CanvasContext.cpp revision e7f27fbf93ad0c26dfc6142ff1fde4a70b94aa23
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        } else if (mIsDirty && hasSurface()) {
153            mRenderThread.postFrameCallback(this);
154        }
155    }
156}
157
158void CanvasContext::setup(float lightRadius,
159        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
160#if HWUI_NEW_OPS
161    mLightGeometry.radius = lightRadius;
162    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
163    mLightInfo.spotShadowAlpha = spotShadowAlpha;
164#else
165    if (!mCanvas) return;
166    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
167#endif
168}
169
170void CanvasContext::setLightCenter(const Vector3& lightCenter) {
171#if HWUI_NEW_OPS
172    mLightGeometry.center = lightCenter;
173#else
174    if (!mCanvas) return;
175    mCanvas->setLightCenter(lightCenter);
176#endif
177}
178
179void CanvasContext::setOpaque(bool opaque) {
180    mOpaque = opaque;
181}
182
183bool CanvasContext::makeCurrent() {
184    if (mStopped) return false;
185
186    // TODO: Figure out why this workaround is needed, see b/13913604
187    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
188    EGLint error = 0;
189    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
190    if (error) {
191        setSurface(nullptr);
192    }
193    return !error;
194}
195
196static bool wasSkipped(FrameInfo* info) {
197    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
198}
199
200bool CanvasContext::isSwapChainStuffed() {
201    if (mSwapHistory.size() != mSwapHistory.capacity()) {
202        // We want at least 3 frames of history before attempting to
203        // guess if the queue is stuffed
204        return false;
205    }
206    nsecs_t frameInterval = mRenderThread.timeLord().frameIntervalNanos();
207    auto& swapA = mSwapHistory[0];
208
209    // Was there a happy queue & dequeue time? If so, don't
210    // consider it stuffed
211    if (swapA.dequeueDuration < 3_ms
212            && swapA.queueDuration < 3_ms) {
213        return false;
214    }
215
216    for (size_t i = 1; i < mSwapHistory.size(); i++) {
217        auto& swapB = mSwapHistory[i];
218
219        // If there's a frameInterval gap we effectively already dropped a frame,
220        // so consider the queue healthy.
221        if (swapA.swapCompletedTime - swapB.swapCompletedTime > frameInterval) {
222            return false;
223        }
224
225        // Was there a happy queue & dequeue time? If so, don't
226        // consider it stuffed
227        if (swapB.dequeueDuration < 3_ms
228                && swapB.queueDuration < 3_ms) {
229            return false;
230        }
231
232        swapA = swapB;
233    }
234
235    // All signs point to a stuffed swap chain
236    return true;
237}
238
239void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
240        int64_t syncQueued, RenderNode* target) {
241    mRenderThread.removeFrameCallback(this);
242
243    // If the previous frame was dropped we don't need to hold onto it, so
244    // just keep using the previous frame's structure instead
245    if (!wasSkipped(mCurrentFrameInfo)) {
246        mCurrentFrameInfo = &mFrames.next();
247    }
248    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
249    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
250    mCurrentFrameInfo->markSyncStart();
251
252    info.damageAccumulator = &mDamageAccumulator;
253#if HWUI_NEW_OPS
254    info.layerUpdateQueue = &mLayerUpdateQueue;
255#else
256    info.renderer = mCanvas;
257#endif
258
259    mAnimationContext->startFrame(info.mode);
260    for (const sp<RenderNode>& node : mRenderNodes) {
261        // Only the primary target node will be drawn full - all other nodes would get drawn in
262        // real time mode. In case of a window, the primary node is the window content and the other
263        // node(s) are non client / filler nodes.
264        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
265        node->prepareTree(info);
266        GL_CHECKPOINT(MODERATE);
267    }
268    mAnimationContext->runRemainingAnimations(info);
269    GL_CHECKPOINT(MODERATE);
270
271    freePrefetchedLayers(info.observer);
272    GL_CHECKPOINT(MODERATE);
273
274    mIsDirty = true;
275
276    if (CC_UNLIKELY(!mNativeSurface.get())) {
277        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
278        info.out.canDrawThisFrame = false;
279        return;
280    }
281
282    if (CC_LIKELY(mSwapHistory.size() && !Properties::forceDrawFrame)) {
283        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
284        SwapHistory& lastSwap = mSwapHistory.back();
285        int durationUs;
286        mNativeSurface->query(NATIVE_WINDOW_LAST_DEQUEUE_DURATION, &durationUs);
287        lastSwap.dequeueDuration = us2ns(durationUs);
288        mNativeSurface->query(NATIVE_WINDOW_LAST_QUEUE_DURATION, &durationUs);
289        lastSwap.queueDuration = us2ns(durationUs);
290        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
291        // The slight fudge-factor is to deal with cases where
292        // the vsync was estimated due to being slow handling the signal.
