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 55 static float sBenchMma = 0; 56 static int sFrameCount = 0; 57 static const float NANOS_PER_MILLIS_F = 1000000.0f; 58 #endif 59 60 namespace android { 61 namespace uirenderer { 62 namespace renderthread { 63 64 CanvasContext::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 78 CanvasContext::~CanvasContext() { 79 destroy(nullptr); 80 mRenderThread.renderState().unregisterCanvasContext(this); 81 } 82 83 void 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 97 void 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 } 122 123 void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) { 124 mSwapBehavior = swapBehavior; 125 } 126 127 void 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 } 135 136 void CanvasContext::updateSurface(Surface* surface) { 137 setSurface(surface); 138 } 139 140 bool CanvasContext::pauseSurface(Surface* surface) { 141 return mRenderThread.removeFrameCallback(this); 142 } 143 144 void 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 159 void 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 } 170 171 void 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 } 179 180 void CanvasContext::setOpaque(bool opaque) { 181 mOpaque = opaque; 182 } 183 184 bool 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 } 196 197 static bool wasSkipped(FrameInfo* info) { 198 return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame); 199 } 200 201 void 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 } 282 283 void CanvasContext::stopDrawing() { 284 mRenderThread.removeFrameCallback(this); 285 } 286 287 void CanvasContext::notifyFramePending() { 288 ATRACE_CALL(); 289 mRenderThread.pushBackFrameCallback(this); 290 } 291 292 void CanvasContext::draw() { 293 #if !HWUI_NEW_OPS 294 LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE, 295 "drawRenderNode called on a context with no canvas or surface!"); 296 #endif 297 298 SkRect dirty; 299 mDamageAccumulator.finish(&dirty); 300 301 // TODO: Re-enable after figuring out cause of b/22592975 302 // if (dirty.isEmpty() && Properties::skipEmptyFrames) { 303 // mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame); 304 // return; 305 // } 306 307 mCurrentFrameInfo->markIssueDrawCommandsStart(); 308 309 Frame frame = mEglManager.beginFrame(mEglSurface); 310 311 if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) { 312 // can't rely on prior content of window if viewport size changes 313 dirty.setEmpty(); 314 mLastFrameWidth = frame.width(); 315 mLastFrameHeight = frame.height(); 316 } else if (mHaveNewSurface || frame.bufferAge() == 0) { 317 // New surface needs a full draw 318 dirty.setEmpty(); 319 } else { 320 if (!dirty.isEmpty() && !dirty.intersect(0, 0, frame.width(), frame.height())) { 321 ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?", 322 SK_RECT_ARGS(dirty), frame.width(), frame.height()); 323 dirty.setEmpty(); 324 } 325 profiler().unionDirty(&dirty); 326 } 327 328 if (dirty.isEmpty()) { 329 dirty.set(0, 0, frame.width(), frame.height()); 330 } 331 332 // At this point dirty is the area of the screen to update. However, 333 // the area of the frame we need to repaint is potentially different, so 334 // stash the screen area for later 335 SkRect screenDirty(dirty); 336 337 // If the buffer age is 0 we do a full-screen repaint (handled above) 338 // If the buffer age is 1 the buffer contents are the same as they were 339 // last frame so there's nothing to union() against 340 // Therefore we only care about the > 1 case. 341 if (frame.bufferAge() > 1) { 342 if (frame.bufferAge() > (int) mSwapHistory.size()) { 343 // We don't have enough history to handle this old of a buffer 344 // Just do a full-draw 345 dirty.set(0, 0, frame.width(), frame.height()); 346 } else { 347 // At this point we haven't yet added the