap = mSwapHistory.back(); 286 int durationUs; 287 mNativeSurface->query(NATIVE_WINDOW_LAST_DEQUEUE_DURATION, &durationUs); 288 lastSwap.dequeueDuration = us2ns(durationUs); 289 mNativeSurface->query(NATIVE_WINDOW_LAST_QUEUE_DURATION, &durationUs); 290 lastSwap.queueDuration = us2ns(durationUs); 291 nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync); 292 // The slight fudge-factor is to deal with cases where 293 // the vsync was estimated due to being slow handling the signal. 294 // See the logic in TimeLord#computeFrameTimeNanos or in 295 // Choreographer.java for details on when this happens 296 if (vsyncDelta < 2_ms) { 297 // Already drew for this vsync pulse, UI draw request missed 298 // the deadline for RT animations 299 info.out.canDrawThisFrame = false; 300 } else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos()) { 301 // It's been at least an entire frame interval, assume 302 // the buffer queue is fine 303 info.out.canDrawThisFrame = true; 304 } else { 305 info.out.canDrawThisFrame = !isSwapChainStuffed(); 306 } 307 } else { 308 info.out.canDrawThisFrame = true; 309 } 310 311 if (!info.out.canDrawThisFrame) { 312 mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); 313 } 314 315 if (info.out.hasAnimations || !info.out.canDrawThisFrame) { 316 if (!info.out.requiresUiRedraw) { 317 // If animationsNeedsRedraw is set don't bother posting for an RT anim 318 // as we will just end up fighting the UI thread. 319 mRenderThread.postFrameCallback(this); 320 } 321 } 322} 323 324void CanvasContext::stopDrawing() { 325 mRenderThread.removeFrameCallback(this); 326 mAnimationContext->detachAnimators(); 327} 328 329void CanvasContext::notifyFramePending() { 330 ATRACE_CALL(); 331 mRenderThread.pushBackFrameCallback(this); 332} 333 334void CanvasContext::draw() { 335#if !HWUI_NEW_OPS 336 LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE, 337 "drawRenderNode called on a context with no canvas or surface!"); 338#endif 339 340 SkRect dirty; 341 mDamageAccumulator.finish(&dirty); 342 343 // TODO: Re-enable after figuring out cause of b/22592975 344// if (dirty.isEmpty() && Properties::skipEmptyFrames) { 345// mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); 346// return; 347// } 348 349 mCurrentFrameInfo->markIssueDrawCommandsStart(); 350 351 Frame frame = mEglManager.beginFrame(mEglSurface); 352 353 if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) { 354 // can't rely on prior content of window if viewport size changes 355 dirty.setEmpty(); 356 mLastFrameWidth = frame.width(); 357 mLastFrameHeight = frame.height(); 358 } else if (mHaveNewSurface || frame.bufferAge() == 0) { 359 // New surface needs a full draw 360 dirty.setEmpty(); 361 } else { 362 if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) { 363 ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?", 364 SK_RECT_ARGS(dirty), frame.width(), frame.height()); 365 dirty.setEmpty(); 366 } 367 profiler().unionDirty(&dirty); 368 } 369 370 if (dirty.isEmpty()) { 371 dirty.set(0, 0, frame.width(), frame.height()); 372 } 373 374 // At this point dirty is the area of the screen to update. However, 375 // the area of the frame we need to repaint is potentially different, so 376 // stash the screen area for later 377 SkRect screenDirty(dirty); 378 379 // If the buffer age is 0 we do a full-screen repaint (handled above) 380 // If the buffer age is 1 the buffer contents are the same as they were 381 // last frame so there's nothing to union() against 382 // Therefore we only care about the > 1 case. 383 if (frame.bufferAge() > 1) { 384 if (frame.bufferAge() > (int) mSwapHistory.size()) { 385 // We don't have enough history to handle this old of a buffer 386 // Just do a full-draw 387 dirty.set(0, 0, frame.width(), frame.height()); 388 } else { 389 // At this point we haven't yet added the latest frame 