CanvasContext.cpp revision f648108f83d4e74811919e9811efb8fcc184b8a3
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#if HWUI_NEW_OPS
37#include "FrameBuilder.h"
38#endif
39
40#include <cutils/properties.h>
41#include <google/protobuf/io/zero_copy_stream_impl.h>
42#include <private/hwui/DrawGlInfo.h>
43#include <strings.h>
44
45#include <algorithm>
46#include <fcntl.h>
47#include <sys/stat.h>
48
49#include <cstdlib>
50
51#define TRIM_MEMORY_COMPLETE 80
52#define TRIM_MEMORY_UI_HIDDEN 20
53
54#define ENABLE_RENDERNODE_SERIALIZATION false
55
56#define LOG_FRAMETIME_MMA 0
57
58#if LOG_FRAMETIME_MMA
59static float sBenchMma = 0;
60static int sFrameCount = 0;
61static const float NANOS_PER_MILLIS_F = 1000000.0f;
62#endif
63
64namespace android {
65namespace uirenderer {
66namespace renderthread {
67
68CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
69        RenderNode* rootRenderNode, IContextFactory* contextFactory)
70        : mRenderThread(thread)
71        , mEglManager(thread.eglManager())
72        , mOpaque(!translucent)
73        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
74        , mJankTracker(thread.timeLord().frameIntervalNanos())
75        , mProfiler(mFrames)
76        , mContentDrawBounds(0, 0, 0, 0) {
77    mRenderNodes.emplace_back(rootRenderNode);
78    mRenderThread.renderState().registerCanvasContext(this);
79    mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
80}
81
82CanvasContext::~CanvasContext() {
83    destroy();
84    mRenderThread.renderState().unregisterCanvasContext(this);
85}
86
87void CanvasContext::destroy() {
88    stopDrawing();
89    setSurface(nullptr);
90    freePrefetechedLayers();
91    destroyHardwareResources();
92    mAnimationContext->destroy();
93    if (mCanvas) {
94        delete mCanvas;
95        mCanvas = nullptr;
96    }
97}
98
99void CanvasContext::setSurface(Surface* surface) {
100    ATRACE_CALL();
101
102    mNativeSurface = surface;
103
104    if (mEglSurface != EGL_NO_SURFACE) {
105        mEglManager.destroySurface(mEglSurface);
106        mEglSurface = EGL_NO_SURFACE;
107    }
108
109    if (surface) {
110        mEglSurface = mEglManager.createSurface(surface);
111    }
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        makeCurrent();
119    } else {
120        mRenderThread.removeFrameCallback(this);
121    }
122}
123
124void CanvasContext::requireSurface() {
125    LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
126            "requireSurface() called but no surface set!");
127    makeCurrent();
128}
129
130void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
131    mSwapBehavior = swapBehavior;
132}
133
134void CanvasContext::initialize(Surface* surface) {
135    setSurface(surface);
136#if !HWUI_NEW_OPS
137    if (mCanvas) return;
138    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
139    mCanvas->initProperties();
140#endif
141}
142
143void CanvasContext::updateSurface(Surface* surface) {
144    setSurface(surface);
145}
146
147bool CanvasContext::pauseSurface(Surface* surface) {
148    return mRenderThread.removeFrameCallback(this);
149}
150
151// TODO: don't pass viewport size, it's automatic via EGL
152void CanvasContext::setup(int width, int height, float lightRadius,
153        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
154#if HWUI_NEW_OPS
155    mLightInfo.lightRadius = lightRadius;
156    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
157    mLightInfo.spotShadowAlpha = spotShadowAlpha;
158#else
159    if (!mCanvas) return;
160    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
161#endif
162}
163
164void CanvasContext::setLightCenter(const Vector3& lightCenter) {
165#if HWUI_NEW_OPS
166    mLightCenter = lightCenter;
167#else
168    if (!mCanvas) return;
169    mCanvas->setLightCenter(lightCenter);
170#endif
171}
172
173void CanvasContext::setOpaque(bool opaque) {
174    mOpaque = opaque;
175}
176
177void CanvasContext::makeCurrent() {
178    // TODO: Figure out why this workaround is needed, see b/13913604
179    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
180    EGLint error = 0;
181    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
182    if (error) {
183        setSurface(nullptr);
184    }
185}
186
187static bool wasSkipped(FrameInfo* info) {
188    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
189}
190
191void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
192        int64_t syncQueued, RenderNode* target) {
193    mRenderThread.removeFrameCallback(this);
194
195    // If the previous frame was dropped we don't need to hold onto it, so
196    // just keep using the previous frame's structure instead
197    if (!wasSkipped(mCurrentFrameInfo)) {
198        mCurrentFrameInfo = &mFrames.next();
199    }
200    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
201    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
202    mCurrentFrameInfo->markSyncStart();
203
204    info.damageAccumulator = &mDamageAccumulator;
205#if HWUI_NEW_OPS
206    info.layerUpdateQueue = &mLayerUpdateQueue;
207#else
208    info.renderer = mCanvas;
209#endif
210
211    if (CC_LIKELY(mNativeSurface.get())) {
212        info.frameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
213    }
214
215    mAnimationContext->startFrame(info.mode);
216    for (const sp<RenderNode>& node : mRenderNodes) {
217        // Only the primary target node will be drawn full - all other nodes would get drawn in
218        // real time mode. In case of a window, the primary node is the window content and the other
219        // node(s) are non client / filler nodes.
