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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "RenderProxy.h"
#include "DeferredLayerUpdater.h"
#include "DisplayList.h"
#include "Properties.h"
#include "Readback.h"
#include "Rect.h"
#include "pipeline/skia/SkiaOpenGLPipeline.h"
#include "pipeline/skia/VectorDrawableAtlas.h"
#include "renderstate/RenderState.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/EglManager.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "utils/Macros.h"
#include "utils/TimeUtils.h"
#include <ui/GraphicBuffer.h>
namespace android {
namespace uirenderer {
namespace renderthread {
RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory)
: mRenderThread(RenderThread::getInstance()), mContext(nullptr) {
mContext = mRenderThread.queue().runSync([&]() -> CanvasContext* {
return CanvasContext::create(mRenderThread, translucent, rootRenderNode, contextFactory);
});
mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode);
}
RenderProxy::~RenderProxy() {
destroyContext();
}
void RenderProxy::destroyContext() {
if (mContext) {
mDrawFrameTask.setContext(nullptr, nullptr, nullptr);
// This is also a fence as we need to be certain that there are no
// outstanding mDrawFrame tasks posted before it is destroyed
mRenderThread.queue().runSync([this]() { delete mContext; });
mContext = nullptr;
}
}
void RenderProxy::setSwapBehavior(SwapBehavior swapBehavior) {
mRenderThread.queue().post([this, swapBehavior]() { mContext->setSwapBehavior(swapBehavior); });
}
bool RenderProxy::loadSystemProperties() {
return mRenderThread.queue().runSync([this]() -> bool {
bool needsRedraw = false;
if (Caches::hasInstance()) {
needsRedraw = Properties::load();
}
if (mContext->profiler().consumeProperties()) {
needsRedraw = true;
}
return needsRedraw;
});
}
void RenderProxy::setName(const char* name) {
// block since name/value pointers owned by caller
// TODO: Support move arguments
mRenderThread.queue().runSync([this, name]() { mContext->setName(std::string(name)); });
}
void RenderProxy::initialize(const sp<Surface>& surface) {
mRenderThread.queue().post(
[ this, surf = surface ]() mutable { mContext->setSurface(std::move(surf)); });
}
void RenderProxy::updateSurface(const sp<Surface>& surface) {
mRenderThread.queue().post(
[ this, surf = surface ]() mutable { mContext->setSurface(std::move(surf)); });
}
bool RenderProxy::pauseSurface(const sp<Surface>& surface) {
return mRenderThread.queue().runSync([this]() -> bool { return mContext->pauseSurface(); });
}
void RenderProxy::setStopped(bool stopped) {
mRenderThread.queue().runSync([this, stopped]() { mContext->setStopped(stopped); });
}
void RenderProxy::setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
mRenderThread.queue().post(
[=]() { mContext->setup(lightRadius, ambientShadowAlpha, spotShadowAlpha); });
}
void RenderProxy::setLightCenter(const Vector3& lightCenter) {
mRenderThread.queue().post([=]() { mContext->setLightCenter(lightCenter); });
}
void RenderProxy::setOpaque(bool opaque) {
mRenderThread.queue().post([=]() { mContext->setOpaque(opaque); });
}
void RenderProxy::setWideGamut(bool wideGamut) {
mRenderThread.queue().post([=]() { mContext->setWideGamut(wideGamut); });
}
int64_t* RenderProxy::frameInfo() {
return mDrawFrameTask.frameInfo();
}
int RenderProxy::syncAndDrawFrame() {
return mDrawFrameTask.drawFrame();
}
void RenderProxy::destroy() {
// destroyCanvasAndSurface() needs a fence as when it returns the
// underlying BufferQueue is going to be released from under
// the render thread.
