CanvasContext.cpp revision b565df13a9e5c7b1d7d93bdfa4a793752d66d3cc
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
31#if HWUI_NEW_OPS
32#include "BakedOpRenderer.h"
33#include "OpReorderer.h"
34#endif
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#define TRIM_MEMORY_COMPLETE 80
46#define TRIM_MEMORY_UI_HIDDEN 20
47
48#define ENABLE_RENDERNODE_SERIALIZATION false
49
50#define LOG_FRAMETIME_MMA 0
51
52#if LOG_FRAMETIME_MMA
53static float sBenchMma = 0;
54static int sFrameCount = 0;
55static const float NANOS_PER_MILLIS_F = 1000000.0f;
56#endif
57
58namespace android {
59namespace uirenderer {
60namespace renderthread {
61
62CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
63        RenderNode* rootRenderNode, IContextFactory* contextFactory)
64        : mRenderThread(thread)
65        , mEglManager(thread.eglManager())
66        , mOpaque(!translucent)
67        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
68        , mJankTracker(thread.timeLord().frameIntervalNanos())
69        , mProfiler(mFrames)
70        , mContentDrawBounds(0, 0, 0, 0) {
71    mRenderNodes.emplace_back(rootRenderNode);
72    mRenderThread.renderState().registerCanvasContext(this);
73    mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
74}
75
76CanvasContext::~CanvasContext() {
77    destroy();
78    mRenderThread.renderState().unregisterCanvasContext(this);
79}
80
81void CanvasContext::destroy() {
82    stopDrawing();
83    setSurface(nullptr);
84    freePrefetechedLayers();
85    destroyHardwareResources();
86    mAnimationContext->destroy();
87    if (mCanvas) {
88        delete mCanvas;
89        mCanvas = nullptr;
90    }
91}
92
93void CanvasContext::setSurface(ANativeWindow* window) {
94    ATRACE_CALL();
95
96    mNativeWindow = window;
97
98    if (mEglSurface != EGL_NO_SURFACE) {
99        mEglManager.destroySurface(mEglSurface);
100        mEglSurface = EGL_NO_SURFACE;
101    }
102
103    if (window) {
104        mEglSurface = mEglManager.createSurface(window);
105    }
106
107    if (mEglSurface != EGL_NO_SURFACE) {
108        const bool preserveBuffer = (mSwapBehavior != kSwap_discardBuffer);
109        mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
110        mHaveNewSurface = true;
111        makeCurrent();
112    } else {
113        mRenderThread.removeFrameCallback(this);
114    }
115}
116
117void CanvasContext::requireSurface() {
118    LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
119            "requireSurface() called but no surface set!");
120    makeCurrent();
121}
122
123void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
124    mSwapBehavior = swapBehavior;
125}
126
127bool CanvasContext::initialize(ANativeWindow* window) {
128    setSurface(window);
129#if !HWUI_NEW_OPS
130    if (mCanvas) return false;
131    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
132    mCanvas->initProperties();
133#endif
134    return true;
135}
136
137void CanvasContext::updateSurface(ANativeWindow* window) {
138    setSurface(window);
139}
140
141bool CanvasContext::pauseSurface(ANativeWindow* window) {
142    return mRenderThread.removeFrameCallback(this);
143}
144
145// TODO: don't pass viewport size, it's automatic via EGL
146void CanvasContext::setup(int width, int height, float lightRadius,
147        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
148    if (!mCanvas) return;
149    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
150}
151
152void CanvasContext::setLightCenter(const Vector3& lightCenter) {
153    if (!mCanvas) return;
154    mCanvas->setLightCenter(lightCenter);
155}
156
157void CanvasContext::setOpaque(bool opaque) {
158    mOpaque = opaque;
159}
160
161void CanvasContext::makeCurrent() {
162    // TODO: Figure out why this workaround is needed, see b/13913604
163    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
164    EGLint error = 0;
165    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
166    if (error) {
167        setSurface(nullptr);
168    }
169}
170
171void CanvasContext::processLayerUpdate(DeferredLayerUpdater* layerUpdater) {
172#if !HWUI_NEW_OPS
173    bool success = layerUpdater->apply();
174    LOG_ALWAYS_FATAL_IF(!success, "Failed to update layer!");
175    if (layerUpdater->backingLayer()->deferredUpdateScheduled) {
176        mCanvas->pushLayerUpdate(layerUpdater->backingLayer());
177    }
178#endif
179}
180
181static bool wasSkipped(FrameInfo* info) {
182    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