220        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
221        node->prepareTree(info);
222        GL_CHECKPOINT(MODERATE);
223    }
224    mAnimationContext->runRemainingAnimations(info);
225    GL_CHECKPOINT(MODERATE);
226
227    freePrefetechedLayers();
228    GL_CHECKPOINT(MODERATE);
229
230    if (CC_UNLIKELY(!mNativeSurface.get())) {
231        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
232        info.out.canDrawThisFrame = false;
233        return;
234    }
235
236    if (CC_LIKELY(mSwapHistory.size())) {
237        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
238        const SwapHistory& lastSwap = mSwapHistory.back();
239        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
240        // The slight fudge-factor is to deal with cases where
241        // the vsync was estimated due to being slow handling the signal.
242        // See the logic in TimeLord#computeFrameTimeNanos or in
243        // Choreographer.java for details on when this happens
244        if (vsyncDelta < 2_ms) {
245            // Already drew for this vsync pulse, UI draw request missed
246            // the deadline for RT animations
247            info.out.canDrawThisFrame = false;
248        } else if (lastSwap.swapTime < latestVsync) {
249            info.out.canDrawThisFrame = true;
250        } else {
251            // We're maybe behind? Find out for sure
252            int runningBehind = 0;
253            // TODO: Have this method be on Surface, too, not just ANativeWindow...
254            ANativeWindow* window = mNativeSurface.get();
255            window->query(window, NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
256            info.out.canDrawThisFrame = !runningBehind;
257        }
258    } else {
259        info.out.canDrawThisFrame = true;
260    }
261
262    if (!info.out.canDrawThisFrame) {
263        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
264    }
265
266    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
267        if (!info.out.requiresUiRedraw) {
268            // If animationsNeedsRedraw is set don't bother posting for an RT anim
269            // as we will just end up fighting the UI thread.
270            mRenderThread.postFrameCallback(this);
271        }
272    }
273}
274
275void CanvasContext::stopDrawing() {
276    mRenderThread.removeFrameCallback(this);
277}
278
279void CanvasContext::notifyFramePending() {
280    ATRACE_CALL();
281    mRenderThread.pushBackFrameCallback(this);
282}
283
284void CanvasContext::draw() {
285#if !HWUI_NEW_OPS
286    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
287            "drawRenderNode called on a context with no canvas or surface!");
288#endif
289
290    SkRect dirty;
291    mDamageAccumulator.finish(&dirty);
292
293    // TODO: Re-enable after figuring out cause of b/22592975
294//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
295//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
296//        return;
297//    }
298
299    mCurrentFrameInfo->markIssueDrawCommandsStart();
300
301    Frame frame = mEglManager.beginFrame(mEglSurface);
302
303    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
304        // can't rely on prior content of window if viewport size changes
305        dirty.setEmpty();
306        mLastFrameWidth = frame.width();
307        mLastFrameHeight = frame.height();
308    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
309        // New surface needs a full draw
310        dirty.setEmpty();
311    } else {
312        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
313            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
314                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
315            dirty.setEmpty();
316        }
317        profiler().unionDirty(&dirty);
318    }
319
320    if (dirty.isEmpty()) {
321        dirty.set(0, 0, frame.width(), frame.height());
322    }
323
324    // At this point dirty is the area of the screen to update. However,
325    // the area of the frame we need to repaint is potentially different, so
326    // stash the screen area for later
327    SkRect screenDirty(dirty);
328
329    // If the buffer age is 0 we do a full-screen repaint (handled above)
330    // If the buffer age is 1 the buffer contents are the same as they were
331    // last frame so there's nothing to union() against
332    // Therefore we only care about the > 1 case.
