CanvasContext.cpp revision 34921ac1104e155682c6e807856e3e06f756c8f3
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.mainDisplayInfo())
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    static const auto SLOW_THRESHOLD = 6_ms;
203
204    if (mSwapHistory.size() != mSwapHistory.capacity()) {
205        // We want at least 3 frames of history before attempting to
206        // guess if the queue is stuffed
207        return false;
208    }
209    nsecs_t frameInterval = mRenderThread.timeLord().frameIntervalNanos();
210    auto& swapA = mSwapHistory[0];
211
212    // Was there a happy queue & dequeue time? If so, don't
213    // consider it stuffed
214    if (swapA.dequeueDuration < SLOW_THRESHOLD
215            && swapA.queueDuration < SLOW_THRESHOLD) {
216        return false;
217    }
218
219    for (size_t i = 1; i < mSwapHistory.size(); i++) {
220        auto& swapB = mSwapHistory[i];
221
222        // If there's a multi-frameInterval gap we effectively already dropped a frame,
223        // so consider the queue healthy.
224        if (swapA.swapCompletedTime - swapB.swapCompletedTime > frameInterval * 3) {
225            return false;
226        }
227
228        // Was there a happy queue & dequeue time? If so, don't
229        // consider it stuffed
230        if (swapB.dequeueDuration < SLOW_THRESHOLD
231                && swapB.queueDuration < SLOW_THRESHOLD) {
232            return false;
233        }
234
235        swapA = swapB;
236    }
237
238    // All signs point to a stuffed swap chain
239    ATRACE_NAME("swap chain stuffed");
240    return true;
241}
242
243void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
244        int64_t syncQueued, RenderNode* target) {
245    mRenderThread.removeFrameCallback(this);
246
247    // If the previous frame was dropped we don't need to hold onto it, so
248    // just keep using the previous frame's structure instead
249    if (!wasSkipped(mCurrentFrameInfo)) {
250        mCurrentFrameInfo = &mFrames.next();
251    }
252    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
253    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
254    mCurrentFrameInfo->markSyncStart();
255
256    info.damageAccumulator = &mDamageAccumulator;
257#if HWUI_NEW_OPS
258    info.layerUpdateQueue = &mLayerUpdateQueue;
259#else
260    info.renderer = mCanvas;
261#endif
262
263    mAnimationContext->startFrame(info.mode);
264    for (const sp<RenderNode>& node : mRenderNodes) {
265        // Only the primary target node will be drawn full - all other nodes would get drawn in
266        // real time mode. In case of a window, the primary node is the window content and the other
267        // node(s) are non client / filler nodes.
268        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
269        node->prepareTree(info);
270        GL_CHECKPOINT(MODERATE);
271    }
272    mAnimationContext->runRemainingAnimations(info);
273    GL_CHECKPOINT(MODERATE);
274
275    freePrefetchedLayers(info.observer);
276    GL_CHECKPOINT(MODERATE);
277
278    mIsDirty = true;
279
280    if (CC_UNLIKELY(!mNativeSurface.get())) {
281        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
282        info.out.canDrawThisFrame = false;
283        return;
284    }
285
286    if (CC_LIKELY(mSwapHistory.size())) {
287        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
288        SwapHistory& lastSwap = mSwapHistory.back();
289        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
290        // The slight fudge-factor is to deal with cases where
291        // the vsync was estimated due to being slow handling the signal.
292        // See the logic in TimeLord#computeFrameTimeNanos or in
293        // Choreographer.java for details on when this happens
294        if (vsyncDelta < 2_ms) {
295            // Already drew for this vsync pulse, UI draw request missed
296            // the deadline for RT animations
297            info.out.canDrawThisFrame = false;
298        } else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos() * 3
299                || (latestVsync - mLastDropVsync) < 500_ms) {
300            // It's been several frame intervals, assume the buffer queue is fine
301            // or the last drop was too recent
302            info.out.canDrawThisFrame = true;
303        } else {
304            info.out.canDrawThisFrame = !isSwapChainStuffed();
305            if (!info.out.canDrawThisFrame) {
306                // dropping frame
307                mLastDropVsync = mRenderThread.timeLord().latestVsync();
308            }
309        }
310    } else {
311        info.out.canDrawThisFrame = true;
312    }
313
314    if (!info.out.canDrawThisFrame) {
315        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
316    }
317
318    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
319        if (!info.out.requiresUiRedraw) {
320            // If animationsNeedsRedraw is set don't bother posting for an RT anim
321            // as we will just end up fighting the UI thread.
