CanvasContext.cpp revision 263e19bf46a40e3924ab9a7f374ecc420726fc9d
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 "LayerRenderer.h"
24#include "OpenGLRenderer.h"
25#include "Properties.h"
26#include "RenderThread.h"
27#include "renderstate/RenderState.h"
28#include "renderstate/Stencil.h"
29#include "protos/hwui.pb.h"
30#include "utils/TimeUtils.h"
31
32#if HWUI_NEW_OPS
33#include "BakedOpRenderer.h"
34#include "OpReorderer.h"
35#endif
36
37#include <cutils/properties.h>
38#include <google/protobuf/io/zero_copy_stream_impl.h>
39#include <private/hwui/DrawGlInfo.h>
40#include <strings.h>
41
42#include <algorithm>
43#include <fcntl.h>
44#include <sys/stat.h>
45
46#define TRIM_MEMORY_COMPLETE 80
47#define TRIM_MEMORY_UI_HIDDEN 20
48
49#define ENABLE_RENDERNODE_SERIALIZATION false
50
51#define LOG_FRAMETIME_MMA 0
52
53#if LOG_FRAMETIME_MMA
54static float sBenchMma = 0;
55static int sFrameCount = 0;
56static const float NANOS_PER_MILLIS_F = 1000000.0f;
57#endif
58
59namespace android {
60namespace uirenderer {
61namespace renderthread {
62
63CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
64        RenderNode* rootRenderNode, IContextFactory* contextFactory)
65        : mRenderThread(thread)
66        , mEglManager(thread.eglManager())
67        , mOpaque(!translucent)
68        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
69        , mJankTracker(thread.timeLord().frameIntervalNanos())
70        , mProfiler(mFrames)
71        , mContentDrawBounds(0, 0, 0, 0) {
72    mRenderNodes.emplace_back(rootRenderNode);
73    mRenderThread.renderState().registerCanvasContext(this);
74    mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
75}
76
77CanvasContext::~CanvasContext() {
78    destroy();
79    mRenderThread.renderState().unregisterCanvasContext(this);
80}
81
82void CanvasContext::destroy() {
83    stopDrawing();
84    setSurface(nullptr);
85    freePrefetechedLayers();
86    destroyHardwareResources();
87    mAnimationContext->destroy();
88    if (mCanvas) {
89        delete mCanvas;
90        mCanvas = nullptr;
91    }
92}
93
94void CanvasContext::setSurface(ANativeWindow* window) {
95    ATRACE_CALL();
96
97    mNativeWindow = window;
98
99    if (mEglSurface != EGL_NO_SURFACE) {
100        mEglManager.destroySurface(mEglSurface);
101        mEglSurface = EGL_NO_SURFACE;
102    }
103
104    if (window) {
105        mEglSurface = mEglManager.createSurface(window);
106    }
107
108    if (mEglSurface != EGL_NO_SURFACE) {
109        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
110        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
111        mHaveNewSurface = true;
112        mSwapHistory.clear();
113        makeCurrent();
114    } else {
115        mRenderThread.removeFrameCallback(this);
116    }
117}
118
119void CanvasContext::requireSurface() {
120    LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
121            "requireSurface() called but no surface set!");
122    makeCurrent();
123}
124
125void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
126    mSwapBehavior = swapBehavior;
127}
128
129bool CanvasContext::initialize(ANativeWindow* window) {
130    setSurface(window);
131#if !HWUI_NEW_OPS
132    if (mCanvas) return false;
133    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
134    mCanvas->initProperties();
135#endif
136    return true;
137}
138
139void CanvasContext::updateSurface(ANativeWindow* window) {
140    setSurface(window);
141}
142
143bool CanvasContext::pauseSurface(ANativeWindow* window) {
144    return mRenderThread.removeFrameCallback(this);
145}
146
147// TODO: don't pass viewport size, it's automatic via EGL
148void CanvasContext::setup(int width, int height, float lightRadius,
149        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
150    if (!mCanvas) return;
151    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
152}
153
154void CanvasContext::setLightCenter(const Vector3& lightCenter) {
155    if (!mCanvas) return;
156    mCanvas->setLightCenter(lightCenter);
157}
158
159void CanvasContext::setOpaque(bool opaque) {
160    mOpaque = opaque;
161}
162
163void CanvasContext::makeCurrent() {
164    // TODO: Figure out why this workaround is needed, see b/13913604
165    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
166    EGLint error = 0;
167    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
168    if (error) {
169        setSurface(nullptr);
170    }
171}
172
173void CanvasContext::processLayerUpdate(DeferredLayerUpdater* layerUpdater) {
174#if !HWUI_NEW_OPS
175    bool success = layerUpdater->apply();
176    LOG_ALWAYS_FATAL_IF(!success, "Failed to update layer!");
177    if (layerUpdater->backingLayer()->deferredUpdateScheduled) {
178        mCanvas->pushLayerUpdate(layerUpdater->backingLayer());
179    }
180#endif
181}
182
183static bool wasSkipped(FrameInfo* info) {
184    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
185}
186
187void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
188        int64_t syncQueued, RenderNode* target) {
189    mRenderThread.removeFrameCallback(this);
190