333    if (frame.bufferAge() > 1) {
334        if (frame.bufferAge() > (int) mSwapHistory.size()) {
335            // We don't have enough history to handle this old of a buffer
336            // Just do a full-draw
337            dirty.set(0, 0, frame.width(), frame.height());
338        } else {
339            // At this point we haven't yet added the latest frame
340            // to the damage history (happens below)
341            // So we need to damage
342            for (int i = mSwapHistory.size() - 1;
343                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
344                dirty.join(mSwapHistory[i].damage);
345            }
346        }
347    }
348
349    mEglManager.damageFrame(frame, dirty);
350
351#if HWUI_NEW_OPS
352    FrameBuilder frameBuilder(mLayerUpdateQueue, dirty, frame.width(), frame.height(),
353            mRenderNodes, mLightCenter, mContentDrawBounds);
354    mLayerUpdateQueue.clear();
355    BakedOpRenderer renderer(Caches::getInstance(), mRenderThread.renderState(),
356            mOpaque, mLightInfo);
357    // TODO: profiler().draw(mCanvas);
358    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
359    bool drew = renderer.didDraw();
360
361#else
362    mCanvas->prepareDirty(frame.width(), frame.height(),
363            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
364
365    Rect outBounds;
366    // It there are multiple render nodes, they are laid out as follows:
367    // #0 - backdrop (content + caption)
368    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
369    // #2 - additional overlay nodes
370    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
371    // resizing however it might become partially visible. The following render loop will crop the
372    // backdrop against the content and draw the remaining part of it. It will then draw the content
373    // cropped to the backdrop (since that indicates a shrinking of the window).
374    //
375    // Additional nodes will be drawn on top with no particular clipping semantics.
376
377    // The bounds of the backdrop against which the content should be clipped.
378    Rect backdropBounds = mContentDrawBounds;
379    // Usually the contents bounds should be mContentDrawBounds - however - we will
380    // move it towards the fixed edge to give it a more stable appearance (for the moment).
381    Rect contentBounds;
382    // If there is no content bounds we ignore the layering as stated above and start with 2.
383    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
384    // Draw all render nodes. Note that
385    for (const sp<RenderNode>& node : mRenderNodes) {
386        if (layer == 0) { // Backdrop.
387            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
388            // was moved to the upper left corner.
389            const RenderProperties& properties = node->properties();
390            Rect targetBounds(properties.getLeft(), properties.getTop(),
391                              properties.getRight(), properties.getBottom());
392            // Move the content bounds towards the fixed corner of the backdrop.
393            const int x = targetBounds.left;
394            const int y = targetBounds.top;
395            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
396                                    y + mContentDrawBounds.getHeight());
397            // Remember the intersection of the target bounds and the intersection bounds against
398            // which we have to crop the content.
399            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
400            backdropBounds.doIntersect(targetBounds);
401            // Check if we have to draw something on the left side ...
402            if (targetBounds.left < contentBounds.left) {
403                mCanvas->save(SaveFlags::Clip);
404                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
405                                      contentBounds.left, targetBounds.bottom,
406                                      SkRegion::kIntersect_Op)) {
407                    mCanvas->drawRenderNode(node.get(), outBounds);
408                }
409                // Reduce the target area by the area we have just painted.
410                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
411                mCanvas->restore();
412            }
413            // ... or on the right side ...
414            if (targetBounds.right > contentBounds.right &&
415                !targetBounds.isEmpty()) {
416                mCanvas->save(SaveFlags::Clip);
417                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
418                                      targetBounds.right, targetBounds.bottom,
419                                      SkRegion::kIntersect_Op)) {
420                    mCanvas->drawRenderNode(node.get(), outBounds);
421                }
422                // Reduce the target area by the area we have just painted.
423                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
424                mCanvas->restore();
425            }
426            // ... or at the top ...
427            if (targetBounds.top < contentBounds.top &&
428                !targetBounds.isEmpty()) {
429                mCanvas->save(SaveFlags::Clip);
430                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
431                                      contentBounds.top,
432                                      SkRegion::kIntersect_Op)) {
433                    mCanvas->drawRenderNode(node.get(), outBounds);
434                }
435                // Reduce the target area by the area we have just painted.
