CanvasContext.cpp revision 6e068c0182f6f85bccb855a647510724d1c65a13
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 "Canvas.h"
23#include "DeferredLayerUpdater.h"
24#include "EglManager.h"
25#include "LayerUpdateQueue.h"
26#include "LayerRenderer.h"
27#include "OpenGLRenderer.h"
28#include "Properties.h"
29#include "RenderThread.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();
80    mRenderThread.renderState().unregisterCanvasContext(this);
81}
82
83void CanvasContext::destroy() {
84    stopDrawing();
85    setSurface(nullptr);
86    freePrefetechedLayers();
87    destroyHardwareResources();
88    mAnimationContext->destroy();
89    if (mCanvas) {
90        delete mCanvas;
91        mCanvas = nullptr;
92    }
93}
94
95void CanvasContext::setSurface(ANativeWindow* window) {
96    ATRACE_CALL();
97
98    mNativeWindow = window;
99
100    if (mEglSurface != EGL_NO_SURFACE) {
101        mEglManager.destroySurface(mEglSurface);
102        mEglSurface = EGL_NO_SURFACE;
103    }
104
105    if (window) {
106        mEglSurface = mEglManager.createSurface(window);
107    }
108
109    if (mEglSurface != EGL_NO_SURFACE) {
110        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
111        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
112        mHaveNewSurface = true;
113        mSwapHistory.clear();
114        makeCurrent();
115    } else {
116        mRenderThread.removeFrameCallback(this);
117    }
118}
119
120void CanvasContext::requireSurface() {
121    LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
122            "requireSurface() called but no surface set!");
123    makeCurrent();
124}
125
126void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
127    mSwapBehavior = swapBehavior;
128}
129
130void CanvasContext::initialize(ANativeWindow* window) {
131    setSurface(window);
132#if !HWUI_NEW_OPS
133    if (mCanvas) return;
134    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
135    mCanvas->initProperties();
136#endif
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 HWUI_NEW_OPS
151    mLightGeometry.radius = lightRadius;
152    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
153    mLightInfo.spotShadowAlpha = spotShadowAlpha;
154#else
155    if (!mCanvas) return;
156    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
157#endif
158}
159
160void CanvasContext::setLightCenter(const Vector3& lightCenter) {
161#if HWUI_NEW_OPS
162    mLightGeometry.center = lightCenter;
163#else
164    if (!mCanvas) return;
165    mCanvas->setLightCenter(lightCenter);
166#endif
167}
168
169void CanvasContext::setOpaque(bool opaque) {
170    mOpaque = opaque;
171}
172
173void CanvasContext::makeCurrent() {
174    // TODO: Figure out why this workaround is needed, see b/13913604
175    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
176    EGLint error = 0;
177    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
178    if (error) {
179        setSurface(nullptr);
180    }
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#if HWUI_NEW_OPS
202    info.layerUpdateQueue = &mLayerUpdateQueue;
203#else
204    info.renderer = mCanvas;
205#endif
206
207    mAnimationContext->startFrame(info.mode);
208    for (const sp<RenderNode>& node : mRenderNodes) {
209        // Only the primary target node will be drawn full - all other nodes would get drawn in
210        // real time mode. In case of a window, the primary node is the window content and the other
211        // node(s) are non client / filler nodes.
212        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
213        node->prepareTree(info);
214        GL_CHECKPOINT(MODERATE);
215    }
216    mAnimationContext->runRemainingAnimations(info);
217    GL_CHECKPOINT(MODERATE);
218
219    freePrefetechedLayers();
220    GL_CHECKPOINT(MODERATE);
221
222    if (CC_UNLIKELY(!mNativeWindow.get())) {
223        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
224        info.out.canDrawThisFrame = false;
225        return;
226    }
227
228    if (CC_LIKELY(mSwapHistory.size())) {
229        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
230        const SwapHistory& lastSwap = mSwapHistory.back();
231        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
232        // The slight fudge-factor is to deal with cases where
233        // the vsync was estimated due to being slow handling the signal.