191    // If the previous frame was dropped we don't need to hold onto it, so
192    // just keep using the previous frame's structure instead
193    if (!wasSkipped(mCurrentFrameInfo)) {
194        mCurrentFrameInfo = &mFrames.next();
195    }
196    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
197    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
198    mCurrentFrameInfo->markSyncStart();
199
200    info.damageAccumulator = &mDamageAccumulator;
201    info.renderer = mCanvas;
202
203    mAnimationContext->startFrame(info.mode);
204    for (const sp<RenderNode>& node : mRenderNodes) {
205        // Only the primary target node will be drawn full - all other nodes would get drawn in
206        // real time mode. In case of a window, the primary node is the window content and the other
207        // node(s) are non client / filler nodes.
208        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
209        node->prepareTree(info);
210    }
211    mAnimationContext->runRemainingAnimations(info);
212
213    freePrefetechedLayers();
214
215    if (CC_UNLIKELY(!mNativeWindow.get())) {
216        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
217        info.out.canDrawThisFrame = false;
218        return;
219    }
220
221    if (CC_LIKELY(mSwapHistory.size())) {
222        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
223        const SwapHistory& lastSwap = mSwapHistory.back();
224        int vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
225        // The slight fudge-factor is to deal with cases where
226        // the vsync was estimated due to being slow handling the signal.
227        // See the logic in TimeLord#computeFrameTimeNanos or in
228        // Choreographer.java for details on when this happens
229        if (vsyncDelta < 2_ms) {
230            // Already drew for this vsync pulse, UI draw request missed
231            // the deadline for RT animations
232            info.out.canDrawThisFrame = false;
233        } else if (lastSwap.swapTime < latestVsync) {
234            info.out.canDrawThisFrame = true;
235        } else {
236            // We're maybe behind? Find out for sure
237            int runningBehind = 0;
238            mNativeWindow->query(mNativeWindow.get(),
239                    NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
240            info.out.canDrawThisFrame = !runningBehind;
241        }
242    } else {
243        info.out.canDrawThisFrame = true;
244    }
245
246    if (!info.out.canDrawThisFrame) {
247        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
248    }
249
250    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
251        if (!info.out.requiresUiRedraw) {
252            // If animationsNeedsRedraw is set don't bother posting for an RT anim
253            // as we will just end up fighting the UI thread.
254            mRenderThread.postFrameCallback(this);
255        }
256    }
257}
258
259void CanvasContext::stopDrawing() {
260    mRenderThread.removeFrameCallback(this);
261}
262
263void CanvasContext::notifyFramePending() {
264    ATRACE_CALL();
265    mRenderThread.pushBackFrameCallback(this);
266}
267
268void CanvasContext::draw() {
269#if !HWUI_NEW_OPS
270    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
271            "drawRenderNode called on a context with no canvas or surface!");
272#endif
273
274    SkRect dirty;
275    mDamageAccumulator.finish(&dirty);
276
277    // TODO: Re-enable after figuring out cause of b/22592975
278//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
279//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
280//        return;
281//    }
282
283    mCurrentFrameInfo->markIssueDrawCommandsStart();
284
285    Frame frame = mEglManager.beginFrame(mEglSurface);
286
287    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
288        // can't rely on prior content of window if viewport size changes
289        dirty.setEmpty();
290        mLastFrameWidth = frame.width();
291        mLastFrameHeight = frame.height();
292    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
293        // New surface needs a full draw
294        dirty.setEmpty();
295    } else {
296        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
297            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
298                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
299            dirty.setEmpty();
300        }
301        profiler().unionDirty(&dirty);
302    }
303
304    if (dirty.isEmpty()) {
305        dirty.set(0, 0, frame.width(), frame.height());
306    }
307
308    // At this point dirty is the area of the screen to update. However,
309    // the area of the frame we need to repaint is potentially different, so
310    // stash the screen area for later
311    SkRect screenDirty(dirty);
312
313    // If the buffer age is 0 we do a full-screen repaint (handled above)
314    // If the buffer age is 1 the buffer contents are the same as they were
315    // last frame so there's nothing to union() against
316    // Therefore we only care about the > 1 case.