183}
184
185void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
186        int64_t syncQueued, RenderNode* target) {
187    mRenderThread.removeFrameCallback(this);
188
189    // If the previous frame was dropped we don't need to hold onto it, so
190    // just keep using the previous frame's structure instead
191    if (!wasSkipped(mCurrentFrameInfo)) {
192        mCurrentFrameInfo = &mFrames.next();
193    }
194    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
195    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
196    mCurrentFrameInfo->markSyncStart();
197
198    info.damageAccumulator = &mDamageAccumulator;
199    info.renderer = mCanvas;
200    info.canvasContext = this;
201
202    mAnimationContext->startFrame(info.mode);
203    for (const sp<RenderNode>& node : mRenderNodes) {
204        // Only the primary target node will be drawn full - all other nodes would get drawn in
205        // real time mode. In case of a window, the primary node is the window content and the other
206        // node(s) are non client / filler nodes.
207        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
208        node->prepareTree(info);
209    }
210    mAnimationContext->runRemainingAnimations(info);
211
212    freePrefetechedLayers();
213
214    if (CC_UNLIKELY(!mNativeWindow.get())) {
215        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
216        info.out.canDrawThisFrame = false;
217        return;
218    }
219
220    int runningBehind = 0;
221    // TODO: This query is moderately expensive, investigate adding some sort
222    // of fast-path based off when we last called eglSwapBuffers() as well as
223    // last vsync time. Or something.
224    mNativeWindow->query(mNativeWindow.get(),
225            NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
226    info.out.canDrawThisFrame = !runningBehind;
227
228    if (!info.out.canDrawThisFrame) {
229        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
230    }
231
232    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
233        if (!info.out.requiresUiRedraw) {
234            // If animationsNeedsRedraw is set don't bother posting for an RT anim
235            // as we will just end up fighting the UI thread.
236            mRenderThread.postFrameCallback(this);
237        }
238    }
239}
240
241void CanvasContext::stopDrawing() {
242    mRenderThread.removeFrameCallback(this);
243}
244
245void CanvasContext::notifyFramePending() {
246    ATRACE_CALL();
247    mRenderThread.pushBackFrameCallback(this);
248}
249
250void CanvasContext::draw() {
251#if !HWUI_NEW_OPS
252    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
253            "drawRenderNode called on a context with no canvas or surface!");
254#endif
255
256    SkRect dirty;
257    mDamageAccumulator.finish(&dirty);
258
259    // TODO: Re-enable after figuring out cause of b/22592975
260//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
261//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
262//        return;
263//    }
264
265    mCurrentFrameInfo->markIssueDrawCommandsStart();
266
267    Frame frame = mEglManager.beginFrame(mEglSurface);
268
269#if !HWUI_NEW_OPS
270    if (frame.width() != mCanvas->getViewportWidth()
271            || frame.height() != mCanvas->getViewportHeight()) {
272        // can't rely on prior content of window if viewport size changes
273        dirty.setEmpty();
274    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
275        // New surface needs a full draw
276        dirty.setEmpty();
277    } else {
278        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
279            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
280                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
281            dirty.setEmpty();
282        }
283        profiler().unionDirty(&dirty);
284    }
285
286    if (dirty.isEmpty()) {
287        dirty.set(0, 0, frame.width(), frame.height());
288    }
289
290    // At this point dirty is the area of the screen to update. However,
291    // the area of the frame we need to repaint is potentially different, so
292    // stash the screen area for later
293    SkRect screenDirty(dirty);
294
295    // If the buffer age is 0 we do a full-screen repaint (handled above)
296    // If the buffer age is 1 the buffer contents are the same as they were
297    // last frame so there's nothing to union() against
298    // Therefore we only care about the > 1 case.
