CanvasContext.cpp revision fc4c59a10cfd3cdbecf83657b74fbcedc70d3ada
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
158// TODO: don't pass viewport size, it's automatic via EGL
159void CanvasContext::setup(int width, int height, float lightRadius,
160        uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
161#if HWUI_NEW_OPS
162    mLightGeometry.radius = lightRadius;
163    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
164    mLightInfo.spotShadowAlpha = spotShadowAlpha;
165#else
166    if (!mCanvas) return;
167    mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
168#endif
169}
170
171void CanvasContext::setLightCenter(const Vector3& lightCenter) {
172#if HWUI_NEW_OPS
173    mLightGeometry.center = lightCenter;
174#else
175    if (!mCanvas) return;
176    mCanvas->setLightCenter(lightCenter);
177#endif
178}
179
180void CanvasContext::setOpaque(bool opaque) {
181    mOpaque = opaque;
182}
183
184bool CanvasContext::makeCurrent() {
185    if (mStopped) return false;
186
187    // TODO: Figure out why this workaround is needed, see b/13913604
188    // In the meantime this matches the behavior of GLRenderer, so it is not a regression
189    EGLint error = 0;
190    mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
191    if (error) {
192        setSurface(nullptr);
193    }
194    return !error;
195}
196
197static bool wasSkipped(FrameInfo* info) {
198    return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
199}
200
201void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
202        int64_t syncQueued, RenderNode* target) {
203    mRenderThread.removeFrameCallback(this);
204
205    // If the previous frame was dropped we don't need to hold onto it, so
206    // just keep using the previous frame's structure instead
207    if (!wasSkipped(mCurrentFrameInfo)) {
208        mCurrentFrameInfo = &mFrames.next();
209    }
210    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
211    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
212    mCurrentFrameInfo->markSyncStart();
213
214    info.damageAccumulator = &mDamageAccumulator;
215#if HWUI_NEW_OPS
216    info.layerUpdateQueue = &mLayerUpdateQueue;
217#else
218    info.renderer = mCanvas;
219#endif
220
221    mAnimationContext->startFrame(info.mode);
222    for (const sp<RenderNode>& node : mRenderNodes) {
223        // Only the primary target node will be drawn full - all other nodes would get drawn in
224        // real time mode. In case of a window, the primary node is the window content and the other
225        // node(s) are non client / filler nodes.
226        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
227        node->prepareTree(info);
228        GL_CHECKPOINT(MODERATE);
229    }
230    mAnimationContext->runRemainingAnimations(info);
231    GL_CHECKPOINT(MODERATE);
232
233    freePrefetchedLayers(info.observer);
234    GL_CHECKPOINT(MODERATE);
235
236    mIsDirty = true;
237
238    if (CC_UNLIKELY(!mNativeSurface.get())) {
239        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
240        info.out.canDrawThisFrame = false;
241        return;
242    }
243
244    if (CC_LIKELY(mSwapHistory.size())) {
245        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
246        const SwapHistory& lastSwap = mSwapHistory.back();
247        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
248        // The slight fudge-factor is to deal with cases where
249        // the vsync was estimated due to being slow handling the signal.
250        // See the logic in TimeLord#computeFrameTimeNanos or in
251        // Choreographer.java for details on when this happens
252        if (vsyncDelta < 2_ms) {
253            // Already drew for this vsync pulse, UI draw request missed
254            // the deadline for RT animations
255            info.out.canDrawThisFrame = false;
256        } else if (lastSwap.swapTime < latestVsync) {
257            info.out.canDrawThisFrame = true;
258        } else {
259            // We're maybe behind? Find out for sure
260            int runningBehind = 0;
261            // TODO: Have this method be on Surface, too, not just ANativeWindow...
262            ANativeWindow* window = mNativeSurface.get();
263            window->query(window, NATIVE_WINDOW_CONSUMER_RUNNING_BEHIND, &runningBehind);
264            info.out.canDrawThisFrame = !runningBehind;
265        }
266    } else {
267        info.out.canDrawThisFrame = true;
268    }
269
270    if (!info.out.canDrawThisFrame) {
271        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
272    }
273
274    if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
275        if (!info.out.requiresUiRedraw) {
276            // If animationsNeedsRedraw is set don't bother posting for an RT anim
277            // as we will just end up fighting the UI thread.