293        // See the logic in TimeLord#computeFrameTimeNanos or in
294        // Choreographer.java for details on when this happens
295        if (vsyncDelta < 2_ms) {
296            // Already drew for this vsync pulse, UI draw request missed
297            // the deadline for RT animations
298            info.out.canDrawThisFrame = false;
299        } else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos()) {
300            // It's been at least an entire frame interval, assume
301            // the buffer queue is fine
302            info.out.canDrawThisFrame = true;
303        } else {
304            info.out.canDrawThisFrame = !isSwapChainStuffed();
305        }
306    } else {
307        info.out.canDrawThisFrame = true;
308    }
309
310    if (!info.out.canDrawThisFrame) {
311        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
312    }
313
314    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
315        if (!info.out.requiresUiRedraw) {
316            // If animationsNeedsRedraw is set don't bother posting for an RT anim
317            // as we will just end up fighting the UI thread.
318            mRenderThread.postFrameCallback(this);
319        }
320    }
321}
322
323void CanvasContext::stopDrawing() {
324    mRenderThread.removeFrameCallback(this);
325    mAnimationContext->detachAnimators();
326}
327
328void CanvasContext::notifyFramePending() {
329    ATRACE_CALL();
330    mRenderThread.pushBackFrameCallback(this);
331}
332
333void CanvasContext::draw() {
334#if !HWUI_NEW_OPS
335    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
336            "drawRenderNode called on a context with no canvas or surface!");
337#endif
338
339    SkRect dirty;
340    mDamageAccumulator.finish(&dirty);
341
342    // TODO: Re-enable after figuring out cause of b/22592975
343//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
344//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
345//        return;
346//    }
347
348    mCurrentFrameInfo->markIssueDrawCommandsStart();
349
350    Frame frame = mEglManager.beginFrame(mEglSurface);
351
352    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
353        // can't rely on prior content of window if viewport size changes
354        dirty.setEmpty();
355        mLastFrameWidth = frame.width();
356        mLastFrameHeight = frame.height();
357    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
358        // New surface needs a full draw
359        dirty.setEmpty();
360    } else {
361        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
362            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
363                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
364            dirty.setEmpty();
365        }
366        profiler().unionDirty(&dirty);
367    }
368
369    if (dirty.isEmpty()) {
370        dirty.set(0, 0, frame.width(), frame.height());
371    }
372
373    // At this point dirty is the area of the screen to update. However,
374    // the area of the frame we need to repaint is potentially different, so
375    // stash the screen area for later
376    SkRect screenDirty(dirty);
377
378    // If the buffer age is 0 we do a full-screen repaint (handled above)
379    // If the buffer age is 1 the buffer contents are the same as they were
380    // last frame so there's nothing to union() against
381    // Therefore we only care about the > 1 case.
382    if (frame.bufferAge() > 1) {
383        if (frame.bufferAge() > (int) mSwapHistory.size()) {
384            // We don't have enough history to handle this old of a buffer
385            // Just do a full-draw
386            dirty.set(0, 0, frame.width(), frame.height());
387        } else {
388            // At this point we haven't yet added the latest frame
389            // to the damage history (happens below)
390            // So we need to damage
391            for (int i = mSwapHistory.size() - 1;
392                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
393                dirty.join(mSwapHistory[i].damage);
394            }
395        }
396    }
397
398    mEglManager.damageFrame(frame, dirty);
399
400#if HWUI_NEW_OPS
401    auto& caches = Caches::getInstance();
402    FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
403
404    frameBuilder.deferLayers(mLayerUpdateQueue);
405    mLayerUpdateQueue.clear();
406
407    frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
408
409    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
410            mOpaque, mLightInfo);
411    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
412    profiler().draw(&renderer);
413    bool drew = renderer.didDraw();
414
415    // post frame cleanup
416    caches.clearGarbage();
417    caches.pathCache.trim();
418    caches.tessellationCache.trim();
419
420#if DEBUG_MEMORY_USAGE
421    mCaches.dumpMemoryUsage();
422#else
423    if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
424        caches.dumpMemoryUsage();
425    }
426#endif
427
428#else
429    mCanvas->prepareDirty(frame.width(), frame.height(),
430            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
431
432    Rect outBounds;
433    // It there are multiple render nodes, they are laid out as follows:
434    // #0 - backdrop (content + caption)
435    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
436    // #2 - additional overlay nodes
437    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
438    // resizing however it might become partially visible. The following render loop will crop the
439    // backdrop against the content and draw the remaining part of it. It will then draw the content
440    // cropped to the backdrop (since that indicates a shrinking of the window).