322            mRenderThread.postFrameCallback(this);
323        }
324    }
325}
326
327void CanvasContext::stopDrawing() {
328    mRenderThread.removeFrameCallback(this);
329    mAnimationContext->detachAnimators();
330}
331
332void CanvasContext::notifyFramePending() {
333    ATRACE_CALL();
334    mRenderThread.pushBackFrameCallback(this);
335}
336
337void CanvasContext::draw() {
338#if !HWUI_NEW_OPS
339    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
340            "drawRenderNode called on a context with no canvas or surface!");
341#endif
342
343    SkRect dirty;
344    mDamageAccumulator.finish(&dirty);
345
346    // TODO: Re-enable after figuring out cause of b/22592975
347//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
348//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
349//        return;
350//    }
351
352    mCurrentFrameInfo->markIssueDrawCommandsStart();
353
354    Frame frame = mEglManager.beginFrame(mEglSurface);
355
356    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
357        // can't rely on prior content of window if viewport size changes
358        dirty.setEmpty();
359        mLastFrameWidth = frame.width();
360        mLastFrameHeight = frame.height();
361    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
362        // New surface needs a full draw
363        dirty.setEmpty();
364    } else {
365        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
366            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
367                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
368            dirty.setEmpty();
369        }
370        profiler().unionDirty(&dirty);
371    }
372
373    if (dirty.isEmpty()) {
374        dirty.set(0, 0, frame.width(), frame.height());
375    }
376
377    // At this point dirty is the area of the screen to update. However,
378    // the area of the frame we need to repaint is potentially different, so
379    // stash the screen area for later
380    SkRect screenDirty(dirty);
381
382    // If the buffer age is 0 we do a full-screen repaint (handled above)
383    // If the buffer age is 1 the buffer contents are the same as they were
384    // last frame so there's nothing to union() against
385    // Therefore we only care about the > 1 case.
386    if (frame.bufferAge() > 1) {
387        if (frame.bufferAge() > (int) mSwapHistory.size()) {
388            // We don't have enough history to handle this old of a buffer
389            // Just do a full-draw
390            dirty.set(0, 0, frame.width(), frame.height());
391        } else {
392            // At this point we haven't yet added the latest frame
393            // to the damage history (happens below)
394            // So we need to damage
395            for (int i = mSwapHistory.size() - 1;
396                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
397                dirty.join(mSwapHistory[i].damage);
398            }
399        }
400    }
401
402    mEglManager.damageFrame(frame, dirty);
403
404#if HWUI_NEW_OPS
405    auto& caches = Caches::getInstance();
406    FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
407
408    frameBuilder.deferLayers(mLayerUpdateQueue);
409    mLayerUpdateQueue.clear();
410
411    frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
412
413    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
414            mOpaque, mLightInfo);
415    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
416    profiler().draw(&renderer);
417    bool drew = renderer.didDraw();
418
419    // post frame cleanup
420    caches.clearGarbage();
421    caches.pathCache.trim();
422    caches.tessellationCache.trim();
423
424#if DEBUG_MEMORY_USAGE
425    mCaches.dumpMemoryUsage();
426#else
427    if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
428        caches.dumpMemoryUsage();
429    }
430#endif
431
432#else
433    mCanvas->prepareDirty(frame.width(), frame.height(),
434            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
435
436    Rect outBounds;
437    // It there are multiple render nodes, they are laid out as follows:
438    // #0 - backdrop (content + caption)
439    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
440    // #2 - additional overlay nodes
441    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
442    // resizing however it might become partially visible. The following render loop will crop the
443    // backdrop against the content and draw the remaining part of it. It will then draw the content
444    // cropped to the backdrop (since that indicates a shrinking of the window).
445    //
446    // Additional nodes will be drawn on top with no particular clipping semantics.
447
448    // The bounds of the backdrop against which the content should be clipped.
449    Rect backdropBounds = mContentDrawBounds;
450    // Usually the contents bounds should be mContentDrawBounds - however - we will
451    // move it towards the fixed edge to give it a more stable appearance (for the moment).