278            mRenderThread.postFrameCallback(this);
279        }
280    }
281}
282
283void CanvasContext::stopDrawing() {
284    mRenderThread.removeFrameCallback(this);
285    mAnimationContext->detachAnimators();
286}
287
288void CanvasContext::notifyFramePending() {
289    ATRACE_CALL();
290    mRenderThread.pushBackFrameCallback(this);
291}
292
293void CanvasContext::draw() {
294#if !HWUI_NEW_OPS
295    LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
296            "drawRenderNode called on a context with no canvas or surface!");
297#endif
298
299    SkRect dirty;
300    mDamageAccumulator.finish(&dirty);
301
302    // TODO: Re-enable after figuring out cause of b/22592975
303//    if (dirty.isEmpty() && Properties::skipEmptyFrames) {
304//        mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
305//        return;
306//    }
307
308    mCurrentFrameInfo->markIssueDrawCommandsStart();
309
310    Frame frame = mEglManager.beginFrame(mEglSurface);
311
312    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
313        // can't rely on prior content of window if viewport size changes
314        dirty.setEmpty();
315        mLastFrameWidth = frame.width();
316        mLastFrameHeight = frame.height();
317    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
318        // New surface needs a full draw
319        dirty.setEmpty();
320    } else {
321        if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) {
322            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?",
323                    SK_RECT_ARGS(dirty), frame.width(), frame.height());
324            dirty.setEmpty();
325        }
326        profiler().unionDirty(&dirty);
327    }
328
329    if (dirty.isEmpty()) {
330        dirty.set(0, 0, frame.width(), frame.height());
331    }
332
333    // At this point dirty is the area of the screen to update. However,
334    // the area of the frame we need to repaint is potentially different, so
335    // stash the screen area for later
336    SkRect screenDirty(dirty);
337
338    // If the buffer age is 0 we do a full-screen repaint (handled above)
339    // If the buffer age is 1 the buffer contents are the same as they were
340    // last frame so there's nothing to union() against
341    // Therefore we only care about the > 1 case.
342    if (frame.bufferAge() > 1) {
343        if (frame.bufferAge() > (int) mSwapHistory.size()) {
344            // We don't have enough history to handle this old of a buffer
345            // Just do a full-draw
346            dirty.set(0, 0, frame.width(), frame.height());
347        } else {
348            // At this point we haven't yet added the latest frame
349            // to the damage history (happens below)
350            // So we need to damage
351            for (int i = mSwapHistory.size() - 1;
352                    i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) {
353                dirty.join(mSwapHistory[i].damage);
354            }
355        }
356    }
357
358    mEglManager.damageFrame(frame, dirty);
359
360#if HWUI_NEW_OPS
361    auto& caches = Caches::getInstance();
362    FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
363
364    frameBuilder.deferLayers(mLayerUpdateQueue);
365    mLayerUpdateQueue.clear();
366
367    frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
368
369    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
370            mOpaque, mLightInfo);
371    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
372    profiler().draw(&renderer);
373    bool drew = renderer.didDraw();
374
375    // post frame cleanup
376    caches.clearGarbage();
377    caches.pathCache.trim();
378    caches.tessellationCache.trim();
379
380#if DEBUG_MEMORY_USAGE
381    mCaches.dumpMemoryUsage();
382#else
383    if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
384        caches.dumpMemoryUsage();
385    }
386#endif
387
388#else
389    mCanvas->prepareDirty(frame.width(), frame.height(),
390            dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
391
392    Rect outBounds;
393    // It there are multiple render nodes, they are laid out as follows:
394    // #0 - backdrop (content + caption)
395    // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
396    // #2 - additional overlay nodes
397    // Usually the backdrop cannot be seen since it will be entirely covered by the content. While
398    // resizing however it might become partially visible. The following render loop will crop the
399    // backdrop against the content and draw the remaining part of it. It will then draw the content
400    // cropped to the backdrop (since that indicates a shrinking of the window).
401    //
402    // Additional nodes will be drawn on top with no particular clipping semantics.
403
404    // The bounds of the backdrop against which the content should be clipped.
405    Rect backdropBounds = mContentDrawBounds;
406    // Usually the contents bounds should be mContentDrawBounds - however - we will
407    // move it towards the fixed edge to give it a more stable appearance (for the moment).