441    //
442    // Additional nodes will be drawn on top with no particular clipping semantics.
443
444    // The bounds of the backdrop against which the content should be clipped.
445    Rect backdropBounds = mContentDrawBounds;
446    // Usually the contents bounds should be mContentDrawBounds - however - we will
447    // move it towards the fixed edge to give it a more stable appearance (for the moment).
448    Rect contentBounds;
449    // If there is no content bounds we ignore the layering as stated above and start with 2.
450    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
451    // Draw all render nodes. Note that
452    for (const sp<RenderNode>& node : mRenderNodes) {
453        if (layer == 0) { // Backdrop.
454            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
455            // was moved to the upper left corner.
456            const RenderProperties& properties = node->properties();
457            Rect targetBounds(properties.getLeft(), properties.getTop(),
458                              properties.getRight(), properties.getBottom());
459            // Move the content bounds towards the fixed corner of the backdrop.
460            const int x = targetBounds.left;
461            const int y = targetBounds.top;
462            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
463                                    y + mContentDrawBounds.getHeight());
464            // Remember the intersection of the target bounds and the intersection bounds against
465            // which we have to crop the content.
466            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
467            backdropBounds.doIntersect(targetBounds);
468            // Check if we have to draw something on the left side ...
469            if (targetBounds.left < contentBounds.left) {
470                mCanvas->save(SaveFlags::Clip);
471                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
472                                      contentBounds.left, targetBounds.bottom,
473                                      SkRegion::kIntersect_Op)) {
474                    mCanvas->drawRenderNode(node.get(), outBounds);
475                }
476                // Reduce the target area by the area we have just painted.
477                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
478                mCanvas->restore();
479            }
480            // ... or on the right side ...
481            if (targetBounds.right > contentBounds.right &&
482                !targetBounds.isEmpty()) {
483                mCanvas->save(SaveFlags::Clip);
484                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
485                                      targetBounds.right, targetBounds.bottom,
486                                      SkRegion::kIntersect_Op)) {
487                    mCanvas->drawRenderNode(node.get(), outBounds);
488                }
489                // Reduce the target area by the area we have just painted.
490                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
491                mCanvas->restore();
492            }
493            // ... or at the top ...
494            if (targetBounds.top < contentBounds.top &&
495                !targetBounds.isEmpty()) {
496                mCanvas->save(SaveFlags::Clip);
497                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
498                                      contentBounds.top,
499                                      SkRegion::kIntersect_Op)) {
500                    mCanvas->drawRenderNode(node.get(), outBounds);
501                }
502                // Reduce the target area by the area we have just painted.
503                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
504                mCanvas->restore();
505            }
506            // ... or at the bottom.
507            if (targetBounds.bottom > contentBounds.bottom &&
508                !targetBounds.isEmpty()) {
509                mCanvas->save(SaveFlags::Clip);
510                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
511                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
512                    mCanvas->drawRenderNode(node.get(), outBounds);
513                }
514                mCanvas->restore();
515            }
516        } else if (layer == 1) { // Content
517            // It gets cropped against the bounds of the backdrop to stay inside.
518            mCanvas->save(SaveFlags::MatrixClip);
519
520            // We shift and clip the content to match its final location in the window.
521            const float left = mContentDrawBounds.left;
522            const float top = mContentDrawBounds.top;
523            const float dx = backdropBounds.left - left;
524            const float dy = backdropBounds.top - top;
525            const float width = backdropBounds.getWidth();
526            const float height = backdropBounds.getHeight();
527
528            mCanvas->translate(dx, dy);
529            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
530                mCanvas->drawRenderNode(node.get(), outBounds);
531            }
532            mCanvas->restore();
533        } else { // draw the rest on top at will!