452    Rect contentBounds;
453    // If there is no content bounds we ignore the layering as stated above and start with 2.
454    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
455    // Draw all render nodes. Note that
456    for (const sp<RenderNode>& node : mRenderNodes) {
457        if (layer == 0) { // Backdrop.
458            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
459            // was moved to the upper left corner.
460            const RenderProperties& properties = node->properties();
461            Rect targetBounds(properties.getLeft(), properties.getTop(),
462                              properties.getRight(), properties.getBottom());
463            // Move the content bounds towards the fixed corner of the backdrop.
464            const int x = targetBounds.left;
465            const int y = targetBounds.top;
466            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
467                                    y + mContentDrawBounds.getHeight());
468            // Remember the intersection of the target bounds and the intersection bounds against
469            // which we have to crop the content.
470            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
471            backdropBounds.doIntersect(targetBounds);
472            // Check if we have to draw something on the left side ...
473            if (targetBounds.left < contentBounds.left) {
474                mCanvas->save(SaveFlags::Clip);
475                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
476                                      contentBounds.left, targetBounds.bottom,
477                                      SkRegion::kIntersect_Op)) {
478                    mCanvas->drawRenderNode(node.get(), outBounds);
479                }
480                // Reduce the target area by the area we have just painted.
481                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
482                mCanvas->restore();
483            }
484            // ... or on the right side ...
485            if (targetBounds.right > contentBounds.right &&
486                !targetBounds.isEmpty()) {
487                mCanvas->save(SaveFlags::Clip);
488                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
489                                      targetBounds.right, targetBounds.bottom,
490                                      SkRegion::kIntersect_Op)) {
491                    mCanvas->drawRenderNode(node.get(), outBounds);
492                }
493                // Reduce the target area by the area we have just painted.
494                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
495                mCanvas->restore();
496            }
497            // ... or at the top ...
498            if (targetBounds.top < contentBounds.top &&
499                !targetBounds.isEmpty()) {
500                mCanvas->save(SaveFlags::Clip);
501                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
502                                      contentBounds.top,
503                                      SkRegion::kIntersect_Op)) {
504                    mCanvas->drawRenderNode(node.get(), outBounds);
505                }
506                // Reduce the target area by the area we have just painted.
507                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
508                mCanvas->restore();
509            }
510            // ... or at the bottom.
511            if (targetBounds.bottom > contentBounds.bottom &&
512                !targetBounds.isEmpty()) {
513                mCanvas->save(SaveFlags::Clip);
514                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
515                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
516                    mCanvas->drawRenderNode(node.get(), outBounds);
517                }
518                mCanvas->restore();
519            }
520        } else if (layer == 1) { // Content
521            // It gets cropped against the bounds of the backdrop to stay inside.
522            mCanvas->save(SaveFlags::MatrixClip);
523
524            // We shift and clip the content to match its final location in the window.
525            const float left = mContentDrawBounds.left;
526            const float top = mContentDrawBounds.top;
527            const float dx = backdropBounds.left - left;
528            const float dy = backdropBounds.top - top;
529            const float width = backdropBounds.getWidth();
530            const float height = backdropBounds.getHeight();
531
532            mCanvas->translate(dx, dy);
533            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
534                mCanvas->drawRenderNode(node.get(), outBounds);
535            }
536            mCanvas->restore();
537        } else { // draw the rest on top at will!
538            mCanvas->drawRenderNode(node.get(), outBounds);
539        }
540        layer++;
541    }
542
543    profiler().draw(mCanvas);
544
545    bool drew = mCanvas->finish();
546#endif
547
548    waitOnFences();
549
550    GL_CHECKPOINT(LOW);
551
552    // Even if we decided to cancel the frame, from the perspective of jank
553    // metrics the frame was swapped at this point
554    mCurrentFrameInfo->markSwapBuffers();
555    mIsDirty = false;
556
557    if (drew || mEglManager.damageRequiresSwap()) {
558        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
559            setSurface(nullptr);
560        }
561        SwapHistory& swap = mSwapHistory.next();
562        swap.damage = screenDirty;
563        swap.swapCompletedTime = systemTime(CLOCK_MONOTONIC);
564        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
565        int durationUs;
566        mNativeSurface->query(NATIVE_WINDOW_LAST_DEQUEUE_DURATION, &durationUs);
567        swap.dequeueDuration = us2ns(durationUs);
568        mNativeSurface->query(NATIVE_WINDOW_LAST_QUEUE_DURATION, &durationUs);
569        swap.queueDuration = us2ns(durationUs);
570        mCurrentFrameInfo->set(FrameInfoIndex::DequeueBufferDuration)
571                = swap.dequeueDuration;
572        mCurrentFrameInfo->set(FrameInfoIndex::QueueBufferDuration)
573                = swap.queueDuration;
574        mHaveNewSurface = false;
575        mFrameNumber = -1;
576    }
577
578    // TODO: Use a fence for real completion?