436                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
437                mCanvas->restore();
438            }
439            // ... or at the bottom.
440            if (targetBounds.bottom > contentBounds.bottom &&
441                !targetBounds.isEmpty()) {
442                mCanvas->save(SaveFlags::Clip);
443                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
444                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
445                    mCanvas->drawRenderNode(node.get(), outBounds);
446                }
447                mCanvas->restore();
448            }
449        } else if (layer == 1) { // Content
450            // It gets cropped against the bounds of the backdrop to stay inside.
451            mCanvas->save(SaveFlags::MatrixClip);
452
453            // We shift and clip the content to match its final location in the window.
454            const float left = mContentDrawBounds.left;
455            const float top = mContentDrawBounds.top;
456            const float dx = backdropBounds.left - left;
457            const float dy = backdropBounds.top - top;
458            const float width = backdropBounds.getWidth();
459            const float height = backdropBounds.getHeight();
460
461            mCanvas->translate(dx, dy);
462            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
463                mCanvas->drawRenderNode(node.get(), outBounds);
464            }
465            mCanvas->restore();
466        } else { // draw the rest on top at will!
467            mCanvas->drawRenderNode(node.get(), outBounds);
468        }
469        layer++;
470    }
471
472    profiler().draw(mCanvas);
473
474    bool drew = mCanvas->finish();
475#endif
476
477    GL_CHECKPOINT(LOW);
478
479    // Even if we decided to cancel the frame, from the perspective of jank
480    // metrics the frame was swapped at this point
481    mCurrentFrameInfo->markSwapBuffers();
482
483    if (drew) {
484        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
485            setSurface(nullptr);
486        }
487        SwapHistory& swap = mSwapHistory.next();
488        swap.damage = screenDirty;
489        swap.swapTime = systemTime(CLOCK_MONOTONIC);
490        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
491        mHaveNewSurface = false;
492    }
493
494    // TODO: Use a fence for real completion?
495    mCurrentFrameInfo->markFrameCompleted();
496
497#if LOG_FRAMETIME_MMA
498    float thisFrame = mCurrentFrameInfo->duration(
499            FrameInfoIndex::IssueDrawCommandsStart,
500            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
501    if (sFrameCount) {
502        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
503    } else {
504        sBenchMma = thisFrame;
505    }
506    if (++sFrameCount == 10) {
507        sFrameCount = 1;
508        ALOGD("Average frame time: %.4f", sBenchMma);
509    }
510#endif
511
512    mJankTracker.addFrame(*mCurrentFrameInfo);
513    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
514    if (CC_UNLIKELY(mFrameStatsReporter.get() != nullptr)) {
515        mFrameStatsReporter->reportFrameStats(mCurrentFrameInfo->data());
516    }
517
518    GpuMemoryTracker::onFrameCompleted();
519}
520
521// Called by choreographer to do an RT-driven animation
522void CanvasContext::doFrame() {
523#if HWUI_NEW_OPS
524    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
525#else
526    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
527#endif
528    prepareAndDraw(nullptr);
529}
530
531void CanvasContext::prepareAndDraw(RenderNode* node) {
532    ATRACE_CALL();
533
534    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
535    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
536    UiFrameInfoBuilder(frameInfo)
537        .addFlag(FrameInfoFlags::RTAnimation)
538        .setVsync(vsync, vsync);
539
540    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
541    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
542    if (info.out.canDrawThisFrame) {
543        draw();
544    }
545}
546
547void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
548    ATRACE_CALL();
549    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
550    if (thread.eglManager().hasEglContext()) {
551        mode = DrawGlInfo::kModeProcess;
552    }
553
554    thread.renderState().invokeFunctor(functor, mode, nullptr);
555}
556
557void CanvasContext::markLayerInUse(RenderNode* node) {
558    if (mPrefetechedLayers.erase(node)) {
559        node->decStrong(nullptr);
560    }
561}
562
563static void destroyPrefetechedNode(RenderNode* node) {
564    ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", node->getName());
565    node->destroyHardwareResources();
566    node->decStrong(nullptr);
567}
568
569void CanvasContext::freePrefetechedLayers() {
570    if (mPrefetechedLayers.size()) {
571        std::for_each(mPrefetechedLayers.begin(), mPrefetechedLayers.end(), destroyPrefetechedNode);
