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