408    Rect contentBounds;
409    // If there is no content bounds we ignore the layering as stated above and start with 2.
410    int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0;
411    // Draw all render nodes. Note that
412    for (const sp<RenderNode>& node : mRenderNodes) {
413        if (layer == 0) { // Backdrop.
414            // Draw the backdrop clipped to the inverse content bounds, but assume that the content
415            // was moved to the upper left corner.
416            const RenderProperties& properties = node->properties();
417            Rect targetBounds(properties.getLeft(), properties.getTop(),
418                              properties.getRight(), properties.getBottom());
419            // Move the content bounds towards the fixed corner of the backdrop.
420            const int x = targetBounds.left;
421            const int y = targetBounds.top;
422            contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
423                                    y + mContentDrawBounds.getHeight());
424            // Remember the intersection of the target bounds and the intersection bounds against
425            // which we have to crop the content.
426            backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
427            backdropBounds.doIntersect(targetBounds);
428            // Check if we have to draw something on the left side ...
429            if (targetBounds.left < contentBounds.left) {
430                mCanvas->save(SaveFlags::Clip);
431                if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
432                                      contentBounds.left, targetBounds.bottom,
433                                      SkRegion::kIntersect_Op)) {
434                    mCanvas->drawRenderNode(node.get(), outBounds);
435                }
436                // Reduce the target area by the area we have just painted.
437                targetBounds.left = std::min(contentBounds.left, targetBounds.right);
438                mCanvas->restore();
439            }
440            // ... or on the right side ...
441            if (targetBounds.right > contentBounds.right &&
442                !targetBounds.isEmpty()) {
443                mCanvas->save(SaveFlags::Clip);
444                if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
445                                      targetBounds.right, targetBounds.bottom,
446                                      SkRegion::kIntersect_Op)) {
447                    mCanvas->drawRenderNode(node.get(), outBounds);
448                }
449                // Reduce the target area by the area we have just painted.
450                targetBounds.right = std::max(targetBounds.left, contentBounds.right);
451                mCanvas->restore();
452            }
453            // ... or at the top ...
454            if (targetBounds.top < contentBounds.top &&
455                !targetBounds.isEmpty()) {
456                mCanvas->save(SaveFlags::Clip);
457                if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
458                                      contentBounds.top,
459                                      SkRegion::kIntersect_Op)) {
460                    mCanvas->drawRenderNode(node.get(), outBounds);
461                }
462                // Reduce the target area by the area we have just painted.
463                targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
464                mCanvas->restore();
465            }
466            // ... or at the bottom.
467            if (targetBounds.bottom > contentBounds.bottom &&
468                !targetBounds.isEmpty()) {
469                mCanvas->save(SaveFlags::Clip);
470                if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
471                                      targetBounds.bottom, SkRegion::kIntersect_Op)) {
472                    mCanvas->drawRenderNode(node.get(), outBounds);
473                }
474                mCanvas->restore();
475            }
476        } else if (layer == 1) { // Content
477            // It gets cropped against the bounds of the backdrop to stay inside.
478            mCanvas->save(SaveFlags::MatrixClip);
479
480            // We shift and clip the content to match its final location in the window.
481            const float left = mContentDrawBounds.left;
482            const float top = mContentDrawBounds.top;
483            const float dx = backdropBounds.left - left;
484            const float dy = backdropBounds.top - top;
485            const float width = backdropBounds.getWidth();
486            const float height = backdropBounds.getHeight();
487
488            mCanvas->translate(dx, dy);
489            if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
490                mCanvas->drawRenderNode(node.get(), outBounds);
491            }
492            mCanvas->restore();
493        } else { // draw the rest on top at will!
494            mCanvas->drawRenderNode(node.get(), outBounds);
495        }
496        layer++;
497    }
498
499    profiler().draw(mCanvas);
500
501    bool drew = mCanvas->finish();
502#endif
503
504    waitOnFences();
505
506    GL_CHECKPOINT(LOW);
507
508    // Even if we decided to cancel the frame, from the perspective of jank
509    // metrics the frame was swapped at this point
510    mCurrentFrameInfo->markSwapBuffers();
511    mIsDirty = false;
512
513    if (drew || mEglManager.damageRequiresSwap()) {
514        if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
515            setSurface(nullptr);
516        }
517        SwapHistory& swap = mSwapHistory.next();
518        swap.damage = screenDirty;
519        swap.swapTime = systemTime(CLOCK_MONOTONIC);
520        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
521        mHaveNewSurface = false;
522        mFrameNumber = -1;
523    }
524
525    // TODO: Use a fence for real completion?