572        mPrefetechedLayers.clear();
573    }
574}
575
576void CanvasContext::buildLayer(RenderNode* node) {
577    ATRACE_CALL();
578    if (!mEglManager.hasEglContext() || !mCanvas) {
579        return;
580    }
581    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
582    stopDrawing();
583
584    TreeInfo info(TreeInfo::MODE_FULL, *this);
585    info.damageAccumulator = &mDamageAccumulator;
586#if HWUI_NEW_OPS
587    info.layerUpdateQueue = &mLayerUpdateQueue;
588#else
589    info.renderer = mCanvas;
590#endif
591    info.runAnimations = false;
592    node->prepareTree(info);
593    SkRect ignore;
594    mDamageAccumulator.finish(&ignore);
595    // Tickle the GENERIC property on node to mark it as dirty for damaging
596    // purposes when the frame is actually drawn
597    node->setPropertyFieldsDirty(RenderNode::GENERIC);
598
599#if HWUI_NEW_OPS
600    // TODO: support buildLayer
601#else
602    mCanvas->markLayersAsBuildLayers();
603    mCanvas->flushLayerUpdates();
604#endif
605
606    node->incStrong(nullptr);
607    mPrefetechedLayers.insert(node);
608}
609
610bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
611    layer->apply();
612    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
613}
614
615void CanvasContext::destroyHardwareResources() {
616    stopDrawing();
617    if (mEglManager.hasEglContext()) {
618        freePrefetechedLayers();
619        for (const sp<RenderNode>& node : mRenderNodes) {
620            node->destroyHardwareResources();
621        }
622        Caches& caches = Caches::getInstance();
623        // Make sure to release all the textures we were owning as there won't
624        // be another draw
625        caches.textureCache.resetMarkInUse(this);
626        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
627    }
628}
629
630void CanvasContext::trimMemory(RenderThread& thread, int level) {
631    // No context means nothing to free
632    if (!thread.eglManager().hasEglContext()) return;
633
634    ATRACE_CALL();
635    if (level >= TRIM_MEMORY_COMPLETE) {
636        thread.renderState().flush(Caches::FlushMode::Full);
637        thread.eglManager().destroy();
638    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
639        thread.renderState().flush(Caches::FlushMode::Moderate);
640    }
641}
642
643void CanvasContext::runWithGlContext(RenderTask* task) {
644    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
645            "GL context not initialized!");
646    task->run();
647}
648
649Layer* CanvasContext::createTextureLayer() {
650    requireSurface();
651    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
652}
653
654void CanvasContext::setTextureAtlas(RenderThread& thread,
655        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
656    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
657}
658
659void CanvasContext::dumpFrames(int fd) {
660    FILE* file = fdopen(fd, "a");
661    fprintf(file, "\n\n---PROFILEDATA---\n");
662    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
663        fprintf(file, "%s", FrameInfoNames[i].c_str());
664        fprintf(file, ",");
665    }
666    for (size_t i = 0; i < mFrames.size(); i++) {
667        FrameInfo& frame = mFrames[i];
668        if (frame[FrameInfoIndex::SyncStart] == 0) {
669            continue;
670        }
671        fprintf(file, "\n");
672        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
673            fprintf(file, "%" PRId64 ",", frame[i]);
674        }
675    }
676    fprintf(file, "\n---PROFILEDATA---\n\n");
677    fflush(file);
678}
679
680void CanvasContext::resetFrameStats() {
681    mFrames.clear();
682    mRenderThread.jankTracker().reset();
683}
684
685void CanvasContext::serializeDisplayListTree() {
686#if ENABLE_RENDERNODE_SERIALIZATION
687    using namespace google::protobuf::io;
688    char package[128];
689    // Check whether tracing is enabled for this process.
690    FILE * file = fopen("/proc/self/cmdline", "r");
691    if (file) {
692        if (!fgets(package, 128, file)) {
693            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
694            fclose(file);
695            return;
696        }
697        fclose(file);
698    } else {
699        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
700                errno);
701        return;
702    }
703    char path[1024];
704    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
705    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
706    if (fd == -1) {
707        ALOGD("Failed to open '%s'", path);
708        return;
709    }
710    proto::RenderNode tree;
711    // TODO: Streaming writes?
712    mRootRenderNode->copyTo(&tree);
713    std::string data = tree.SerializeAsString();
714    write(fd, data.c_str(), data.length());
715    close(fd);
716#endif
717}
718
719} /* namespace renderthread */
720} /* namespace uirenderer */
721} /* namespace android */
722