534            mCanvas->drawRenderNode(node.get(), outBounds);
535        }
536        layer++;
537    }
538
539    profiler().draw(mCanvas);
540
541    bool drew = mCanvas->finish();
542#endif
543
544    waitOnFences();
545
546    GL_CHECKPOINT(LOW);
547
548    // Even if we decided to cancel the frame, from the perspective of jank
549    // metrics the frame was swapped at this point
550    mCurrentFrameInfo->markSwapBuffers();
551    mIsDirty = false;
552
553    if (drew || mEglManager.damageRequiresSwap()) {
554        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
555            setSurface(nullptr);
556        }
557        SwapHistory& swap = mSwapHistory.next();
558        swap.damage = screenDirty;
559        swap.swapCompletedTime = systemTime(CLOCK_MONOTONIC);
560        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
561        mHaveNewSurface = false;
562        mFrameNumber = -1;
563    }
564
565    // TODO: Use a fence for real completion?
566    mCurrentFrameInfo->markFrameCompleted();
567
568#if LOG_FRAMETIME_MMA
569    float thisFrame = mCurrentFrameInfo->duration(
570            FrameInfoIndex::IssueDrawCommandsStart,
571            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
572    if (sFrameCount) {
573        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
574    } else {
575        sBenchMma = thisFrame;
576    }
577    if (++sFrameCount == 10) {
578        sFrameCount = 1;
579        ALOGD("Average frame time: %.4f", sBenchMma);
580    }
581#endif
582
583    mJankTracker.addFrame(*mCurrentFrameInfo);
584    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
585    if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
586        mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
587    }
588
589    GpuMemoryTracker::onFrameCompleted();
590}
591
592// Called by choreographer to do an RT-driven animation
593void CanvasContext::doFrame() {
594#if HWUI_NEW_OPS
595    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
596#else
597    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
598#endif
599    prepareAndDraw(nullptr);
600}
601
602void CanvasContext::prepareAndDraw(RenderNode* node) {
603    ATRACE_CALL();
604
605    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
606    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
607    UiFrameInfoBuilder(frameInfo)
608        .addFlag(FrameInfoFlags::RTAnimation)
609        .setVsync(vsync, vsync);
610
611    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
612    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
613    if (info.out.canDrawThisFrame) {
614        draw();
615    }
616}
617
618void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
619    ATRACE_CALL();
620    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
621    if (thread.eglManager().hasEglContext()) {
622        mode = DrawGlInfo::kModeProcess;
623    }
624
625    thread.renderState().invokeFunctor(functor, mode, nullptr);
626}
627
628void CanvasContext::markLayerInUse(RenderNode* node) {
629    if (mPrefetchedLayers.erase(node)) {
630        node->decStrong(nullptr);
631    }
632}
633
634void CanvasContext::freePrefetchedLayers(TreeObserver* observer) {
635    if (mPrefetchedLayers.size()) {
636        for (auto& node : mPrefetchedLayers) {
637            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
638                    node->getName());
639            node->destroyHardwareResources(observer);
640            node->decStrong(observer);
641        }
642        mPrefetchedLayers.clear();
643    }
644}
645
646void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
647    ATRACE_CALL();
648    if (!mEglManager.hasEglContext()) return;
649#if !HWUI_NEW_OPS
650    if (!mCanvas) return;
651#endif
652
653    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
654    stopDrawing();
655
656    TreeInfo info(TreeInfo::MODE_FULL, *this);
657    info.damageAccumulator = &mDamageAccumulator;
658    info.observer = observer;
659#if HWUI_NEW_OPS
660    info.layerUpdateQueue = &mLayerUpdateQueue;
661#else
662    info.renderer = mCanvas;
663#endif
664    info.runAnimations = false;
665    node->prepareTree(info);
666    SkRect ignore;
667    mDamageAccumulator.finish(&ignore);
668    // Tickle the GENERIC property on node to mark it as dirty for damaging
669    // purposes when the frame is actually drawn
670    node->setPropertyFieldsDirty(RenderNode::GENERIC);
671
672#if HWUI_NEW_OPS
673    static const std::vector< sp<RenderNode> > emptyNodeList;
674    auto& caches = Caches::getInstance();
675    FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches);
676    mLayerUpdateQueue.clear();
677    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
678            mOpaque, mLightInfo);
679    LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
680    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
681#else
682    mCanvas->markLayersAsBuildLayers();
683    mCanvas->flushLayerUpdates();
684#endif