526    mCurrentFrameInfo->markFrameCompleted();
527
528#if LOG_FRAMETIME_MMA
529    float thisFrame = mCurrentFrameInfo->duration(
530            FrameInfoIndex::IssueDrawCommandsStart,
531            FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
532    if (sFrameCount) {
533        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
534    } else {
535        sBenchMma = thisFrame;
536    }
537    if (++sFrameCount == 10) {
538        sFrameCount = 1;
539        ALOGD("Average frame time: %.4f", sBenchMma);
540    }
541#endif
542
543    mJankTracker.addFrame(*mCurrentFrameInfo);
544    mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
545    if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
546        mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
547    }
548
549    GpuMemoryTracker::onFrameCompleted();
550}
551
552// Called by choreographer to do an RT-driven animation
553void CanvasContext::doFrame() {
554#if HWUI_NEW_OPS
555    if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
556#else
557    if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
558#endif
559    prepareAndDraw(nullptr);
560}
561
562void CanvasContext::prepareAndDraw(RenderNode* node) {
563    ATRACE_CALL();
564
565    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
566    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
567    UiFrameInfoBuilder(frameInfo)
568        .addFlag(FrameInfoFlags::RTAnimation)
569        .setVsync(vsync, vsync);
570
571    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
572    prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
573    if (info.out.canDrawThisFrame) {
574        draw();
575    }
576}
577
578void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
579    ATRACE_CALL();
580    DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
581    if (thread.eglManager().hasEglContext()) {
582        mode = DrawGlInfo::kModeProcess;
583    }
584
585    thread.renderState().invokeFunctor(functor, mode, nullptr);
586}
587
588void CanvasContext::markLayerInUse(RenderNode* node) {
589    if (mPrefetchedLayers.erase(node)) {
590        node->decStrong(nullptr);
591    }
592}
593
594void CanvasContext::freePrefetchedLayers(TreeObserver* observer) {
595    if (mPrefetchedLayers.size()) {
596        for (auto& node : mPrefetchedLayers) {
597            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
598                    node->getName());
599            node->destroyHardwareResources(observer);
600            node->decStrong(observer);
601        }
602        mPrefetchedLayers.clear();
603    }
604}
605
606void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
607    ATRACE_CALL();
608    if (!mEglManager.hasEglContext()) return;
609#if !HWUI_NEW_OPS
610    if (!mCanvas) return;
611#endif
612
613    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
614    stopDrawing();
615
616    TreeInfo info(TreeInfo::MODE_FULL, *this);
617    info.damageAccumulator = &mDamageAccumulator;
618    info.observer = observer;
619#if HWUI_NEW_OPS
620    info.layerUpdateQueue = &mLayerUpdateQueue;
621#else
622    info.renderer = mCanvas;
623#endif
624    info.runAnimations = false;
625    node->prepareTree(info);
626    SkRect ignore;
627    mDamageAccumulator.finish(&ignore);
628    // Tickle the GENERIC property on node to mark it as dirty for damaging
629    // purposes when the frame is actually drawn
630    node->setPropertyFieldsDirty(RenderNode::GENERIC);
631
632#if HWUI_NEW_OPS
633    static const std::vector< sp<RenderNode> > emptyNodeList;
634    auto& caches = Caches::getInstance();
635    FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches);
636    mLayerUpdateQueue.clear();
637    BakedOpRenderer renderer(caches, mRenderThread.renderState(),
638            mOpaque, mLightInfo);
639    LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
640    frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
641#else
642    mCanvas->markLayersAsBuildLayers();
643    mCanvas->flushLayerUpdates();
644#endif
645
646    node->incStrong(nullptr);
647    mPrefetchedLayers.insert(node);
648}
649
650bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
651    layer->apply();
652    return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
653}
654
655void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
656    stopDrawing();
657    if (mEglManager.hasEglContext()) {
658        freePrefetchedLayers(observer);
659        for (const sp<RenderNode>& node : mRenderNodes) {
660            node->destroyHardwareResources(observer);
661        }
662        Caches& caches = Caches::getInstance();