299    if (frame.bufferAge() > 1) {
300        if (frame.bufferAge() > (int) mDamageHistory.size()) {
301            // We don't have enough history to handle this old of a buffer
302            // Just do a full-draw
303            dirty.set(0, 0, frame.width(), frame.height());
304        } else {
305            // At this point we haven't yet added the latest frame
306            // to the damage history (happens below)
307            // So we need to damage
308            for (int i = mDamageHistory.size() - 1;
309                    i > ((int) mDamageHistory.size()) - frame.bufferAge(); i--) {
310                dirty.join(mDamageHistory[i]);
311            }
312        }
313    }
314
315    // Add the screen damage to the ring buffer.
316    mDamageHistory.next() = screenDirty;
317
318    mEglManager.damageFrame(frame, dirty);
319    mCanvas->prepareDirty(frame.width(), frame.height(),
320            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
321
322    Rect outBounds;
323    // It there are multiple render nodes, they are as follows:
324    // #0 - backdrop
325    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
326    // #2 - frame
327    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
328    // resizing however it might become partially visible. The following render loop will crop the
329    // backdrop against the content and draw the remaining part of it. It will then crop the content
330    // against the backdrop (since that indicates a shrinking of the window) and then the frame
331    // around everything.
332    // The bounds of the backdrop against which the content should be clipped.
333    Rect backdropBounds = mContentDrawBounds;
334    // Usually the contents bounds should be mContentDrawBounds - however - we will
335    // move it towards the fixed edge to give it a more stable appearance (for the moment).
336    Rect contentBounds;
337    // If there is no content bounds we ignore the layering as stated above and start with 2.
338    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() <= 2) ? 2 : 0;
339    // Draw all render nodes. Note that
340    for (const sp<RenderNode>& node : mRenderNodes) {
341        if (layer == 0) { // Backdrop.
342            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
343            // was moved to the upper left corner.
344            const RenderProperties& properties = node->properties();
345            Rect targetBounds(properties.getLeft(), properties.getTop(),
346                              properties.getRight(), properties.getBottom());
347            // Move the content bounds towards the fixed corner of the backdrop.
348            const int x = targetBounds.left;
349            const int y = targetBounds.top;
350            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
351                                    y + mContentDrawBounds.getHeight());
352            // Remember the intersection of the target bounds and the intersection bounds against
353            // which we have to crop the content.
354            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
355            backdropBounds.doIntersect(targetBounds);
356            // Check if we have to draw something on the left side ...
357            if (targetBounds.left < contentBounds.left) {
358                mCanvas->save(SkCanvas::kClip_SaveFlag);
359                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
360                                      contentBounds.left, targetBounds.bottom,
361                                      SkRegion::kIntersect_Op)) {
362                    mCanvas->drawRenderNode(node.get(), outBounds);
363                }
364                // Reduce the target area by the area we have just painted.
365                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
366                mCanvas->restore();
367            }
368            // ... or on the right side ...
369            if (targetBounds.right > contentBounds.right &&
370                !targetBounds.isEmpty()) {
371                mCanvas->save(SkCanvas::kClip_SaveFlag);
372                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
373                                      targetBounds.right, targetBounds.bottom,
374                                      SkRegion::kIntersect_Op)) {
375                    mCanvas->drawRenderNode(node.get(), outBounds);
376                }
377                // Reduce the target area by the area we have just painted.
378                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
379                mCanvas->restore();
380            }
381            // ... or at the top ...
382            if (targetBounds.top < contentBounds.top &&
383                !targetBounds.isEmpty()) {
384                mCanvas->save(SkCanvas::kClip_SaveFlag);
385                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
386                                      contentBounds.top,
387                                      SkRegion::kIntersect_Op)) {
388                    mCanvas->drawRenderNode(node.get(), outBounds);
389                }
390                // Reduce the target area by the area we have just painted.
391                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
392                mCanvas->restore();
393            }
394            // ... or at the bottom.
395            if (targetBounds.bottom > contentBounds.bottom &&
396                !targetBounds.isEmpty()) {
397                mCanvas->save(SkCanvas::kClip_SaveFlag);
398                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
399                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
400                    mCanvas->drawRenderNode(node.get(), outBounds);
401                }
402                mCanvas->restore();
403            }
404        } else if (layer == 1) { // Content
405            // It gets cropped against the bounds of the backdrop to stay inside.