234        // See the logic in TimeLord#computeFrameTimeNanos or in
235        // Choreographer.java for details on when this happens
236        if (vsyncDelta < 2_ms) {
237            // Already drew for this vsync pulse, UI draw request missed
238            // the deadline for RT animations
239            info.out.canDrawThisFrame = false;
240        } else if (lastSwap.swapTime < latestVsync) {
241            info.out.canDrawThisFrame = true;
242        } else {
243            // We're maybe behind? Find out for sure
244            int runningBehind = 0;
245            mNativeWindow->query(mNativeWindow.get(),
246                    NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
247            info.out.canDrawThisFrame = !runningBehind;
248        }
249    } else {
250        info.out.canDrawThisFrame = true;
251    }
252
253    if (!info.out.canDrawThisFrame) {
254        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
255    }
256
257    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
258        if (!info.out.requiresUiRedraw) {
259            // If animationsNeedsRedraw is set don't bother posting for an RT anim
260            // as we will just end up fighting the UI thread.
261            mRenderThread.postFrameCallback(this);
262        }
263    }
264}
265
266void CanvasContext::stopDrawing() {
267    mRenderThread.removeFrameCallback(this);
268}
269
270void CanvasContext::notifyFramePending() {
271    ATRACE_CALL();
272    mRenderThread.pushBackFrameCallback(this);
273}
274
275void CanvasContext::draw() {
276#if !HWUI_NEW_OPS
277    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
278            "drawRenderNode called on a context with no canvas or surface!");
279#endif
280
281    SkRect dirty;
282    mDamageAccumulator.finish(&dirty);
283
284    // TODO: Re-enable after figuring out cause of b/22592975
285//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
286//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
287//        return;
288//    }
289
290    mCurrentFrameInfo->markIssueDrawCommandsStart();
291
292    Frame frame = mEglManager.beginFrame(mEglSurface);
293
294    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
295        // can't rely on prior content of window if viewport size changes
296        dirty.setEmpty();
297        mLastFrameWidth = frame.width();
298        mLastFrameHeight = frame.height();
299    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
300        // New surface needs a full draw
301        dirty.setEmpty();
302    } else {
303        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
304            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
305                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
306            dirty.setEmpty();
307        }
308        profiler().unionDirty(&dirty);
309    }
310
311    if (dirty.isEmpty()) {
312        dirty.set(0, 0, frame.width(), frame.height());
313    }
314
315    // At this point dirty is the area of the screen to update. However,
316    // the area of the frame we need to repaint is potentially different, so
317    // stash the screen area for later
318    SkRect screenDirty(dirty);
319
320    // If the buffer age is 0 we do a full-screen repaint (handled above)
321    // If the buffer age is 1 the buffer contents are the same as they were
322    // last frame so there's nothing to union() against
323    // Therefore we only care about the > 1 case.
324    if (frame.bufferAge() > 1) {
325        if (frame.bufferAge() > (int) mSwapHistory.size()) {
326            // We don't have enough history to handle this old of a buffer
327            // Just do a full-draw
328            dirty.set(0, 0, frame.width(), frame.height());
329        } else {
330            // At this point we haven't yet added the latest frame
331            // to the damage history (happens below)
332            // So we need to damage
333            for (int i = mSwapHistory.size() - 1;
334                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
335                dirty.join(mSwapHistory[i].damage);
336            }
337        }
338    }
339
340    mEglManager.damageFrame(frame, dirty);
341
342#if HWUI_NEW_OPS
343    FrameBuilder frameBuilder(mLayerUpdateQueue, dirty, frame.width(), frame.height(),
344            mRenderNodes, mLightGeometry, mContentDrawBounds, &Caches::getInstance());
345    mLayerUpdateQueue.clear();
346    BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(),
347            mOpaque, mLightInfo);
348    // TODO: profiler().draw(mCanvas);
349    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
350    bool drew = renderer.didDraw();
351
352#else
353    mCanvas->prepareDirty(frame.width(), frame.height(),
354            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
355
356    Rect outBounds;
357    // It there are multiple render nodes, they are laid out as follows:
358    // #0 - backdrop (content + caption)
359    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
360    // #2 - additional overlay nodes
361    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
362    // resizing however it might become partially visible. The following render loop will crop the
363    // backdrop against the content and draw the remaining part of it. It will then draw the content
364    // cropped to the backdrop (since that indicates a shrinking of the window).