390 // to the damage history (happens below) 391 // So we need to damage 392 for (int i = mSwapHistory.size() - 1; 393 i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) { 394 dirty.join(mSwapHistory[i].damage); 395 } 396 } 397 } 398 399 mEglManager.damageFrame(frame, dirty); 400 401#if HWUI_NEW_OPS 402 auto& caches = Caches::getInstance(); 403 FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches); 404 405 frameBuilder.deferLayers(mLayerUpdateQueue); 406 mLayerUpdateQueue.clear(); 407 408 frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds); 409 410 BakedOpRenderer renderer(caches, mRenderThread.renderState(), 411 mOpaque, mLightInfo); 412 frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer); 413 profiler().draw(&renderer); 414 bool drew = renderer.didDraw(); 415 416 // post frame cleanup 417 caches.clearGarbage(); 418 caches.pathCache.trim(); 419 caches.tessellationCache.trim(); 420 421#if DEBUG_MEMORY_USAGE 422 mCaches.dumpMemoryUsage(); 423#else 424 if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) { 425 caches.dumpMemoryUsage(); 426 } 427#endif 428 429#else 430 mCanvas->prepareDirty(frame.width(), frame.height(), 431 dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque); 432 433 Rect outBounds; 434 // It there are multiple render nodes, they are laid out as follows: 435 // #0 - backdrop (content + caption) 436 // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds) 437 // #2 - additional overlay nodes 438 // Usually the backdrop cannot be seen since it will be entirely covered by the content. While 439 // resizing however it might become partially visible. The following render loop will crop the 440 // backdrop against the content and draw the remaining part of it. It will then draw the content 441 // cropped to the backdrop (since that indicates a shrinking of the window). 442 // 443 // Additional nodes will be drawn on top with no particular clipping semantics. 444 445 // The bounds of the backdrop against which the content should be clipped. 446 Rect backdropBounds = mContentDrawBounds; 447 // Usually the contents bounds should be mContentDrawBounds - however - we will 448 // move it towards the fixed edge to give it a more stable appearance (for the moment). 449 Rect contentBounds; 450 // If there is no content bounds we ignore the layering as stated above and start with 2. 451 int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0; 452 // Draw all render nodes. Note that 453 for (const sp<RenderNode>& node : mRenderNodes) { 454 if (layer == 0) { // Backdrop. 455 // Draw the backdrop clipped to the inverse content bounds, but assume that the content 456 // was moved to the upper left corner. 457 const RenderProperties& properties = node->properties(); 458 Rect targetBounds(properties.getLeft(), properties.getTop(), 459 properties.getRight(), properties.getBottom()); 460 // Move the content bounds towards the fixed corner of the backdrop. 461 const int x = targetBounds.left; 462 const int y = targetBounds.top; 463 contentBounds.set(x, y, x + mContentDrawBounds.getWidth(), 464 y + mContentDrawBounds.getHeight()); 465 // Remember the intersection of the target bounds and the intersection bounds against 466 // which we have to crop the content. 467 backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight()); 468 backdropBounds.doIntersect(targetBounds); 469 // Check if we have to draw something on the left side ... 470 if (targetBounds.left < contentBounds.left) { 471 mCanvas->save(SaveFlags::Clip); 472 if (mCanvas->clipRect(targetBounds.left, targetBounds.top, 473 contentBounds.left, targetBounds.bottom, 474 SkRegion::kIntersect_Op)) { 475 mCanvas->drawRenderNode(node.get(), outBounds); 476 } 477 // Reduce the target area by the area we have just painted. 478 targetBounds.left = std::min(contentBounds.left, targetBounds.right); 479 mCanvas->restore(); 480 } 481 // ... or on the right side ... 