latest frame 348 // to the damage history (happens below) 349 // So we need to damage 350 for (int i = mSwapHistory.size() - 1; 351 i > ((int) mSwapHistory.size()) - frame.bufferAge(); i--) { 352 dirty.join(mSwapHistory[i].damage); 353 } 354 } 355 } 356 357 mEglManager.damageFrame(frame, dirty); 358 359 #if HWUI_NEW_OPS 360 auto& caches = Caches::getInstance(); 361 FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches); 362 363 frameBuilder.deferLayers(mLayerUpdateQueue); 364 mLayerUpdateQueue.clear(); 365 366 frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds); 367 368 BakedOpRenderer renderer(caches, mRenderThread.renderState(), 369 mOpaque, mLightInfo); 370 frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer); 371 profiler().draw(&renderer); 372 bool drew = renderer.didDraw(); 373 374 // post frame cleanup 375 caches.clearGarbage(); 376 caches.pathCache.trim(); 377 caches.tessellationCache.trim(); 378 379 #if DEBUG_MEMORY_USAGE 380 mCaches.dumpMemoryUsage(); 381 #else 382 if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) { 383 caches.dumpMemoryUsage(); 384 } 385 #endif 386 387 #else 388 mCanvas->prepareDirty(frame.width(), frame.height(), 389 dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque); 390 391 Rect outBounds; 392 // It there are multiple render nodes, they are laid out as follows: 393 // #0 - backdrop (content + caption) 394 // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds) 395 // #2 - additional overlay nodes 396 // Usually the backdrop cannot be seen since it will be entirely covered by the content. While 397 // resizing however it might become partially visible. The following render loop will crop the 398 // backdrop against the content and draw the remaining part of it. It will then draw the content 399 // cropped to the backdrop (since that indicates a shrinking of the window). 400 // 401 // Additional nodes will be drawn on top with no particular clipping semantics. 402 403 // The bounds of the backdrop against which the content should be clipped. 404 Rect backdropBounds = mContentDrawBounds; 405 // Usually the contents bounds should be mContentDrawBounds - however - we will 406 // move it towards the fixed edge to give it a more stable appearance (for the moment). 407 Rect contentBounds; 408 // If there is no content bounds we ignore the layering as stated above and start with 2. 409 int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() == 1) ? 2 : 0; 410 // Draw all render nodes. Note that 411 for (const sp<RenderNode>& node : mRenderNodes) { 412 if (layer == 0) { // Backdrop. 413 // Draw the backdrop clipped to the inverse content bounds, but assume that the content 414 // was moved to the upper left corner. 415 const RenderProperties& properties = node->properties(); 416 Rect targetBounds(properties.getLeft(), properties.getTop(), 417 properties.getRight(), properties.getBottom()); 418 // Move the content bounds towards the fixed corner of the backdrop. 419 const int x = targetBounds.left; 420 const int y = targetBounds.top; 421 contentBounds.set(x, y, x + mContentDrawBounds.getWidth(), 422 y + mContentDrawBounds.getHeight()); 423 // Remember the intersection of the target bounds and the intersection bounds against 424 // which we have to crop the content. 425 backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight()); 426 backdropBounds.doIntersect(targetBounds); 427 // Check if we have to draw something on the left side ... 428 if (targetBounds.left < contentBounds.left) { 429 mCanvas->save(SaveFlags::Clip); 430 if (mCanvas->clipRect(targetBounds.left, targetBounds.top, 431 contentBounds.left, targetBounds.bottom, 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.left = std::min(contentBounds.left, targetBounds.right); 437 mCanvas->restore(); 438 } 439 // ... or on the right side ... 