579    mCurrentFrameInfo->markFrameCompleted();
580
581#if LOG_FRAMETIME_MMA
582    float thisFrame = mCurrentFrameInfo->duration(
583            FrameInfoIndex::IssueDrawCommandsStart,
584            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
585    if (sFrameCount) {
586        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
587    } else {
588        sBenchMma = thisFrame;
589    }
590    if (++sFrameCount == 10) {
591        sFrameCount = 1;
592        ALOGD("Average frame time: %.4f", sBenchMma);
593    }
594#endif
595
596    mJankTracker.addFrame(*mCurrentFrameInfo);
597    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
598    if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
599        mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
600    }
601
602    GpuMemoryTracker::onFrameCompleted();
603}
604
605// Called by choreographer to do an RT-driven animation
606void CanvasContext::doFrame() {
607#if HWUI_NEW_OPS
608    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
609#else
610    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
611#endif
612    prepareAndDraw(nullptr);
613}
614
615void CanvasContext::prepareAndDraw(RenderNode* node) {
616    ATRACE_CALL();
617
618    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
619    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
620    UiFrameInfoBuilder(frameInfo)
621        .addFlag(FrameInfoFlags::RTAnimation)
622        .setVsync(vsync, vsync);
623
624    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
625    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
626    if (info.out.canDrawThisFrame) {
627        draw();
628    }
629}
630
631void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
632    ATRACE_CALL();
633    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
634    if (thread.eglManager().hasEglContext()) {
635        mode = DrawGlInfo::kModeProcess;
636    }
637
638    thread.renderState().invokeFunctor(functor, mode, nullptr);
639}
640
641void CanvasContext::markLayerInUse(RenderNode* node) {
642    if (mPrefetchedLayers.erase(node)) {
643        node->decStrong(nullptr);
644    }
645}
646
647void CanvasContext::freePrefetchedLayers(TreeObserver* observer) {
648    if (mPrefetchedLayers.size()) {
649        for (auto& node : mPrefetchedLayers) {
650            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
651                    node->getName());
652            node->destroyHardwareResources(observer);
653            node->decStrong(observer);
654        }
655        mPrefetchedLayers.clear();
656    }
657}
658
659void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
660    ATRACE_CALL();
661    if (!mEglManager.hasEglContext()) return;
662#if !HWUI_NEW_OPS
663    if (!mCanvas) return;
664#endif
665
666    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
667    stopDrawing();
668
669    TreeInfo info(TreeInfo::MODE_FULL, *this);
670    info.damageAccumulator = &mDamageAccumulator;
671    info.observer = observer;
672#if HWUI_NEW_OPS
673    info.layerUpdateQueue = &mLayerUpdateQueue;
674#else
675    info.renderer = mCanvas;
676#endif
677    info.runAnimations = false;
678    node->prepareTree(info);
679    SkRect ignore;
680    mDamageAccumulator.finish(&ignore);
681    // Tickle the GENERIC property on node to mark it as dirty for damaging
682    // purposes when the frame is actually drawn
683    node->setPropertyFieldsDirty(RenderNode::GENERIC);
684
685#if HWUI_NEW_OPS
686    static const std::vector< sp<RenderNode> > emptyNodeList;
687    auto& caches = Caches::getInstance();
688    FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches);
689    mLayerUpdateQueue.clear();
690    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
691            mOpaque, mLightInfo);
692    LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
693    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
694#else
695    mCanvas->markLayersAsBuildLayers();
696    mCanvas->flushLayerUpdates();
697#endif
698
699    node->incStrong(nullptr);
700    mPrefetchedLayers.insert(node);
701}
702
703bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
704    layer->apply();
705    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
706}
707
708void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
709    stopDrawing();
710    if (mEglManager.hasEglContext()) {
711        freePrefetchedLayers(observer);
712        for (const sp<RenderNode>& node : mRenderNodes) {
713            node->destroyHardwareResources(observer);
714        }
715        Caches& caches = Caches::getInstance();