mRenderThread.queue().runSync([=]() { mContext->destroy(); });
}
void RenderProxy::invokeFunctor(Functor* functor, bool waitForCompletion) {
ATRACE_CALL();
RenderThread& thread = RenderThread::getInstance();
auto invoke = [&thread, functor]() { CanvasContext::invokeFunctor(thread, functor); };
if (waitForCompletion) {
// waitForCompletion = true is expected to be fairly rare and only
// happen in destruction. Thus it should be fine to temporarily
// create a Mutex
thread.queue().runSync(std::move(invoke));
} else {
thread.queue().post(std::move(invoke));
}
}
DeferredLayerUpdater* RenderProxy::createTextureLayer() {
return mRenderThread.queue().runSync([this]() -> auto {
return mContext->createTextureLayer();
});
}
void RenderProxy::buildLayer(RenderNode* node) {
mRenderThread.queue().runSync([&]() { mContext->buildLayer(node); });
}
bool RenderProxy::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap) {
return mRenderThread.queue().runSync(
[&]() -> bool { return mContext->copyLayerInto(layer, &bitmap); });
}
void RenderProxy::pushLayerUpdate(DeferredLayerUpdater* layer) {
mDrawFrameTask.pushLayerUpdate(layer);
}
void RenderProxy::cancelLayerUpdate(DeferredLayerUpdater* layer) {
mDrawFrameTask.removeLayerUpdate(layer);
}
void RenderProxy::detachSurfaceTexture(DeferredLayerUpdater* layer) {
return mRenderThread.queue().runSync([&]() { layer->detachSurfaceTexture(); });
}
void RenderProxy::destroyHardwareResources() {
return mRenderThread.queue().runSync([&]() { mContext->destroyHardwareResources(); });
}
void RenderProxy::trimMemory(int level) {
// Avoid creating a RenderThread to do a trimMemory.
if (RenderThread::hasInstance()) {
RenderThread& thread = RenderThread::getInstance();
thread.queue().post([&thread, level]() { CanvasContext::trimMemory(thread, level); });
}
}
void RenderProxy::overrideProperty(const char* name, const char* value) {
// expensive, but block here since name/value pointers owned by caller
RenderThread::getInstance().queue().runSync(
[&]() { Properties::overrideProperty(name, value); });
}
void RenderProxy::fence() {
mRenderThread.queue().runSync([]() {});
}
void RenderProxy::staticFence() {
RenderThread::getInstance().queue().runSync([]() {});
}
void RenderProxy::stopDrawing() {
mRenderThread.queue().runSync([this]() { mContext->stopDrawing(); });
}
void RenderProxy::notifyFramePending() {
mRenderThread.queue().post([this]() { mContext->notifyFramePending(); });
}
void RenderProxy::dumpProfileInfo(int fd, int dumpFlags) {
mRenderThread.queue().runSync([&]() {
mContext->profiler().dumpData(fd);
if (dumpFlags & DumpFlags::FrameStats) {
mContext->dumpFrames(fd);
}
if (dumpFlags & DumpFlags::JankStats) {
mRenderThread.globalProfileData()->dump(fd);
}
if (dumpFlags & DumpFlags::Reset) {
mContext->resetFrameStats();
}
});
}
void RenderProxy::resetProfileInfo() {
mRenderThread.queue().runSync([=]() { mContext->resetFrameStats(); });
}
uint32_t RenderProxy::frameTimePercentile(int percentile) {
return mRenderThread.queue().runSync([&]() -> auto {
return mRenderThread.globalProfileData()->findPercentile(percentile);
});
}
void RenderProxy::dumpGraphicsMemory(int fd) {
auto& thread = RenderThread::getInstance();
thread.queue().runSync([&]() { thread.dumpGraphicsMemory(fd); });
}
void RenderProxy::setProcessStatsBuffer(int fd) {
auto& rt = RenderThread::getInstance();
rt.queue().post([&rt, fd = dup(fd) ]() {
rt.globalProfileData().switchStorageToAshmem(fd);
close(fd);
});
}
void RenderProxy::rotateProcessStatsBuffer() {
auto& rt = RenderThread::getInstance();
rt.queue().post([&rt]() { rt.globalProfileData().rotateStorage(); });
}
int RenderProxy::getRenderThreadTid() {
return mRenderThread.getTid();
}
void RenderProxy::addRenderNode(RenderNode* node, bool placeFront) {
mRenderThread.queue().post([=]() { mContext->addRenderNode(node, placeFront); });
}
void RenderProxy::removeRenderNode(RenderNode* node) {
mRenderThread.queue().post([=]() { mContext->removeRenderNode(node); });
}
void RenderProxy::drawRenderNode(RenderNode* node) {
mRenderThread.queue().runSync([=]() { mContext->prepareAndDraw(node); });
}
void RenderProxy::setContentDrawBounds(int left, int top, int right, int bottom) {
mDrawFrameTask.setContentDrawBounds(left, top, right, bottom);
}
void RenderProxy::setFrameCallback(std::function<void(int64_t)>&& callback) {
mDrawFrameTask.setFrameCallback(std::move(callback));
}
void RenderProxy::addFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
mRenderThread.queue().post([ this, observer = sp{observerPtr} ]() {
mContext->addFrameMetricsObserver(observer.get());
});
}
void RenderProxy::removeFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
mRenderThread.queue().post([ this, observer = sp{observerPtr} ]() {
mContext->removeFrameMetricsObserver(observer.get());
});
}
int RenderProxy::copySurfaceInto(sp<Surface>& surface, int left, int top, int right, int bottom,
SkBitmap* bitmap) {
auto& thread = RenderThread::getInstance();
return static_cast<int>(thread.queue().runSync([&]() -> auto {
return thread.readback().copySurfaceInto(*surface, Rect(left, top, right, bottom), bitmap);
}));
}
void RenderProxy::prepareToDraw(Bitmap& bitmap) {
// If we haven't spun up a hardware accelerated window yet, there's no
// point in precaching these bitmaps as it can't impact jank.