440 if (targetBounds.right > contentBounds.right && 441 !targetBounds.isEmpty()) { 442 mCanvas->save(SaveFlags::Clip); 443 if (mCanvas->clipRect(contentBounds.right, targetBounds.top, 444 targetBounds.right, targetBounds.bottom, 445 SkRegion::kIntersect_Op)) { 446 mCanvas->drawRenderNode(node.get(), outBounds); 447 } 448 // Reduce the target area by the area we have just painted. 449 targetBounds.right = std::max(targetBounds.left, contentBounds.right); 450 mCanvas->restore(); 451 } 452 // ... or at the top ... 453 if (targetBounds.top < contentBounds.top && 454 !targetBounds.isEmpty()) { 455 mCanvas->save(SaveFlags::Clip); 456 if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right, 457 contentBounds.top, 458 SkRegion::kIntersect_Op)) { 459 mCanvas->drawRenderNode(node.get(), outBounds); 460 } 461 // Reduce the target area by the area we have just painted. 462 targetBounds.top = std::min(contentBounds.top, targetBounds.bottom); 463 mCanvas->restore(); 464 } 465 // ... or at the bottom. 466 if (targetBounds.bottom > contentBounds.bottom && 467 !targetBounds.isEmpty()) { 468 mCanvas->save(SaveFlags::Clip); 469 if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right, 470 targetBounds.bottom, SkRegion::kIntersect_Op)) { 471 mCanvas->drawRenderNode(node.get(), outBounds); 472 } 473 mCanvas->restore(); 474 } 475 } else if (layer == 1) { // Content 476 // It gets cropped against the bounds of the backdrop to stay inside. 477 mCanvas->save(SaveFlags::MatrixClip); 478 479 // We shift and clip the content to match its final location in the window. 480 const float left = mContentDrawBounds.left; 481 const float top = mContentDrawBounds.top; 482 const float dx = backdropBounds.left - left; 483 const float dy = backdropBounds.top - top; 484 const float width = backdropBounds.getWidth(); 485 const float height = backdropBounds.getHeight(); 486 487 mCanvas->translate(dx, dy); 488 if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) { 489 mCanvas->drawRenderNode(node.get(), outBounds); 490 } 491 mCanvas->restore(); 492 } else { // draw the rest on top at will! 493 mCanvas->drawRenderNode(node.get(), outBounds); 494 } 495 layer++; 496 } 497 498 profiler().draw(mCanvas); 499 500 bool drew = mCanvas->finish(); 501 #endif 502 503 waitOnFences(); 504 505 GL_CHECKPOINT(LOW); 506 507 // Even if we decided to cancel the frame, from the perspective of jank 508 // metrics the frame was swapped at this point 509 mCurrentFrameInfo->markSwapBuffers(); 510 mIsDirty = false; 511 512 if (drew || mEglManager.damageRequiresSwap()) { 513 if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) { 514 setSurface(nullptr); 515 } 516 SwapHistory& swap = mSwapHistory.next(); 517 swap.damage = screenDirty; 518 swap.swapTime = systemTime(CLOCK_MONOTONIC); 519 swap.vsyncTime = mRenderThread.timeLord().latestVsync(); 520 mHaveNewSurface = false; 521 mFrameNumber = -1; 522 } 523 524 // TODO: Use a fence for real completion? 525 mCurrentFrameInfo->markFrameCompleted(); 526 527 #if LOG_FRAMETIME_MMA 528 float thisFrame = mCurrentFrameInfo->duration( 529 FrameInfoIndex::IssueDrawCommandsStart, 530 FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F; 531 if (sFrameCount) { 532 sBenchMma = ((9 * sBenchMma) + thisFrame) / 10; 533 } else { 534 sBenchMma = thisFrame; 535 } 536 if (++sFrameCount == 10) { 537 sFrameCount = 1; 538 ALOGD("Average frame time: %.4f", sBenchMma); 539 } 540 #endif 541 542 mJankTracker.addFrame(*mCurrentFrameInfo); 543 mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo); 544 if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) { 545 mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data()); 546 } 547 548 GpuMemoryTracker::onFrameCompleted(); 549 } 550 551 // Called by choreographer to do an RT-driven animation 552 void CanvasContext::doFrame() { 553 #if HWUI_NEW_OPS 554 