317    if (frame.bufferAge() > 1) {
318        if (frame.bufferAge() > (int) mSwapHistory.size()) {
319            // We don't have enough history to handle this old of a buffer
320            // Just do a full-draw
321            dirty.set(0, 0, frame.width(), frame.height());
322        } else {
323            // At this point we haven't yet added the latest frame
324            // to the damage history (happens below)
325            // So we need to damage
326            for (int i = mSwapHistory.size() - 1;
327                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
328                dirty.join(mSwapHistory[i].damage);
329            }
330        }
331    }
332
333    mEglManager.damageFrame(frame, dirty);
334
335#if HWUI_NEW_OPS
336    OpReorderer reorderer(dirty, frame.width(), frame.height(), mRenderNodes);
337    BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(), mOpaque);
338    // TODO: profiler().draw(mCanvas);
339    reorderer.replayBakedOps<BakedOpDispatcher>(renderer);
340
341    bool drew = renderer.didDraw();
342
343#else
344    mCanvas->prepareDirty(frame.width(), frame.height(),
345            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
346
347    Rect outBounds;
348    // It there are multiple render nodes, they are as follows:
349    // #0 - backdrop
350    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
351    // #2 - frame
352    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
353    // resizing however it might become partially visible. The following render loop will crop the
354    // backdrop against the content and draw the remaining part of it. It will then crop the content
355    // against the backdrop (since that indicates a shrinking of the window) and then the frame
356    // around everything.
357    // The bounds of the backdrop against which the content should be clipped.
358    Rect backdropBounds = mContentDrawBounds;
359    // Usually the contents bounds should be mContentDrawBounds - however - we will
360    // move it towards the fixed edge to give it a more stable appearance (for the moment).
361    Rect contentBounds;
362    // If there is no content bounds we ignore the layering as stated above and start with 2.
363    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() <= 2) ? 2 : 0;
364    // Draw all render nodes. Note that
365    for (const sp<RenderNode>& node : mRenderNodes) {
366        if (layer == 0) { // Backdrop.
367            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
368            // was moved to the upper left corner.
369            const RenderProperties& properties = node->properties();
370            Rect targetBounds(properties.getLeft(), properties.getTop(),
371                              properties.getRight(), properties.getBottom());
372            // Move the content bounds towards the fixed corner of the backdrop.
373            const int x = targetBounds.left;
374            const int y = targetBounds.top;
375            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
376                                    y + mContentDrawBounds.getHeight());
377            // Remember the intersection of the target bounds and the intersection bounds against
378            // which we have to crop the content.
379            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
380            backdropBounds.doIntersect(targetBounds);
381            // Check if we have to draw something on the left side ...
382            if (targetBounds.left < contentBounds.left) {
383                mCanvas->save(SkCanvas::kClip_SaveFlag);
384                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
385                                      contentBounds.left, targetBounds.bottom,
386                                      SkRegion::kIntersect_Op)) {
387                    mCanvas->drawRenderNode(node.get(), outBounds);
388                }
389                // Reduce the target area by the area we have just painted.
390                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
391                mCanvas->restore();
392            }
393            // ... or on the right side ...
394            if (targetBounds.right > contentBounds.right &&
395                !targetBounds.isEmpty()) {
396                mCanvas->save(SkCanvas::kClip_SaveFlag);
397                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
398                                      targetBounds.right, targetBounds.bottom,
399                                      SkRegion::kIntersect_Op)) {
400                    mCanvas->drawRenderNode(node.get(), outBounds);
401                }
402                // Reduce the target area by the area we have just painted.
403                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
404                mCanvas->restore();
405            }
406            // ... or at the top ...