406            mCanvas->save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
407
408            // We shift and clip the content to match its final location in the window.
409            const float left = mContentDrawBounds.left;
410            const float top = mContentDrawBounds.top;
411            const float dx = backdropBounds.left - left;
412            const float dy = backdropBounds.top - top;
413            const float width = backdropBounds.getWidth();
414            const float height = backdropBounds.getHeight();
415            mCanvas->translate(dx, dy);
416            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
417                mCanvas->drawRenderNode(node.get(), outBounds);
418            }
419            mCanvas->restore();
420        } else { // draw the rest on top at will!
421            mCanvas->drawRenderNode(node.get(), outBounds);
422        }
423        layer++;
424    }
425
426    profiler().draw(mCanvas);
427
428    bool drew = mCanvas->finish();
429
430    // Even if we decided to cancel the frame, from the perspective of jank
431    // metrics the frame was swapped at this point
432    mCurrentFrameInfo->markSwapBuffers();
433#else
434    OpReorderer reorderer;
435    reorderer.defer(frame.width(), frame.height(), mRenderNodes);
436    BakedOpRenderer::Info info(Caches::getInstance(), mRenderThread.renderState(),
437            frame.width(), frame.height(), mOpaque);
438    reorderer.replayBakedOps<BakedOpRenderer>(&info);
439
440    bool drew = info.didDraw;
441    SkRect screenDirty = SkRect::MakeWH(frame.width(), frame.height());
442#endif
443
444    if (drew) {
445        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
446            setSurface(nullptr);
447        }
448        mHaveNewSurface = false;
449    }
450
451    // TODO: Use a fence for real completion?
452    mCurrentFrameInfo->markFrameCompleted();
453
454#if LOG_FRAMETIME_MMA
455    float thisFrame = mCurrentFrameInfo->duration(
456            FrameInfoIndex::IssueDrawCommandsStart,
457            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
458    if (sFrameCount) {
459        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
460    } else {
461        sBenchMma = thisFrame;
462    }
463    if (++sFrameCount == 10) {
464        sFrameCount = 1;
465        ALOGD("Average frame time: %.4f", sBenchMma);
466    }
467#endif
468
469    mJankTracker.addFrame(*mCurrentFrameInfo);
470    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
471}
472
473// Called by choreographer to do an RT-driven animation
474void CanvasContext::doFrame() {
475    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) {
476        return;
477    }
478    prepareAndDraw(nullptr);
479}
480
481void CanvasContext::prepareAndDraw(RenderNode* node) {
482    ATRACE_CALL();
483
484    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
485    UiFrameInfoBuilder(frameInfo)
486        .addFlag(FrameInfoFlags::RTAnimation)
487        .setVsync(mRenderThread.timeLord().computeFrameTimeNanos(),
488                mRenderThread.timeLord().latestVsync());
489
490    TreeInfo info(TreeInfo::MODE_RT_ONLY, mRenderThread.renderState());
491    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
492    if (info.out.canDrawThisFrame) {
493        draw();
494    }
495}
496
497void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
498    ATRACE_CALL();
499    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
500    if (thread.eglManager().hasEglContext()) {
501        mode = DrawGlInfo::kModeProcess;
502    }
503
504    thread.renderState().invokeFunctor(functor, mode, nullptr);
505}
506
507void CanvasContext::markLayerInUse(RenderNode* node) {
508    if (mPrefetechedLayers.erase(node)) {
509        node->decStrong(nullptr);
510    }
511}
512
513static void destroyPrefetechedNode(RenderNode* node) {
514    ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName());
515    node->destroyHardwareResources();
516    node->decStrong(nullptr);
517}
518
519void CanvasContext::freePrefetechedLayers() {
520    if (mPrefetechedLayers.size()) {
521        std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode);
522        mPrefetechedLayers.clear();
523    }
524}
525
526void CanvasContext::buildLayer(RenderNode* node) {
527    ATRACE_CALL();
528    if (!mEglManager.hasEglContext() || !mCanvas) {
529        return;
530    }
531    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
532    stopDrawing();