365    //
366    // Additional nodes will be drawn on top with no particular clipping semantics.
367
368    // The bounds of the backdrop against which the content should be clipped.
369    Rect backdropBounds = mContentDrawBounds;
370    // Usually the contents bounds should be mContentDrawBounds - however - we will
371    // move it towards the fixed edge to give it a more stable appearance (for the moment).
372    Rect contentBounds;
373    // If there is no content bounds we ignore the layering as stated above and start with 2.
374    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
375    // Draw all render nodes. Note that
376    for (const sp<RenderNode>& node : mRenderNodes) {
377        if (layer == 0) { // Backdrop.
378            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
379            // was moved to the upper left corner.
380            const RenderProperties& properties = node->properties();
381            Rect targetBounds(properties.getLeft(), properties.getTop(),
382                              properties.getRight(), properties.getBottom());
383            // Move the content bounds towards the fixed corner of the backdrop.
384            const int x = targetBounds.left;
385            const int y = targetBounds.top;
386            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
387                                    y + mContentDrawBounds.getHeight());
388            // Remember the intersection of the target bounds and the intersection bounds against
389            // which we have to crop the content.
390            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
391            backdropBounds.doIntersect(targetBounds);
392            // Check if we have to draw something on the left side ...
393            if (targetBounds.left < contentBounds.left) {
394                mCanvas->save(SaveFlags::Clip);
395                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
396                                      contentBounds.left, targetBounds.bottom,
397                                      SkRegion::kIntersect_Op)) {
398                    mCanvas->drawRenderNode(node.get(), outBounds);
399                }
400                // Reduce the target area by the area we have just painted.
401                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
402                mCanvas->restore();
403            }
404            // ... or on the right side ...
405            if (targetBounds.right > contentBounds.right &&
406                !targetBounds.isEmpty()) {
407                mCanvas->save(SaveFlags::Clip);
408                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
409                                      targetBounds.right, targetBounds.bottom,
410                                      SkRegion::kIntersect_Op)) {
411                    mCanvas->drawRenderNode(node.get(), outBounds);
412                }
413                // Reduce the target area by the area we have just painted.
414                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
415                mCanvas->restore();
416            }
417            // ... or at the top ...
418            if (targetBounds.top < contentBounds.top &&
419                !targetBounds.isEmpty()) {
420                mCanvas->save(SaveFlags::Clip);
421                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
422                                      contentBounds.top,
423                                      SkRegion::kIntersect_Op)) {
424                    mCanvas->drawRenderNode(node.get(), outBounds);
425                }
426                // Reduce the target area by the area we have just painted.
427                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
428                mCanvas->restore();
429            }
430            // ... or at the bottom.
431            if (targetBounds.bottom > contentBounds.bottom &&
432                !targetBounds.isEmpty()) {
433                mCanvas->save(SaveFlags::Clip);
434                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
435                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
436                    mCanvas->drawRenderNode(node.get(), outBounds);
437                }
438                mCanvas->restore();
439            }
440        } else if (layer == 1) { // Content
441            // It gets cropped against the bounds of the backdrop to stay inside.
442            mCanvas->save(SaveFlags::MatrixClip);
443
444            // We shift and clip the content to match its final location in the window.
445            const float left = mContentDrawBounds.left;
446            const float top = mContentDrawBounds.top;
447            const float dx = backdropBounds.left - left;
448            const float dy = backdropBounds.top - top;
449            const float width = backdropBounds.getWidth();
450            const float height = backdropBounds.getHeight();
451
452            mCanvas->translate(dx, dy);
453            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
454                mCanvas->drawRenderNode(node.get(), outBounds);
455            }
456            mCanvas->restore();
457        } else { // draw the rest on top at will!
458            mCanvas->drawRenderNode(node.get(), outBounds);
459        }
460        layer++;
461    }
462
463    profiler().draw(mCanvas);
464
465    bool drew = mCanvas->finish();
466#endif
467
468    GL_CHECKPOINT(LOW);
469
470    // Even if we decided to cancel the frame, from the perspective of jank
471    // metrics the frame was swapped at this point
472    mCurrentFrameInfo->markSwapBuffers();
473
474    if (drew) {
475        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
476            setSurface(nullptr);
477        }
478        SwapHistory& swap = mSwapHistory.next();
479        swap.damage = screenDirty;
480        swap.swapTime = systemTime(CLOCK_MONOTONIC);
481        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
482        mHaveNewSurface = false;
483    }
484
485    // TODO: Use a fence for real completion?
486    mCurrentFrameInfo->markFrameCompleted();
487
488#if LOG_FRAMETIME_MMA
489    float thisFrame = mCurrentFrameInfo->duration(
490            FrameInfoIndex::IssueDrawCommandsStart,
491            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
492    if (sFrameCount) {
493        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
494    } else {
495        sBenchMma = thisFrame;
496    }
497    if (++sFrameCount == 10) {
498        sFrameCount = 1;
499        ALOGD("Average frame time: %.4f", sBenchMma);
500    }
501#endif
502
503    mJankTracker.addFrame(*mCurrentFrameInfo);
504    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
505    if (CC_UNLIKELY(mFrameStatsReporter.get() != nullptr)) {
506        mFrameStatsReporter->reportFrameStats(mCurrentFrameInfo->data());
507    }
508
509    GpuMemoryTracker::onFrameCompleted();
510}
511
512// Called by choreographer to do an RT-driven animation
513void CanvasContext::doFrame() {
514#if HWUI_NEW_OPS
515    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
516#else
517    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
518#endif
519    prepareAndDraw(nullptr);
520}
521
522void CanvasContext::prepareAndDraw(RenderNode* node) {
523    ATRACE_CALL();
524
525    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
526    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
527    UiFrameInfoBuilder(frameInfo)
528        .addFlag(FrameInfoFlags::RTAnimation)
529        .setVsync(vsync, vsync);
530
531    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
532    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
533    if (info.out.canDrawThisFrame) {
534        draw();
535    }
536}
537
538void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
539    ATRACE_CALL();
540    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
541    if (thread.eglManager().hasEglContext()) {
542        mode = DrawGlInfo::kModeProcess;
543    }
544
545    thread.renderState().invokeFunctor(functor, mode, nullptr);
546}
547
548void CanvasContext::markLayerInUse(RenderNode* node) {
549    if (mPrefetechedLayers.erase(node)) {
550        node->decStrong(nullptr);
551    }
552}
553
554static void destroyPrefetechedNode(RenderNode* node) {
555    ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName());
556    node->destroyHardwareResources();
557    node->decStrong(nullptr);
558}
559
560void CanvasContext::freePrefetechedLayers() {
561    if (mPrefetechedLayers.size()) {
562        std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode);
563        mPrefetechedLayers.clear();
564    }
565}
566
567void CanvasContext::buildLayer(RenderNode* node) {
568    ATRACE_CALL();
569    if (!mEglManager.hasEglContext() || !mCanvas) {
570        return;
571    }
572    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
573    stopDrawing();
574
575    TreeInfo info(TreeInfo::MODE_FULL, *this);
576    info.damageAccumulator = &mDamageAccumulator;
577#if HWUI_NEW_OPS
578    info.layerUpdateQueue = &mLayerUpdateQueue;
579#else
580    info.renderer = mCanvas;
581#endif
582    info.runAnimations = false;
583    node->prepareTree(info);
584    SkRect ignore;
585    mDamageAccumulator.finish(&ignore);
586    // Tickle the GENERIC property on node to mark it as dirty for damaging
587    // purposes when the frame is actually drawn
588    node->setPropertyFieldsDirty(RenderNode::GENERIC);
589
590#if HWUI_NEW_OPS
591    // TODO: support buildLayer
592#else
593    mCanvas->markLayersAsBuildLayers();
594    mCanvas->flushLayerUpdates();
595#endif
596
597    node->incStrong(nullptr);
598    mPrefetechedLayers.insert(node);
599}
600
601bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
602    layer->apply();
603    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
604}
605
606void CanvasContext::destroyHardwareResources() {
607    stopDrawing();
608    if (mEglManager.hasEglContext()) {
609        freePrefetechedLayers();
610        for (const sp<RenderNode>& node : mRenderNodes) {
611            node->destroyHardwareResources();
612        }
613        Caches& caches = Caches::getInstance();
614        // Make sure to release all the textures we were owning as there won't
615        // be another draw
616        caches.textureCache.resetMarkInUse(this);
617        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
618    }
619}
620
621void CanvasContext::trimMemory(RenderThread& thread, int level) {
622    // No context means nothing to free
623    if (!thread.eglManager().hasEglContext()) return;
624
625    ATRACE_CALL();
626    if (level >= TRIM_MEMORY_COMPLETE) {
627        thread.renderState().flush(Caches::FlushMode::Full);
628        thread.eglManager().destroy();
629    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
630        thread.renderState().flush(Caches::FlushMode::Moderate);
631    }
632}
633
634void CanvasContext::runWithGlContext(RenderTask* task) {
635    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
636            "GL context not initialized!");
637    task->run();
638}
639
640Layer* CanvasContext::createTextureLayer() {
641    requireSurface();
642    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
643}
644
645void CanvasContext::setTextureAtlas(RenderThread& thread,
646        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
647    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
648}
649
650void CanvasContext::dumpFrames(int fd) {
651    FILE* file = fdopen(fd, "a");
652    fprintf(file, "\n\n---PROFILEDATA---\n");
653    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
654        fprintf(file, "%s", FrameInfoNames[i].c_str());
655        fprintf(file, ",");
656    }
657    for (size_t i = 0; i < mFrames.size(); i++) {
658        FrameInfo& frame = mFrames[i];
659        if (frame[FrameInfoIndex::SyncStart] == 0) {
660            continue;
661        }
662        fprintf(file, "\n");
663        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
664            fprintf(file, "%" PRId64 ",", frame[i]);
665        }
666    }
667    fprintf(file, "\n---PROFILEDATA---\n\n");
668    fflush(file);
669}
670
671void CanvasContext::resetFrameStats() {
672    mFrames.clear();
673    mRenderThread.jankTracker().reset();
674}
675
676void CanvasContext::serializeDisplayListTree() {
677#if ENABLE_RENDERNODE_SERIALIZATION
678    using namespace google::protobuf::io;
679    char package[128];
680    // Check whether tracing is enabled for this process.
681    FILE * file = fopen("/proc/self/cmdline", "r");
682    if (file) {
683        if (!fgets(package, 128, file)) {
684            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
685            fclose(file);
686            return;
687        }
688        fclose(file);
689    } else {
690        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
691                errno);
692        return;
693    }
694    char path[1024];
695    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
696    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
697    if (fd == -1) {
698        ALOGD("Failed to open '%s'", path);
699        return;
700    }
701    proto::RenderNode tree;
702    // TODO: Streaming writes?
703    mRootRenderNode->copyTo(&tree);
704    std::string data = tree.SerializeAsString();
705    write(fd, data.c_str(), data.length());
706    close(fd);
707#endif
708}
709
710} /* namespace renderthread */
711} /* namespace uirenderer */
712} /* namespace android */
713