if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return; 555 #else 556 if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return; 557 #endif 558 prepareAndDraw(nullptr); 559 } 560 561 void CanvasContext::prepareAndDraw(RenderNode* node) { 562 ATRACE_CALL(); 563 564 nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos(); 565 int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE]; 566 UiFrameInfoBuilder(frameInfo) 567 .addFlag(FrameInfoFlags::RTAnimation) 568 .setVsync(vsync, vsync); 569 570 TreeInfo info(TreeInfo::MODE_RT_ONLY, *this); 571 prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node); 572 if (info.out.canDrawThisFrame) { 573 draw(); 574 } 575 } 576 577 void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) { 578 ATRACE_CALL(); 579 DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext; 580 if (thread.eglManager().hasEglContext()) { 581 mode = DrawGlInfo::kModeProcess; 582 } 583 584 thread.renderState().invokeFunctor(functor, mode, nullptr); 585 } 586 587 void CanvasContext::markLayerInUse(RenderNode* node) { 588 if (mPrefetchedLayers.erase(node)) { 589 node->decStrong(nullptr); 590 } 591 } 592 593 void CanvasContext::freePrefetchedLayers(TreeObserver* observer) { 594 if (mPrefetchedLayers.size()) { 595 for (auto& node : mPrefetchedLayers) { 596 ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...", 597 node->getName()); 598 node->destroyHardwareResources(observer); 599 node->decStrong(observer); 600 } 601 mPrefetchedLayers.clear(); 602 } 603 } 604 605 void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) { 606 ATRACE_CALL(); 607 if (!mEglManager.hasEglContext()) return; 608 #if !HWUI_NEW_OPS 609 if (!mCanvas) return; 610 #endif 611 612 // buildLayer() will leave the tree in an unknown state, so we must stop drawing 613 stopDrawing(); 614 615 TreeInfo info(TreeInfo::MODE_FULL, *this); 616 info.damageAccumulator = &mDamageAccumulator; 617 info.observer = observer; 618 #if HWUI_NEW_OPS 619 info.layerUpdateQueue = &mLayerUpdateQueue; 620 #else 621 info.renderer = mCanvas; 622 #endif 623 info.runAnimations = false; 624 node->prepareTree(info); 625 SkRect ignore; 626 mDamageAccumulator.finish(&ignore); 627 // Tickle the GENERIC property on node to mark it as dirty for damaging 628 // purposes when the frame is actually drawn 629 node->setPropertyFieldsDirty(RenderNode::GENERIC); 630 631 #if HWUI_NEW_OPS 632 static const std::vector< sp<RenderNode> > emptyNodeList; 633 auto& caches = Caches::getInstance(); 634 FrameBuilder frameBuilder(mLayerUpdateQueue, mLightGeometry, caches); 635 mLayerUpdateQueue.clear(); 636 BakedOpRenderer renderer(caches, mRenderThread.renderState(), 637 mOpaque, mLightInfo); 638 LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case"); 639 frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer); 640 #else 641 mCanvas->markLayersAsBuildLayers(); 642 mCanvas->flushLayerUpdates(); 643 #endif 644 645 node->incStrong(nullptr); 646 mPrefetchedLayers.insert(node); 647 } 648 649 bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) { 650 layer->apply(); 651 return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap); 652 } 653 654 void CanvasContext::destroyHardwareResources(TreeObserver* observer) { 655 stopDrawing(); 656 if (mEglManager.hasEglContext()) { 657 freePrefetchedLayers(observer); 658 for (const sp<RenderNode>& node : mRenderNodes) { 659 node->destroyHardwareResources(observer); 660 } 661 Caches& caches = Caches::getInstance(); 662 // Make sure to release all the textures we were owning as there won't 663 // be another draw 664 caches.textureCache.resetMarkInUse(this); 665 mRenderThread.renderState().flush(Caches::FlushMode::Layers); 666 } 667 } 668 669 void CanvasContext::trimMemory(RenderThread& thread, int level) { 670 // No context means nothing to free 671 if (!thread.eglManager().hasEglContext()) return; 