// We also don't know if we even will spin up a hardware-accelerated
// window or not.
if (!RenderThread::hasInstance()) return;
RenderThread* renderThread = &RenderThread::getInstance();
bitmap.ref();
auto task = [renderThread, &bitmap]() {
CanvasContext::prepareToDraw(*renderThread, &bitmap);
bitmap.unref();
};
nsecs_t lastVsync = renderThread->timeLord().latestVsync();
nsecs_t estimatedNextVsync = lastVsync + renderThread->timeLord().frameIntervalNanos();
nsecs_t timeToNextVsync = estimatedNextVsync - systemTime(CLOCK_MONOTONIC);
// We expect the UI thread to take 4ms and for RT to be active from VSYNC+4ms to
// VSYNC+12ms or so, so aim for the gap during which RT is expected to
// be idle
// TODO: Make this concept a first-class supported thing? RT could use
// knowledge of pending draws to better schedule this task
if (timeToNextVsync > -6_ms && timeToNextVsync < 1_ms) {
renderThread->queue().postAt(estimatedNextVsync + 8_ms, task);
} else {
renderThread->queue().post(task);
}
}
sk_sp<Bitmap> RenderProxy::allocateHardwareBitmap(SkBitmap& bitmap) {
auto& thread = RenderThread::getInstance();
if (Properties::getRenderPipelineType() == RenderPipelineType::SkiaGL) {
return skiapipeline::SkiaOpenGLPipeline::allocateHardwareBitmap(thread, bitmap);
} else {
return thread.queue().runSync([&]() -> auto {
return thread.allocateHardwareBitmap(bitmap);
});
}
}
int RenderProxy::copyGraphicBufferInto(GraphicBuffer* buffer, SkBitmap* bitmap) {
RenderThread& thread = RenderThread::getInstance();
if (gettid() == thread.getTid()) {
// TODO: fix everything that hits this. We should never be triggering a readback ourselves.
return (int)thread.readback().copyGraphicBufferInto(buffer, bitmap);
} else {
return thread.queue().runSync([&]() -> int {
return (int)thread.readback().copyGraphicBufferInto(buffer, bitmap);
});
}
}
void RenderProxy::onBitmapDestroyed(uint32_t pixelRefId) {
if (!RenderThread::hasInstance()) return;
RenderThread& thread = RenderThread::getInstance();
thread.queue().post(
[&thread, pixelRefId]() { thread.renderState().onBitmapDestroyed(pixelRefId); });
}
void RenderProxy::disableVsync() {
Properties::disableVsync = true;
}
void RenderProxy::repackVectorDrawableAtlas() {
RenderThread& thread = RenderThread::getInstance();
thread.queue().post([&thread]() {
// The context may be null if trimMemory executed, but then the atlas was deleted too.
if (thread.getGrContext() != nullptr) {
thread.cacheManager().acquireVectorDrawableAtlas()->repackIfNeeded(
thread.getGrContext());
}
});
}
void RenderProxy::releaseVDAtlasEntries() {
RenderThread& thread = RenderThread::getInstance();
thread.queue().post([&thread]() {
// The context may be null if trimMemory executed, but then the atlas was deleted too.
if (thread.getGrContext() != nullptr) {
thread.cacheManager().acquireVectorDrawableAtlas()->delayedReleaseEntries();
}
});
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */