CanvasContext.cpp revision 8cddce3f8f503b2aa8b993fef6406645c3e80da6
1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include <GpuMemoryTracker.h>
18#include "CanvasContext.h"
19
20#include "AnimationContext.h"
21#include "Caches.h"
22#include "DeferredLayerUpdater.h"
23#include "EglManager.h"
24#include "LayerUpdateQueue.h"
25#include "LayerRenderer.h"
26#include "OpenGLRenderer.h"
27#include "Properties.h"
28#include "RenderThread.h"
29#include "hwui/Canvas.h"
30#include "renderstate/RenderState.h"
31#include "renderstate/Stencil.h"
32#include "protos/hwui.pb.h"
33#include "utils/GLUtils.h"
34#include "utils/TimeUtils.h"
35
36#include <cutils/properties.h>
37#include <google/protobuf/io/zero_copy_stream_impl.h>
38#include <private/hwui/DrawGlInfo.h>
39#include <strings.h>
40
41#include <algorithm>
42#include <fcntl.h>
43#include <sys/stat.h>
44
45#include <cstdlib>
46
47#define TRIM_MEMORY_COMPLETE 80
48#define TRIM_MEMORY_UI_HIDDEN 20
49
50#define ENABLE_RENDERNODE_SERIALIZATION false
51
52#define LOG_FRAMETIME_MMA 0
53
54#if LOG_FRAMETIME_MMA
55static float sBenchMma = 0;
56static int sFrameCount = 0;
57static const float NANOS_PER_MILLIS_F = 1000000.0f;
58#endif
59
60namespace android {
61namespace uirenderer {
62namespace renderthread {
63
64CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
65        RenderNode* rootRenderNode, IContextFactory* contextFactory)
66        : mRenderThread(thread)
67        , mEglManager(thread.eglManager())
68        , mOpaque(!translucent)
69        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
70        , mJankTracker(thread.timeLord().frameIntervalNanos())
71        , mProfiler(mFrames)
72        , mContentDrawBounds(0, 0, 0, 0) {
73    mRenderNodes.emplace_back(rootRenderNode);
74    mRenderThread.renderState().registerCanvasContext(this);
75    mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
76}
77
78CanvasContext::~CanvasContext() {
79    destroy(nullptr);
80    mRenderThread.renderState().unregisterCanvasContext(this);
81}
82
83void CanvasContext::destroy(TreeObserver* observer) {
84    stopDrawing();
85    setSurface(nullptr);
86    freePrefetchedLayers(observer);
87    destroyHardwareResources(observer);
88    mAnimationContext->destroy();
89#if !HWUI_NEW_OPS
90    if (mCanvas) {
91        delete mCanvas;
92        mCanvas = nullptr;
93    }
94#endif
95}
96
97void CanvasContext::setSurface(Surface* surface) {
98    ATRACE_CALL();
99
100    mNativeSurface = surface;
101
102    if (mEglSurface != EGL_NO_SURFACE) {
103        mEglManager.destroySurface(mEglSurface);
104        mEglSurface = EGL_NO_SURFACE;
105    }
106
107    if (surface) {
108        mEglSurface = mEglManager.createSurface(surface);
109    }
110
111    mFrameNumber = -1;
112
113    if (mEglSurface != EGL_NO_SURFACE) {
114        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
115        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
116        mHaveNewSurface = true;
117        mSwapHistory.clear();
118    } else {
119        mRenderThread.removeFrameCallback(this);
120    }
121}
122
123void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
124    mSwapBehavior = swapBehavior;
125}
126
127void CanvasContext::initialize(Surface* surface) {
128    setSurface(surface);
129#if !HWUI_NEW_OPS
130    if (mCanvas) return;
131    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
132    mCanvas->initProperties();
133#endif
134}
135
136void CanvasContext::updateSurface(Surface* surface) {
137    setSurface(surface);
138}
139
140bool CanvasContext::pauseSurface(Surface* surface) {
141    return mRenderThread.removeFrameCallback(this);
142}
143
144void CanvasContext::setStopped(bool stopped) {
145    if (mStopped != stopped) {
146        mStopped = stopped;
147        if (mStopped) {
148            mRenderThread.removeFrameCallback(this);
149            if (mEglManager.isCurrent(mEglSurface)) {
150                mEglManager.makeCurrent(EGL_NO_SURFACE);
151            }
152        }
153    }
154}
155
156// TODO: don't pass viewport size, it's automatic via EGL
157void CanvasContext::setup(int width, int height, float lightRadius,
158        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
159#if HWUI_NEW_OPS
160    mLightGeometry.radius = lightRadius;
161    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
162    mLightInfo.spotShadowAlpha = spotShadowAlpha;
163#else
164    if (!mCanvas) return;
165    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
166#endif
167}
168
169void CanvasContext::setLightCenter(const Vector3& lightCenter) {
170#if HWUI_NEW_OPS
171    mLightGeometry.center = lightCenter;
172#else
173    if (!mCanvas) return;
174    mCanvas->setLightCenter(lightCenter);
175#endif
176}
177
178void CanvasContext::setOpaque(bool opaque) {
179    mOpaque = opaque;
180}
181
182bool CanvasContext::makeCurrent() {
183    if (mStopped) return false;
184
185    // TODO: Figure out why this workaround is needed, see b/13913604
186    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
187    EGLint error = 0;
188    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
189    if (error) {
190        setSurface(nullptr);
191    }
192    return !error;
193}
194
195static bool wasSkipped(FrameInfo* info) {
196    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
197}
198
199void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
200        int64_t syncQueued, RenderNode* target) {
201    mRenderThread.removeFrameCallback(this);
202
203    // If the previous frame was dropped we don't need to hold onto it, so
204    // just keep using the previous frame's structure instead
205    if (!wasSkipped(mCurrentFrameInfo)) {
206        mCurrentFrameInfo = &mFrames.next();
207    }
208    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
209    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
210    mCurrentFrameInfo->markSyncStart();
211
212    info.damageAccumulator = &mDamageAccumulator;
213#if HWUI_NEW_OPS
214    info.layerUpdateQueue = &mLayerUpdateQueue;
215#else
216    info.renderer = mCanvas;
217#endif
218
219    mAnimationContext->startFrame(info.mode);
220    for (const sp<RenderNode>& node : mRenderNodes) {
221        // Only the primary target node will be drawn full - all other nodes would get drawn in
222        // real time mode. In case of a window, the primary node is the window content and the other
223        // node(s) are non client / filler nodes.
224        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
225        node->prepareTree(info);
226        GL_CHECKPOINT(MODERATE);
227    }
228    mAnimationContext->runRemainingAnimations(info);
229    GL_CHECKPOINT(MODERATE);
230
231    freePrefetchedLayers(info.observer);
232    GL_CHECKPOINT(MODERATE);
233
234    if (CC_UNLIKELY(!mNativeSurface.get())) {
235        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
236        info.out.canDrawThisFrame = false;
237        return;
238    }
239
240    if (CC_LIKELY(mSwapHistory.size())) {
241        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
242        const SwapHistory& lastSwap = mSwapHistory.back();
243        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
244        // The slight fudge-factor is to deal with cases where
245        // the vsync was estimated due to being slow handling the signal.
246        // See the logic in TimeLord#computeFrameTimeNanos or in
247        // Choreographer.java for details on when this happens
248        if (vsyncDelta < 2_ms) {
249            // Already drew for this vsync pulse, UI draw request missed
250            // the deadline for RT animations
251            info.out.canDrawThisFrame = false;
252        } else if (lastSwap.swapTime < latestVsync) {
253            info.out.canDrawThisFrame = true;
254        } else {
255            // We're maybe behind? Find out for sure
256            int runningBehind = 0;
257            // TODO: Have this method be on Surface, too, not just ANativeWindow...
258            ANativeWindow* window = mNativeSurface.get();
259            window->query(window, NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
260            info.out.canDrawThisFrame = !runningBehind;
261        }
262    } else {
263        info.out.canDrawThisFrame = true;
264    }
265
266    if (!info.out.canDrawThisFrame) {
267        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
268    }
269
270    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
271        if (!info.out.requiresUiRedraw) {
272            // If animationsNeedsRedraw is set don't bother posting for an RT anim
273            // as we will just end up fighting the UI thread.
274            mRenderThread.postFrameCallback(this);
275        }
276    }
277}
278
279void CanvasContext::stopDrawing() {
280    mRenderThread.removeFrameCallback(this);
281}
282
283void CanvasContext::notifyFramePending() {
284    ATRACE_CALL();
285    mRenderThread.pushBackFrameCallback(this);
286}
287
288void CanvasContext::draw() {
289#if !HWUI_NEW_OPS
290    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
291            "drawRenderNode called on a context with no canvas or surface!");
292#endif
293
294    SkRect dirty;
295    mDamageAccumulator.finish(&dirty);
296
297    // TODO: Re-enable after figuring out cause of b/22592975
298//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
299//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
300//        return;
301//    }
302
303    mCurrentFrameInfo->markIssueDrawCommandsStart();
304
305    Frame frame = mEglManager.beginFrame(mEglSurface);
306
307    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
308        // can't rely on prior content of window if viewport size changes
309        dirty.setEmpty();
310        mLastFrameWidth = frame.width();
311        mLastFrameHeight = frame.height();
312    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
313        // New surface needs a full draw
314        dirty.setEmpty();
315    } else {
316        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
317            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
318                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
319            dirty.setEmpty();
320        }
321        profiler().unionDirty(&dirty);
322    }
323
324    if (dirty.isEmpty()) {
325        dirty.set(0, 0, frame.width(), frame.height());
326    }
327
328    // At this point dirty is the area of the screen to update. However,
329    // the area of the frame we need to repaint is potentially different, so
330    // stash the screen area for later
331    SkRect screenDirty(dirty);
332
333    // If the buffer age is 0 we do a full-screen repaint (handled above)
334    // If the buffer age is 1 the buffer contents are the same as they were
335    // last frame so there's nothing to union() against
336    // Therefore we only care about the > 1 case.
337    if (frame.bufferAge() > 1) {
338        if (frame.bufferAge() > (int) mSwapHistory.size()) {
339            // We don't have enough history to handle this old of a buffer
340            // Just do a full-draw
341            dirty.set(0, 0, frame.width(), frame.height());
342        } else {
343            // At this point we haven't yet added the latest frame
344            // to the damage history (happens below)
345            // So we need to damage
346            for (int i = mSwapHistory.size() - 1;
347                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
348                dirty.join(mSwapHistory[i].damage);
349            }
350        }
351    }
352
353    mEglManager.damageFrame(frame, dirty);
354
355#if HWUI_NEW_OPS
356    auto& caches = Caches::getInstance();
357    FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
358
359    frameBuilder.deferLayers(mLayerUpdateQueue);
360    mLayerUpdateQueue.clear();
361
362    frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
363
364    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
365            mOpaque, mLightInfo);
366    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
367    profiler().draw(&renderer);
368    bool drew = renderer.didDraw();
369
370    // post frame cleanup
371    caches.clearGarbage();
372    caches.pathCache.trim();
373    caches.tessellationCache.trim();
374
375#if DEBUG_MEMORY_USAGE
376    mCaches.dumpMemoryUsage();
377#else
378    if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
379        caches.dumpMemoryUsage();
380    }
381#endif
382
383#else
384    mCanvas->prepareDirty(frame.width(), frame.height(),
385            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
386
387    Rect outBounds;
388    // It there are multiple render nodes, they are laid out as follows:
389    // #0 - backdrop (content + caption)
390    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
391    // #2 - additional overlay nodes
392    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
393    // resizing however it might become partially visible. The following render loop will crop the
394    // backdrop against the content and draw the remaining part of it. It will then draw the content
395    // cropped to the backdrop (since that indicates a shrinking of the window).
396    //
397    // Additional nodes will be drawn on top with no particular clipping semantics.
398
399    // The bounds of the backdrop against which the content should be clipped.
400    Rect backdropBounds = mContentDrawBounds;
401    // Usually the contents bounds should be mContentDrawBounds - however - we will
402    // move it towards the fixed edge to give it a more stable appearance (for the moment).
403    Rect contentBounds;
404    // If there is no content bounds we ignore the layering as stated above and start with 2.
405    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
406    // Draw all render nodes. Note that
407    for (const sp<RenderNode>& node : mRenderNodes) {
408        if (layer == 0) { // Backdrop.
409            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
410            // was moved to the upper left corner.
411            const RenderProperties& properties = node->properties();
412            Rect targetBounds(properties.getLeft(), properties.getTop(),
413                              properties.getRight(), properties.getBottom());
414            // Move the content bounds towards the fixed corner of the backdrop.
415            const int x = targetBounds.left;
416            const int y = targetBounds.top;
417            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
418                                    y + mContentDrawBounds.getHeight());
419            // Remember the intersection of the target bounds and the intersection bounds against
420            // which we have to crop the content.
421            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
422            backdropBounds.doIntersect(targetBounds);
423            // Check if we have to draw something on the left side ...
424            if (targetBounds.left < contentBounds.left) {
425                mCanvas->save(SaveFlags::Clip);
426                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
427                                      contentBounds.left, targetBounds.bottom,
428                                      SkRegion::kIntersect_Op)) {
429                    mCanvas->drawRenderNode(node.get(), outBounds);
430                }
431                // Reduce the target area by the area we have just painted.
432                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
433                mCanvas->restore();
434            }
435            // ... or on the right side ...
436            if (targetBounds.right > contentBounds.right &&
437                !targetBounds.isEmpty()) {
438                mCanvas->save(SaveFlags::Clip);
439                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
440                                      targetBounds.right, targetBounds.bottom,
441                                      SkRegion::kIntersect_Op)) {
442                    mCanvas->drawRenderNode(node.get(), outBounds);
443                }
444                // Reduce the target area by the area we have just painted.
445                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
446                mCanvas->restore();
447            }
448            // ... or at the top ...
449            if (targetBounds.top < contentBounds.top &&
450                !targetBounds.isEmpty()) {
451                mCanvas->save(SaveFlags::Clip);
452                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
453                                      contentBounds.top,
454                                      SkRegion::kIntersect_Op)) {
455                    mCanvas->drawRenderNode(node.get(), outBounds);
456                }
457                // Reduce the target area by the area we have just painted.
458                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
459                mCanvas->restore();
460            }
461            // ... or at the bottom.
462            if (targetBounds.bottom > contentBounds.bottom &&
463                !targetBounds.isEmpty()) {
464                mCanvas->save(SaveFlags::Clip);
465                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
466                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
467                    mCanvas->drawRenderNode(node.get(), outBounds);
468                }
469                mCanvas->restore();
470            }
471        } else if (layer == 1) { // Content
472            // It gets cropped against the bounds of the backdrop to stay inside.
473            mCanvas->save(SaveFlags::MatrixClip);
474
475            // We shift and clip the content to match its final location in the window.
476            const float left = mContentDrawBounds.left;
477            const float top = mContentDrawBounds.top;
478            const float dx = backdropBounds.left - left;
479            const float dy = backdropBounds.top - top;
480            const float width = backdropBounds.getWidth();
481            const float height = backdropBounds.getHeight();
482
483            mCanvas->translate(dx, dy);
484            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
485                mCanvas->drawRenderNode(node.get(), outBounds);
486            }
487            mCanvas->restore();
488        } else { // draw the rest on top at will!
489            mCanvas->drawRenderNode(node.get(), outBounds);
490        }
491        layer++;
492    }
493
494    profiler().draw(mCanvas);
495
496    bool drew = mCanvas->finish();
497#endif
498
499    waitOnFences();
500
501    GL_CHECKPOINT(LOW);
502
503    // Even if we decided to cancel the frame, from the perspective of jank
504    // metrics the frame was swapped at this point
505    mCurrentFrameInfo->markSwapBuffers();
506
507    if (drew || mEglManager.damageRequiresSwap()) {
508        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
509            setSurface(nullptr);
510        }
511        SwapHistory& swap = mSwapHistory.next();
512        swap.damage = screenDirty;
513        swap.swapTime = systemTime(CLOCK_MONOTONIC);
514        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
515        mHaveNewSurface = false;
516        mFrameNumber = -1;
517    }
518
519    // TODO: Use a fence for real completion?
520    mCurrentFrameInfo->markFrameCompleted();
521
522#if LOG_FRAMETIME_MMA
523    float thisFrame = mCurrentFrameInfo->duration(
524            FrameInfoIndex::IssueDrawCommandsStart,
525            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
526    if (sFrameCount) {
527        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
528    } else {
529        sBenchMma = thisFrame;
530    }
531    if (++sFrameCount == 10) {
532        sFrameCount = 1;
533        ALOGD("Average frame time: %.4f", sBenchMma);
534    }
535#endif
536
537    mJankTracker.addFrame(*mCurrentFrameInfo);
538    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
539    if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
540        mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
541    }
542
543    GpuMemoryTracker::onFrameCompleted();
544}
545
546// Called by choreographer to do an RT-driven animation
547void CanvasContext::doFrame() {
548#if HWUI_NEW_OPS
549    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
550#else
551    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
552#endif
553    prepareAndDraw(nullptr);
554}
555
556void CanvasContext::prepareAndDraw(RenderNode* node) {
557    ATRACE_CALL();
558
559    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
560    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
561    UiFrameInfoBuilder(frameInfo)
562        .addFlag(FrameInfoFlags::RTAnimation)
563        .setVsync(vsync, vsync);
564
565    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
566    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
567    if (info.out.canDrawThisFrame) {
568        draw();
569    }
570}
571
572void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
573    ATRACE_CALL();
574    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
575    if (thread.eglManager().hasEglContext()) {
576        mode = DrawGlInfo::kModeProcess;
577    }
578
579    thread.renderState().invokeFunctor(functor, mode, nullptr);
580}
581
582void CanvasContext::markLayerInUse(RenderNode* node) {
583    if (mPrefetchedLayers.erase(node)) {
584        node->decStrong(nullptr);
585    }
586}
587
588void CanvasContext::freePrefetchedLayers(TreeObserver* observer) {
589    if (mPrefetchedLayers.size()) {
590        for (auto& node : mPrefetchedLayers) {
591            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
592                    node->getName());
593            node->destroyHardwareResources(observer);
594            node->decStrong(observer);
595        }
596        mPrefetchedLayers.clear();
597    }
598}
599
600void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
601    ATRACE_CALL();
602    if (!mEglManager.hasEglContext()) return;
603#if !HWUI_NEW_OPS
604    if (!mCanvas) return;
605#endif
606
607    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
608    stopDrawing();
609
610    TreeInfo info(TreeInfo::MODE_FULL, *this);
611    info.damageAccumulator = &mDamageAccumulator;
612    info.observer = observer;
613#if HWUI_NEW_OPS
614    info.layerUpdateQueue = &mLayerUpdateQueue;
615#else
616    info.renderer = mCanvas;
617#endif
618    info.runAnimations = false;
619    node->prepareTree(info);
620    SkRect ignore;
621    mDamageAccumulator.finish(&ignore);
622    // Tickle the GENERIC property on node to mark it as dirty for damaging
623    // purposes when the frame is actually drawn
624    node->setPropertyFieldsDirty(RenderNode::GENERIC);
625
626#if HWUI_NEW_OPS
627    static const std::vector< sp<RenderNode> > emptyNodeList;
628    auto& caches = Caches::getInstance();
629    FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches);
630    mLayerUpdateQueue.clear();
631    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
632            mOpaque, mLightInfo);
633    LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
634    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
635#else
636    mCanvas->markLayersAsBuildLayers();
637    mCanvas->flushLayerUpdates();
638#endif
639
640    node->incStrong(nullptr);
641    mPrefetchedLayers.insert(node);
642}
643
644bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
645    layer->apply();
646    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
647}
648
649void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
650    stopDrawing();
651    if (mEglManager.hasEglContext()) {
652        freePrefetchedLayers(observer);
653        for (const sp<RenderNode>& node : mRenderNodes) {
654            node->destroyHardwareResources(observer);
655        }
656        Caches& caches = Caches::getInstance();
657        // Make sure to release all the textures we were owning as there won't
658        // be another draw
659        caches.textureCache.resetMarkInUse(this);
660        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
661    }
662}
663
664void CanvasContext::trimMemory(RenderThread& thread, int level) {
665    // No context means nothing to free
666    if (!thread.eglManager().hasEglContext()) return;
667
668    ATRACE_CALL();
669    if (level >= TRIM_MEMORY_COMPLETE) {
670        thread.renderState().flush(Caches::FlushMode::Full);
671        thread.eglManager().destroy();
672    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
673        thread.renderState().flush(Caches::FlushMode::Moderate);
674    }
675}
676
677void CanvasContext::runWithGlContext(RenderTask* task) {
678    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
679            "GL context not initialized!");
680    task->run();
681}
682
683Layer* CanvasContext::createTextureLayer() {
684    mEglManager.initialize();
685    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
686}
687
688void CanvasContext::setTextureAtlas(RenderThread& thread,
689        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
690    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
691}
692
693void CanvasContext::dumpFrames(int fd) {
694    FILE* file = fdopen(fd, "a");
695    fprintf(file, "\n\n---PROFILEDATA---\n");
696    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
697        fprintf(file, "%s", FrameInfoNames[i].c_str());
698        fprintf(file, ",");
699    }
700    for (size_t i = 0; i < mFrames.size(); i++) {
701        FrameInfo& frame = mFrames[i];
702        if (frame[FrameInfoIndex::SyncStart] == 0) {
703            continue;
704        }
705        fprintf(file, "\n");
706        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
707            fprintf(file, "%" PRId64 ",", frame[i]);
708        }
709    }
710    fprintf(file, "\n---PROFILEDATA---\n\n");
711    fflush(file);
712}
713
714void CanvasContext::resetFrameStats() {
715    mFrames.clear();
716    mRenderThread.jankTracker().reset();
717}
718
719void CanvasContext::serializeDisplayListTree() {
720#if ENABLE_RENDERNODE_SERIALIZATION
721    using namespace google::protobuf::io;
722    char package[128];
723    // Check whether tracing is enabled for this process.
724    FILE * file = fopen("/proc/self/cmdline", "r");
725    if (file) {
726        if (!fgets(package, 128, file)) {
727            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
728            fclose(file);
729            return;
730        }
731        fclose(file);
732    } else {
733        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
734                errno);
735        return;
736    }
737    char path[1024];
738    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
739    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
740    if (fd == -1) {
741        ALOGD("Failed to open '%s'", path);
742        return;
743    }
744    proto::RenderNode tree;
745    // TODO: Streaming writes?
746    mRootRenderNode->copyTo(&tree);
747    std::string data = tree.SerializeAsString();
748    write(fd, data.c_str(), data.length());
749    close(fd);
750#endif
751}
752
753void CanvasContext::waitOnFences() {
754    if (mFrameFences.size()) {
755        ATRACE_CALL();
756        for (auto& fence : mFrameFences) {
757            fence->getResult();
758        }
759        mFrameFences.clear();
760    }
761}
762
763class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
764public:
765    FuncTaskProcessor(Caches& caches)
766            : TaskProcessor<bool>(&caches.tasks) {}
767
768    virtual void onProcess(const sp<Task<bool> >& task) override {
769        FuncTask* t = static_cast<FuncTask*>(task.get());
770        t->func();
771        task->setResult(true);
772    }
773};
774
775void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
776    if (!mFrameWorkProcessor.get()) {
777        mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
778    }
779    sp<FuncTask> task(new FuncTask());
780    task->func = func;
781    mFrameWorkProcessor->add(task);
782}
783
784int64_t CanvasContext::getFrameNumber() {
785    // mFrameNumber is reset to -1 when the surface changes or we swap buffers
786    if (mFrameNumber == -1 && mNativeSurface.get()) {
787        mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
788    }
789    return mFrameNumber;
790}
791
792} /* namespace renderthread */
793} /* namespace uirenderer */
794} /* namespace android */
795