663        // Make sure to release all the textures we were owning as there won't
664        // be another draw
665        caches.textureCache.resetMarkInUse(this);
666        mRenderThread.renderState().flush(Caches::FlushMode::Layers);
667    }
668}
669
670void CanvasContext::trimMemory(RenderThread& thread, int level) {
671    // No context means nothing to free
672    if (!thread.eglManager().hasEglContext()) return;
673
674    ATRACE_CALL();
675    if (level >= TRIM_MEMORY_COMPLETE) {
676        thread.renderState().flush(Caches::FlushMode::Full);
677        thread.eglManager().destroy();
678    } else if (level >= TRIM_MEMORY_UI_HIDDEN) {
679        thread.renderState().flush(Caches::FlushMode::Moderate);
680    }
681}
682
683void CanvasContext::runWithGlContext(RenderTask* task) {
684    LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
685            "GL context not initialized!");
686    task->run();
687}
688
689Layer* CanvasContext::createTextureLayer() {
690    mEglManager.initialize();
691    return LayerRenderer::createTextureLayer(mRenderThread.renderState());
692}
693
694void CanvasContext::setTextureAtlas(RenderThread& thread,
695        const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
696    thread.eglManager().setTextureAtlas(buffer, map, mapSize);
697}
698
699void CanvasContext::dumpFrames(int fd) {
700    FILE* file = fdopen(fd, "a");
701    fprintf(file, "\n\n---PROFILEDATA---\n");
702    for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) {
703        fprintf(file, "%s", FrameInfoNames[i].c_str());
704        fprintf(file, ",");
705    }
706    for (size_t i = 0; i < mFrames.size(); i++) {
707        FrameInfo& frame = mFrames[i];
708        if (frame[FrameInfoIndex::SyncStart] == 0) {
709            continue;
710        }
711        fprintf(file, "\n");
712        for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
713            fprintf(file, "%" PRId64 ",", frame[i]);
714        }
715    }
716    fprintf(file, "\n---PROFILEDATA---\n\n");
717    fflush(file);
718}
719
720void CanvasContext::resetFrameStats() {
721    mFrames.clear();
722    mRenderThread.jankTracker().reset();
723}
724
725void CanvasContext::serializeDisplayListTree() {
726#if ENABLE_RENDERNODE_SERIALIZATION
727    using namespace google::protobuf::io;
728    char package[128];
729    // Check whether tracing is enabled for this process.
730    FILE * file = fopen("/proc/self/cmdline", "r");
731    if (file) {
732        if (!fgets(package, 128, file)) {
733            ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
734            fclose(file);
735            return;
736        }
737        fclose(file);
738    } else {
739        ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
740                errno);
741        return;
742    }
743    char path[1024];
744    snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package);
745    int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH);
746    if (fd == -1) {
747        ALOGD("Failed to open '%s'", path);
748        return;
749    }
750    proto::RenderNode tree;
751    // TODO: Streaming writes?
752    mRootRenderNode->copyTo(&tree);
753    std::string data = tree.SerializeAsString();
754    write(fd, data.c_str(), data.length());
755    close(fd);
756#endif
757}
758
759void CanvasContext::waitOnFences() {
760    if (mFrameFences.size()) {
761        ATRACE_CALL();
762        for (auto& fence : mFrameFences) {
763            fence->getResult();
764        }
765        mFrameFences.clear();
766    }
767}
768
769class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
770public:
771    FuncTaskProcessor(Caches& caches)
772            : TaskProcessor<bool>(&caches.tasks) {}
773
774    virtual void onProcess(const sp<Task<bool> >& task) override {
775        FuncTask* t = static_cast<FuncTask*>(task.get());
776        t->func();
777        task->setResult(true);
778    }
779};
780
781void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
782    if (!mFrameWorkProcessor.get()) {
783        mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
784    }
785    sp<FuncTask> task(new FuncTask());
786    task->func = func;
787    mFrameWorkProcessor->add(task);
788}
789
790int64_t CanvasContext::getFrameNumber() {
791    // mFrameNumber is reset to -1 when the surface changes or we swap buffers
792    if (mFrameNumber == -1 && mNativeSurface.get()) {
793        mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
794    }
795    return mFrameNumber;
796}
797
798} /* namespace renderthread */
799} /* namespace uirenderer */
800} /* namespace android */
801