685
686    node->incStrong(nullptr);
687    mPrefetchedLayers.insert(node);
688}
689
690bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
691    layer->apply();
692    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
693}
694
695void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
696    stopDrawing();
697    if (mEglManager.hasEglContext()) {
698        freePrefetchedLayers(observer);
699        for (const sp<RenderNode>& node : mRenderNodes) {
700            node->destroyHardwareResources(observer);
701        }
702        Caches& caches = Caches::getInstance();
703        // Make sure to release all the textures we were owning as there won't
704        // be another draw
705        caches.textureCache.resetMarkInUse(this);
706        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
707    }
708}
709
710void CanvasContext::trimMemory(RenderThread& thread, int level) {
711    // No context means nothing to free
712    if (!thread.eglManager().hasEglContext()) return;
713
714    ATRACE_CALL();
715    if (level >= TRIM_MEMORY_COMPLETE) {
716        thread.renderState().flush(Caches::FlushMode::Full);
717        thread.eglManager().destroy();
718    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
719        thread.renderState().flush(Caches::FlushMode::Moderate);
720    }
721}
722
723Layer* CanvasContext::createTextureLayer() {
724    mEglManager.initialize();
725    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
726}
727
728void CanvasContext::setTextureAtlas(RenderThread& thread,
729        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
730    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
731}
732
733void CanvasContext::dumpFrames(int fd) {
734    FILE* file = fdopen(fd, "a");
735    fprintf(file, "\n\n---PROFILEDATA---\n");
736    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
737        fprintf(file, "%s", FrameInfoNames[i].c_str());
738        fprintf(file, ",");
739    }
740    for (size_t i = 0; i < mFrames.size(); i++) {
741        FrameInfo& frame = mFrames[i];
742        if (frame[FrameInfoIndex::SyncStart] == 0) {
743            continue;
744        }
745        fprintf(file, "\n");
746        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
747            fprintf(file, "%" PRId64 ",", frame[i]);
748        }
749    }
750    fprintf(file, "\n---PROFILEDATA---\n\n");
751    fflush(file);
752}
753
754void CanvasContext::resetFrameStats() {
755    mFrames.clear();
756    mRenderThread.jankTracker().reset();
757}
758
759void CanvasContext::serializeDisplayListTree() {
760#if ENABLE_RENDERNODE_SERIALIZATION
761    using namespace google::protobuf::io;
762    char package[128];
763    // Check whether tracing is enabled for this process.
764    FILE * file = fopen("/proc/self/cmdline", "r");
765    if (file) {
766        if (!fgets(package, 128, file)) {
767            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
768            fclose(file);
769            return;
770        }
771        fclose(file);
772    } else {
773        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
774                errno);
775        return;
776    }
777    char path[1024];
778    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
779    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
780    if (fd == -1) {
781        ALOGD("Failed to open '%s'", path);
782        return;
783    }
784    proto::RenderNode tree;
785    // TODO: Streaming writes?
786    mRootRenderNode->copyTo(&tree);
787    std::string data = tree.SerializeAsString();
788    write(fd, data.c_str(), data.length());
789    close(fd);
790#endif
791}
792
793void CanvasContext::waitOnFences() {
794    if (mFrameFences.size()) {
795        ATRACE_CALL();
796        for (auto& fence : mFrameFences) {
797            fence->getResult();
798        }
799        mFrameFences.clear();
800    }
801}
802
803class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
804public:
805    explicit FuncTaskProcessor(Caches& caches)
806            : TaskProcessor<bool>(&caches.tasks) {}
807
808    virtual void onProcess(const sp<Task<bool> >& task) override {
809        FuncTask* t = static_cast<FuncTask*>(task.get());
810        t->func();
811        task->setResult(true);
812    }
813};
814
815void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
816    if (!mFrameWorkProcessor.get()) {
817        mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
818    }
819    sp<FuncTask> task(new FuncTask());
820    task->func = func;
821    mFrameFences.push_back(task);
822    mFrameWorkProcessor->add(task);
823}
824
825int64_t CanvasContext::getFrameNumber() {
826    // mFrameNumber is reset to -1 when the surface changes or we swap buffers
827    if (mFrameNumber == -1 && mNativeSurface.get()) {
828        mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
829    }
830    return mFrameNumber;
831}
832
833} /* namespace renderthread */
834} /* namespace uirenderer */
835} /* namespace android */
836