533
534    TreeInfo info(TreeInfo::MODE_FULL, mRenderThread.renderState());
535    info.damageAccumulator = &mDamageAccumulator;
536    info.renderer = mCanvas;
537    info.runAnimations = false;
538    node->prepareTree(info);
539    SkRect ignore;
540    mDamageAccumulator.finish(&ignore);
541    // Tickle the GENERIC property on node to mark it as dirty for damaging
542    // purposes when the frame is actually drawn
543    node->setPropertyFieldsDirty(RenderNode::GENERIC);
544
545    mCanvas->markLayersAsBuildLayers();
546    mCanvas->flushLayerUpdates();
547
548    node->incStrong(nullptr);
549    mPrefetechedLayers.insert(node);
550}
551
552bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
553    layer->apply();
554    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
555}
556
557void CanvasContext::destroyHardwareResources() {
558    stopDrawing();
559    if (mEglManager.hasEglContext()) {
560        freePrefetechedLayers();
561        for (const sp<RenderNode>& node : mRenderNodes) {
562            node->destroyHardwareResources();
563        }
564        Caches& caches = Caches::getInstance();
565        // Make sure to release all the textures we were owning as there won't
566        // be another draw
567        caches.textureCache.resetMarkInUse(this);
568        caches.flush(Caches::FlushMode::Layers);
569    }
570}
571
572void CanvasContext::trimMemory(RenderThread& thread, int level) {
573    // No context means nothing to free
574    if (!thread.eglManager().hasEglContext()) return;
575
576    ATRACE_CALL();
577    if (level >= TRIM_MEMORY_COMPLETE) {
578        Caches::getInstance().flush(Caches::FlushMode::Full);
579        thread.eglManager().destroy();
580    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
581        Caches::getInstance().flush(Caches::FlushMode::Moderate);
582    }
583}
584
585void CanvasContext::runWithGlContext(RenderTask* task) {
586    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
587            "GL context not initialized!");
588    task->run();
589}
590
591Layer* CanvasContext::createTextureLayer() {
592    requireSurface();
593    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
594}
595
596void CanvasContext::setTextureAtlas(RenderThread& thread,
597        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
598    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
599}
600
601void CanvasContext::dumpFrames(int fd) {
602    FILE* file = fdopen(fd, "a");
603    fprintf(file, "\n\n---PROFILEDATA---\n");
604    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
605        fprintf(file, "%s", FrameInfoNames[i].c_str());
606        fprintf(file, ",");
607    }
608    for (size_t i = 0; i < mFrames.size(); i++) {
609        FrameInfo& frame = mFrames[i];
610        if (frame[FrameInfoIndex::SyncStart] == 0) {
611            continue;
612        }
613        fprintf(file, "\n");
614        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
615            fprintf(file, "%" PRId64 ",", frame[i]);
616        }
617    }
618    fprintf(file, "\n---PROFILEDATA---\n\n");
619    fflush(file);
620}
621
622void CanvasContext::resetFrameStats() {
623    mFrames.clear();
624    mRenderThread.jankTracker().reset();
625}
626
627void CanvasContext::serializeDisplayListTree() {
628#if ENABLE_RENDERNODE_SERIALIZATION
629    using namespace google::protobuf::io;
630    char package[128];
631    // Check whether tracing is enabled for this process.
632    FILE * file = fopen("/proc/self/cmdline", "r");
633    if (file) {
634        if (!fgets(package, 128, file)) {
635            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
636            fclose(file);
637            return;
638        }
639        fclose(file);
640    } else {
641        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
642                errno);
643        return;
644    }
645    char path[1024];
646    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
647    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
648    if (fd == -1) {
649        ALOGD("Failed to open '%s'", path);
650        return;
651    }
652    proto::RenderNode tree;
653    // TODO: Streaming writes?
654    mRootRenderNode->copyTo(&tree);
655    std::string data = tree.SerializeAsString();
656    write(fd, data.c_str(), data.length());
657    close(fd);
658#endif
659}
660
661} /* namespace renderthread */
662} /* namespace uirenderer */
663} /* namespace android */
664