482 if (targetBounds.right > contentBounds.right && 483 !targetBounds.isEmpty()) { 484 mCanvas->save(SaveFlags::Clip); 485 if (mCanvas->clipRect(contentBounds.right, targetBounds.top, 486 targetBounds.right, targetBounds.bottom, 487 SkRegion::kIntersect_Op)) { 488 mCanvas->drawRenderNode(node.get(), outBounds); 489 } 490 // Reduce the target area by the area we have just painted. 491 targetBounds.right = std::max(targetBounds.left, contentBounds.right); 492 mCanvas->restore(); 493 } 494 // ... or at the top ... 495 if (targetBounds.top < contentBounds.top && 496 !targetBounds.isEmpty()) { 497 mCanvas->save(SaveFlags::Clip); 498 if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right, 499 contentBounds.top, 500 SkRegion::kIntersect_Op)) { 501 mCanvas->drawRenderNode(node.get(), outBounds); 502 } 503 // Reduce the target area by the area we have just painted. 504 targetBounds.top = std::min(contentBounds.top, targetBounds.bottom); 505 mCanvas->restore(); 506 } 507 // ... or at the bottom. 508 if (targetBounds.bottom > contentBounds.bottom && 509 !targetBounds.isEmpty()) { 510 mCanvas->save(SaveFlags::Clip); 511 if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right, 512 targetBounds.bottom, SkRegion::kIntersect_Op)) { 513 mCanvas->drawRenderNode(node.get(), outBounds); 514 } 515 mCanvas->restore(); 516 } 517 } else if (layer == 1) { // Content 518 // It gets cropped against the bounds of the backdrop to stay inside. 519 mCanvas->save(SaveFlags::MatrixClip); 520 521 // We shift and clip the content to match its final location in the window. 522 const float left = mContentDrawBounds.left; 523 const float top = mContentDrawBounds.top; 524 const float dx = backdropBounds.left - left; 525 const float dy = backdropBounds.top - top; 526 const float width = backdropBounds.getWidth(); 527 const float height = backdropBounds.getHeight(); 528 529 mCanvas->translate(dx, dy); 530 if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) { 531 mCanvas->drawRenderNode(node.get(), outBounds); 532 } 533 mCanvas->restore(); 534 } else { // draw the rest on top at will! 535 mCanvas->drawRenderNode(node.get(), outBounds); 536 } 537 layer++; 538 } 539 540 profiler().draw(mCanvas); 541 542 bool drew = mCanvas->finish(); 543#endif 544 545 waitOnFences(); 546 547 GL_CHECKPOINT(LOW); 548 549 // Even if we decided to cancel the frame, from the perspective of jank 550 // metrics the frame was swapped at this point 551 mCurrentFrameInfo->markSwapBuffers(); 552 mIsDirty = false; 553 554 if (drew || mEglManager.damageRequiresSwap()) { 555 if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) { 556 setSurface(nullptr); 557 } 558 SwapHistory& swap = mSwapHistory.next(); 559 swap.damage = screenDirty; 560 swap.swapCompletedTime = systemTime(CLOCK_MONOTONIC); 561 swap.vsyncTime = mRenderThread.timeLord().latestVsync(); 562 mHaveNewSurface = false; 563 mFrameNumber = -1; 564 } 565 566 // TODO: Use a fence for real completion? 567 mCurrentFrameInfo->markFrameCompleted(); 568 569#if LOG_FRAMETIME_MMA 570 float thisFrame = mCurrentFrameInfo->duration( 571 FrameInfoIndex::IssueDrawCommandsStart, 572 FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F; 573 if (sFrameCount) { 574 sBenchMma = ((9 * sBenchMma) + thisFrame) / 10; 575 } else { 576 sBenchMma = thisFrame; 577 } 578 if (++sFrameCount == 10) { 579 sFrameCount = 1; 580 ALOGD("Average frame time: %.4f", sBenchMma); 581 } 582#endif 583 584 mJankTracker.addFrame(*mCurrentFrameInfo); 585 mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo); 586 if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) { 587 mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data()); 588 } 589 590 GpuMemoryTracker::onFrameCompleted(); 591} 592 593// Called by choreographer to do an RT-driven animation 