407            if (targetBounds.top < contentBounds.top &&
408                !targetBounds.isEmpty()) {
409                mCanvas->save(SkCanvas::kClip_SaveFlag);
410                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
411                                      contentBounds.top,
412                                      SkRegion::kIntersect_Op)) {
413                    mCanvas->drawRenderNode(node.get(), outBounds);
414                }
415                // Reduce the target area by the area we have just painted.
416                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
417                mCanvas->restore();
418            }
419            // ... or at the bottom.
420            if (targetBounds.bottom > contentBounds.bottom &&
421                !targetBounds.isEmpty()) {
422                mCanvas->save(SkCanvas::kClip_SaveFlag);
423                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
424                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
425                    mCanvas->drawRenderNode(node.get(), outBounds);
426                }
427                mCanvas->restore();
428            }
429        } else if (layer == 1) { // Content
430            // It gets cropped against the bounds of the backdrop to stay inside.
431            mCanvas->save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
432
433            // We shift and clip the content to match its final location in the window.
434            const float left = mContentDrawBounds.left;
435            const float top = mContentDrawBounds.top;
436            const float dx = backdropBounds.left - left;
437            const float dy = backdropBounds.top - top;
438            const float width = backdropBounds.getWidth();
439            const float height = backdropBounds.getHeight();
440            mCanvas->translate(dx, dy);
441            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
442                mCanvas->drawRenderNode(node.get(), outBounds);
443            }
444            mCanvas->restore();
445        } else { // draw the rest on top at will!
446            mCanvas->drawRenderNode(node.get(), outBounds);
447        }
448        layer++;
449    }
450
451    profiler().draw(mCanvas);
452
453    bool drew = mCanvas->finish();
454#endif
455    // Even if we decided to cancel the frame, from the perspective of jank
456    // metrics the frame was swapped at this point
457    mCurrentFrameInfo->markSwapBuffers();
458
459    if (drew) {
460        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
461            setSurface(nullptr);
462        }
463        SwapHistory& swap = mSwapHistory.next();
464        swap.damage = screenDirty;
465        swap.swapTime = systemTime(CLOCK_MONOTONIC);
466        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
467        mHaveNewSurface = false;
468    }
469
470    // TODO: Use a fence for real completion?
471    mCurrentFrameInfo->markFrameCompleted();
472
473#if LOG_FRAMETIME_MMA
474    float thisFrame = mCurrentFrameInfo->duration(
475            FrameInfoIndex::IssueDrawCommandsStart,
476            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
477    if (sFrameCount) {
478        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
479    } else {
480        sBenchMma = thisFrame;
481    }
482    if (++sFrameCount == 10) {
483        sFrameCount = 1;
484        ALOGD("Average frame time: %.4f", sBenchMma);
485    }
486#endif
487
488    mJankTracker.addFrame(*mCurrentFrameInfo);
489    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
490}
491
492// Called by choreographer to do an RT-driven animation
493void CanvasContext::doFrame() {
494    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) {
495        return;
496    }
497    prepareAndDraw(nullptr);
498}
499
500void CanvasContext::prepareAndDraw(RenderNode* node) {
501    ATRACE_CALL();
502
503    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
504    UiFrameInfoBuilder(frameInfo)
505        .addFlag(FrameInfoFlags::RTAnimation)
506        .setVsync(mRenderThread.timeLord().computeFrameTimeNanos(),
507                mRenderThread.timeLord().latestVsync());
508
509    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
510    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
511    if (info.out.canDrawThisFrame) {
512        draw();
513    }
514}
515
516void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
517    ATRACE_CALL();
518    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
519    if (thread.eglManager().hasEglContext()) {
520        mode = DrawGlInfo::kModeProcess;
521    }
522
523    thread.renderState().invokeFunctor(functor, mode, nullptr);
524}
525
526void CanvasContext::markLayerInUse(RenderNode* node) {
527    if (mPrefetechedLayers.erase(node)) {
528        node->decStrong(nullptr);
529    }
530}
531
532static void destroyPrefetechedNode(RenderNode* node) {
533    ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName());