672 673 ATRACE_CALL(); 674 if (level >= TRIM_MEMORY_COMPLETE) { 675 thread.renderState().flush(Caches::FlushMode::Full); 676 thread.eglManager().destroy(); 677 } else if (level >= TRIM_MEMORY_UI_HIDDEN) { 678 thread.renderState().flush(Caches::FlushMode::Moderate); 679 } 680 } 681 682 void CanvasContext::runWithGlContext(RenderTask* task) { 683 LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(), 684 "GL context not initialized!"); 685 task->run(); 686 } 687 688 Layer* CanvasContext::createTextureLayer() { 689 mEglManager.initialize(); 690 return LayerRenderer::createTextureLayer(mRenderThread.renderState()); 691 } 692 693 void CanvasContext::setTextureAtlas(RenderThread& thread, 694 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) { 695 thread.eglManager().setTextureAtlas(buffer, map, mapSize); 696 } 697 698 void CanvasContext::dumpFrames(int fd) { 699 FILE* file = fdopen(fd, "a"); 700 fprintf(file, "\n\n---PROFILEDATA---\n"); 701 for (size_t i = 0; i < static_cast<size_t>(FrameInfoIndex::NumIndexes); i++) { 702 fprintf(file, "%s", FrameInfoNames[i].c_str()); 703 fprintf(file, ","); 704 } 705 for (size_t i = 0; i < mFrames.size(); i++) { 706 FrameInfo& frame = mFrames[i]; 707 if (frame[FrameInfoIndex::SyncStart] == 0) { 708 continue; 709 } 710 fprintf(file, "\n"); 711 for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) { 712 fprintf(file, "%" PRId64 ",", frame[i]); 713 } 714 } 715 fprintf(file, "\n---PROFILEDATA---\n\n"); 716 fflush(file); 717 } 718 719 void CanvasContext::resetFrameStats() { 720 mFrames.clear(); 721 mRenderThread.jankTracker().reset(); 722 } 723 724 void CanvasContext::serializeDisplayListTree() { 725 #if ENABLE_RENDERNODE_SERIALIZATION 726 using namespace google::protobuf::io; 727 char package[128]; 728 // Check whether tracing is enabled for this process. 729 FILE * file = fopen("/proc/self/cmdline", "r"); 730 if (file) { 731 if (!fgets(package, 128, file)) { 732 ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno); 733 fclose(file); 734 return; 735 } 736 fclose(file); 737 } else { 738 ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno), 739 errno); 740 return; 741 } 742 char path[1024]; 743 snprintf(path, 1024, "/data/data/%s/cache/rendertree_dump", package); 744 int fd = open(path, O_CREAT | O_WRONLY, S_IRWXU | S_IRGRP | S_IROTH); 745 if (fd == -1) { 746 ALOGD("Failed to open '%s'", path); 747 return; 748 } 749 proto::RenderNode tree; 750 // TODO: Streaming writes? 751 mRootRenderNode->copyTo(&tree); 752 std::string data = tree.SerializeAsString(); 753 write(fd, data.c_str(), data.length()); 754 close(fd); 755 #endif 756 } 757 758 void CanvasContext::waitOnFences() { 759 if (mFrameFences.size()) { 760 ATRACE_CALL(); 761 for (auto& fence : mFrameFences) { 762 fence->getResult(); 763 } 764 mFrameFences.clear(); 765 } 766 } 767 768 class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> { 769 public: 770 FuncTaskProcessor(Caches& caches) 771 : TaskProcessor<bool>(&caches.tasks) {} 772 773 virtual void onProcess(const sp<Task<bool> >& task) override { 774 FuncTask* t = static_cast<FuncTask*>(task.get()); 775 t->func(); 776 task->setResult(true); 777 } 778 }; 779 780 void CanvasContext::enqueueFrameWork(std::function<void()>&& func) { 781 if (!mFrameWorkProcessor.get()) { 782 mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance()); 783 } 784 sp<FuncTask> task(new FuncTask()); 785 task->func = func; 786 mFrameWorkProcessor->add(task); 787 } 788 789 int64_t CanvasContext::getFrameNumber() { 790 // mFrameNumber is reset to -1 when the surface changes or we swap buffers 791 if (mFrameNumber == -1 && mNativeSurface.get()) { 792 mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber()); 793 } 794 return mFrameNumber; 795 } 796 797 } /* namespace renderthread */ 798 } /* namespace uirenderer */ 799 } /* namespace android */ 800