716        // Make sure to release all the textures we were owning as there won't
717        // be another draw
718        caches.textureCache.resetMarkInUse(this);
719        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
720    }
721}
722
723void CanvasContext::trimMemory(RenderThread& thread, int level) {
724    // No context means nothing to free
725    if (!thread.eglManager().hasEglContext()) return;
726
727    ATRACE_CALL();
728    if (level >= TRIM_MEMORY_COMPLETE) {
729        thread.renderState().flush(Caches::FlushMode::Full);
730        thread.eglManager().destroy();
731    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
732        thread.renderState().flush(Caches::FlushMode::Moderate);
733    }
734}
735
736void CanvasContext::runWithGlContext(RenderTask* task) {
737    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
738            "GL context not initialized!");
739    task->run();
740}
741
742Layer* CanvasContext::createTextureLayer() {
743    mEglManager.initialize();
744    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
745}
746
747void CanvasContext::setTextureAtlas(RenderThread& thread,
748        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
749    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
750}
751
752void CanvasContext::dumpFrames(int fd) {
753    FILE* file = fdopen(fd, "a");
754    fprintf(file, "\n\n---PROFILEDATA---\n");
755    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
756        fprintf(file, "%s", FrameInfoNames[i].c_str());
757        fprintf(file, ",");
758    }
759    for (size_t i = 0; i < mFrames.size(); i++) {
760        FrameInfo& frame = mFrames[i];
761        if (frame[FrameInfoIndex::SyncStart] == 0) {
762            continue;
763        }
764        fprintf(file, "\n");
765        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
766            fprintf(file, "%" PRId64 ",", frame[i]);
767        }
768    }
769    fprintf(file, "\n---PROFILEDATA---\n\n");
770    fflush(file);
771}
772
773void CanvasContext::resetFrameStats() {
774    mFrames.clear();
775    mRenderThread.jankTracker().reset();
776}
777
778void CanvasContext::serializeDisplayListTree() {
779#if ENABLE_RENDERNODE_SERIALIZATION
780    using namespace google::protobuf::io;
781    char package[128];
782    // Check whether tracing is enabled for this process.
783    FILE * file = fopen("/proc/self/cmdline", "r");
784    if (file) {
785        if (!fgets(package, 128, file)) {
786            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
787            fclose(file);
788            return;
789        }
790        fclose(file);
791    } else {
792        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
793                errno);
794        return;
795    }
796    char path[1024];
797    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
798    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
799    if (fd == -1) {
800        ALOGD("Failed to open '%s'", path);
801        return;
802    }
803    proto::RenderNode tree;
804    // TODO: Streaming writes?
805    mRootRenderNode->copyTo(&tree);
806    std::string data = tree.SerializeAsString();
807    write(fd, data.c_str(), data.length());
808    close(fd);
809#endif
810}
811
812void CanvasContext::waitOnFences() {
813    if (mFrameFences.size()) {
814        ATRACE_CALL();
815        for (auto& fence : mFrameFences) {
816            fence->getResult();
817        }
818        mFrameFences.clear();
819    }
820}
821
822class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
823public:
824    FuncTaskProcessor(Caches& caches)
825            : TaskProcessor<bool>(&caches.tasks) {}
826
827    virtual void onProcess(const sp<Task<bool> >& task) override {
828        FuncTask* t = static_cast<FuncTask*>(task.get());
829        t->func();
830        task->setResult(true);
831    }
832};
833
834void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
835    if (!mFrameWorkProcessor.get()) {
836        mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
837    }
838    sp<FuncTask> task(new FuncTask());
839    task->func = func;
840    mFrameFences.push_back(task);
841    mFrameWorkProcessor->add(task);
842}
843
844int64_t CanvasContext::getFrameNumber() {
845    // mFrameNumber is reset to -1 when the surface changes or we swap buffers
846    if (mFrameNumber == -1 && mNativeSurface.get()) {
847        mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
848    }
849    return mFrameNumber;
850}
851
852} /* namespace renderthread */
853} /* namespace uirenderer */
854} /* namespace android */
855