594void CanvasContext::doFrame() { 595#if HWUI_NEW_OPS 596 if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return; 597#else 598 if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return; 599#endif 600 prepareAndDraw(nullptr); 601} 602 603void CanvasContext::prepareAndDraw(RenderNode* node) { 604 ATRACE_CALL(); 605 606 nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos(); 607 int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE]; 608 UiFrameInfoBuilder(frameInfo) 609 .addFlag(FrameInfoFlags::RTAnimation) 610 .setVsync(vsync, vsync); 611 612 TreeInfo info(TreeInfo::MODE_RT_ONLY, *this); 613 prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node); 614 if (info.out.canDrawThisFrame) { 615 draw(); 616 } 617} 618 619void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) { 620 ATRACE_CALL(); 621 DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext; 622 if (thread.eglManager().hasEglContext()) { 623 mode = DrawGlInfo::kModeProcess; 624 } 625 626 thread.renderState().invokeFunctor(functor, mode, nullptr); 627} 628 629void CanvasContext::markLayerInUse(RenderNode* node) { 630 if (mPrefetchedLayers.erase(node)) { 631 node->decStrong(nullptr); 632 } 633} 634 635void CanvasContext::freePrefetchedLayers(TreeObserver* observer) { 636 if (mPrefetchedLayers.size()) { 637 for (auto& node : mPrefetchedLayers) { 638 ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", 639 node->getName()); 640 node->destroyHardwareResources(observer); 641 node->decStrong(observer); 642 } 643 mPrefetchedLayers.clear(); 644 } 645} 646 647void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) { 648 ATRACE_CALL(); 649 if (!mEglManager.hasEglContext()) return; 650#if !HWUI_NEW_OPS 651 if (!mCanvas) return; 652#endif 653 654 // buildLayer() will leave the tree in an unknown state, so we must stop drawing 655 stopDrawing(); 656 657 TreeInfo info(TreeInfo::MODE_FULL, *this); 658 info.damageAccumulator = &mDamageAccumulator; 659 info.observer = observer; 660#if HWUI_NEW_OPS 661 info.layerUpdateQueue = &mLayerUpdateQueue; 662#else 663 info.renderer = mCanvas; 664#endif 665 info.runAnimations = false; 666 node->prepareTree(info); 667 SkRect ignore; 668 mDamageAccumulator.finish(&ignore); 669 // Tickle the GENERIC property on node to mark it as dirty for damaging 670 // purposes when the frame is actually drawn 671 node->setPropertyFieldsDirty(RenderNode::GENERIC); 672 673#if HWUI_NEW_OPS 674 static const std::vector< sp<RenderNode> > emptyNodeList; 675 auto& caches = Caches::getInstance(); 676 FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches); 677 mLayerUpdateQueue.clear(); 678 BakedOpRenderer renderer(caches, mRenderThread.renderState(), 679 mOpaque, mLightInfo); 680 LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case"); 681 frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer); 682#else 683 mCanvas->markLayersAsBuildLayers(); 684 mCanvas->flushLayerUpdates(); 685#endif 686 687 node->incStrong(nullptr); 688 mPrefetchedLayers.insert(node); 689} 690 691bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) { 692 layer->apply(); 693 return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap); 694} 695 696void CanvasContext::destroyHardwareResources(TreeObserver* observer) { 697 stopDrawing(); 698 if (mEglManager.hasEglContext()) { 699 freePrefetchedLayers(observer); 700 for (const sp<RenderNode>& node : mRenderNodes) { 701 node->destroyHardwareResources(observer); 702 } 703 Caches& caches = Caches::getInstance(); 704 // Make sure to release all the textures we were owning as there won't 705 // be another draw 706 caches.textureCache.resetMarkInUse(this); 707 mRenderThread.renderState().flush(Caches::FlushMode::Layers); 708 } 709} 710 711void CanvasContext::trimMemory(RenderThread& thread, int level) { 712 // No context means nothing to free 713 if (!thread.eglManager().hasEglContext()) return; 714 715 ATRACE_CALL(); 716 if (level >= TRIM_MEMORY_COMPLETE) { 717 thread.renderState().flush(Caches::FlushMode::Full); 718 thread.eglManager().destroy(); 719 } else if (level >= TRIM_MEMORY_UI_HIDDEN) { 720 thread.renderState().flush(Caches::FlushMode::Moderate); 721 } 722} 723 724void CanvasContext::runWithGlContext(RenderTask* task) { 725 LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(), 726 "GL context not initialized!"); 727 task->run(); 728} 729 730Layer* CanvasContext::createTextureLayer() { 731 mEglManager.initialize(); 732 return LayerRenderer::createTextureLayer(mRenderThread.renderState()); 733} 734 735void CanvasContext::setTextureAtlas(RenderThread& thread, 736 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) { 737 thread.eglManager().setTextureAtlas(buffer, map, mapSize); 738} 739 740void CanvasContext::dumpFrames(int fd) { 741 FILE* file = fdopen(fd, "a"); 742 fprintf(file, "\n\n---PROFILEDATA---\n"); 743 for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) { 744 fprintf(file, "%s", FrameInfoNames[i].c_str()); 745 fprintf(file, ","); 746 } 747 for (size_t i = 0; i < mFrames.size(); i++) { 748 FrameInfo& frame = mFrames[i]; 749 if (frame[FrameInfoIndex::SyncStart] == 0) { 750 continue; 751 } 752 fprintf(file, "\n"); 753 for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) { 754 fprintf(file, "%" PRId64 ",", frame[i]); 755 } 756 } 757 fprintf(file, "\n---PROFILEDATA---\n\n"); 758 fflush(file); 759} 760 761void CanvasContext::resetFrameStats() { 762 mFrames.clear(); 763 mRenderThread.jankTracker().reset(); 764} 765 766void CanvasContext::serializeDisplayListTree() { 767#if ENABLE_RENDERNODE_SERIALIZATION 768 using namespace google::protobuf::io; 769 char package[128]; 770 // Check whether tracing is enabled for this process. 771 FILE * file = fopen("/proc/self/cmdline", "r"); 772 if (file) { 773 if (!fgets(package, 128, file)) { 774 ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno); 775 fclose(file); 776 return; 777 } 778 fclose(file); 779 } else { 780 ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno), 781 errno); 782 return; 783 } 784 char path[1024]; 785 snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package); 786 int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH); 787 if (fd == -1) { 788 ALOGD("Failed to open '%s'", path); 789 return; 790 } 791 proto::RenderNode tree; 792 // TODO: Streaming writes? 793 mRootRenderNode->copyTo(&tree); 794 std::string data = tree.SerializeAsString(); 795 write(fd, data.c_str(), data.length()); 796 close(fd); 797#endif 798} 799 800void CanvasContext::waitOnFences() { 801 if (mFrameFences.size()) { 802 ATRACE_CALL(); 803 for (auto& fence : mFrameFences) { 804 fence->getResult(); 805 } 806 mFrameFences.clear(); 807 } 808} 809 810class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> { 811public: 812 FuncTaskProcessor(Caches& caches) 813 : TaskProcessor<bool>(&caches.tasks) {} 814 815 virtual void onProcess(const sp<Task<bool> >& task) override { 816 FuncTask* t = static_cast<FuncTask*>(task.get()); 817 t->func(); 818 task->setResult(true); 819 } 820}; 821 822void CanvasContext::enqueueFrameWork(std::function<void()>&& func) { 823 if (!mFrameWorkProcessor.get()) { 824 mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance()); 825 } 826 sp<FuncTask> task(new FuncTask()); 827 task->func = func; 828 mFrameFences.push_back(task); 829 mFrameWorkProcessor->add(task); 830} 831 832int64_t CanvasContext::getFrameNumber() { 833 // mFrameNumber is reset to -1 when the surface changes or we swap buffers 834 if (mFrameNumber == -1 && mNativeSurface.get()) { 835 mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber()); 836 } 837 return mFrameNumber; 838} 839 840} /* namespace renderthread */ 841} /* namespace uirenderer */ 842} /* namespace android */ 843