534    node->destroyHardwareResources();
535    node->decStrong(nullptr);
536}
537
538void CanvasContext::freePrefetechedLayers() {
539    if (mPrefetechedLayers.size()) {
540        std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode);
541        mPrefetechedLayers.clear();
542    }
543}
544
545void CanvasContext::buildLayer(RenderNode* node) {
546    ATRACE_CALL();
547    if (!mEglManager.hasEglContext() || !mCanvas) {
548        return;
549    }
550    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
551    stopDrawing();
552
553    TreeInfo info(TreeInfo::MODE_FULL, *this);
554    info.damageAccumulator = &mDamageAccumulator;
555    info.renderer = mCanvas;
556    info.runAnimations = false;
557    node->prepareTree(info);
558    SkRect ignore;
559    mDamageAccumulator.finish(&ignore);
560    // Tickle the GENERIC property on node to mark it as dirty for damaging
561    // purposes when the frame is actually drawn
562    node->setPropertyFieldsDirty(RenderNode::GENERIC);
563
564    mCanvas->markLayersAsBuildLayers();
565    mCanvas->flushLayerUpdates();
566
567    node->incStrong(nullptr);
568    mPrefetechedLayers.insert(node);
569}
570
571bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
572    layer->apply();
573    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
574}
575
576void CanvasContext::destroyHardwareResources() {
577    stopDrawing();
578    if (mEglManager.hasEglContext()) {
579        freePrefetechedLayers();
580        for (const sp<RenderNode>& node : mRenderNodes) {
581            node->destroyHardwareResources();
582        }
583        Caches& caches = Caches::getInstance();
584        // Make sure to release all the textures we were owning as there won't
585        // be another draw
586        caches.textureCache.resetMarkInUse(this);
587        caches.flush(Caches::FlushMode::Layers);
588    }
589}
590
591void CanvasContext::trimMemory(RenderThread& thread, int level) {
592    // No context means nothing to free
593    if (!thread.eglManager().hasEglContext()) return;
594
595    ATRACE_CALL();
596    if (level >= TRIM_MEMORY_COMPLETE) {
597        Caches::getInstance().flush(Caches::FlushMode::Full);
598        thread.eglManager().destroy();
599    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
600        Caches::getInstance().flush(Caches::FlushMode::Moderate);
601    }
602}
603
604void CanvasContext::runWithGlContext(RenderTask* task) {
605    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
606            "GL context not initialized!");
607    task->run();
608}
609
610Layer* CanvasContext::createTextureLayer() {
611    requireSurface();
612    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
613}
614
615void CanvasContext::setTextureAtlas(RenderThread& thread,
616        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
617    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
618}
619
620void CanvasContext::dumpFrames(int fd) {
621    FILE* file = fdopen(fd, "a");
622    fprintf(file, "\n\n---PROFILEDATA---\n");
623    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
624        fprintf(file, "%s", FrameInfoNames[i].c_str());
625        fprintf(file, ",");
626    }
627    for (size_t i = 0; i < mFrames.size(); i++) {
628        FrameInfo& frame = mFrames[i];
629        if (frame[FrameInfoIndex::SyncStart] == 0) {
630            continue;
631        }
632        fprintf(file, "\n");
633        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
634            fprintf(file, "%" PRId64 ",", frame[i]);
635        }
636    }
637    fprintf(file, "\n---PROFILEDATA---\n\n");
638    fflush(file);
639}
640
641void CanvasContext::resetFrameStats() {
642    mFrames.clear();
643    mRenderThread.jankTracker().reset();
644}
645
646void CanvasContext::serializeDisplayListTree() {
647#if ENABLE_RENDERNODE_SERIALIZATION
648    using namespace google::protobuf::io;
649    char package[128];
650    // Check whether tracing is enabled for this process.
651    FILE * file = fopen("/proc/self/cmdline", "r");
652    if (file) {
653        if (!fgets(package, 128, file)) {
654            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
655            fclose(file);
656            return;
657        }
658        fclose(file);
659    } else {
660        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
661                errno);
662        return;
663    }
664    char path[1024];
665    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
666    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
667    if (fd == -1) {
668        ALOGD("Failed to open '%s'", path);
669        return;
670    }
671    proto::RenderNode tree;
672    // TODO: Streaming writes?
673    mRootRenderNode->copyTo(&tree);
674    std::string data = tree.SerializeAsString();
675    write(fd, data.c_str(), data.length());
676    close(fd);
677#endif
678}
679
680} /* namespace renderthread */
681} /* namespace uirenderer */
682} /* namespace android */
683