| /* |
| * Copyright 2021 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 <RenderEngineBench.h> |
| #include <android-base/file.h> |
| #include <benchmark/benchmark.h> |
| #include <gui/SurfaceComposerClient.h> |
| #include <log/log.h> |
| #include <renderengine/ExternalTexture.h> |
| #include <renderengine/LayerSettings.h> |
| #include <renderengine/RenderEngine.h> |
| #include <renderengine/impl/ExternalTexture.h> |
| |
| #include <mutex> |
| |
| using namespace android; |
| using namespace android::renderengine; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Helpers for calling drawLayers |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| std::pair<uint32_t, uint32_t> getDisplaySize() { |
| // These will be retrieved from a ui::Size, which stores int32_t, but they will be passed |
| // to GraphicBuffer, which wants uint32_t. |
| static uint32_t width, height; |
| std::once_flag once; |
| std::call_once(once, []() { |
| auto surfaceComposerClient = SurfaceComposerClient::getDefault(); |
| auto ids = SurfaceComposerClient::getPhysicalDisplayIds(); |
| LOG_ALWAYS_FATAL_IF(ids.empty(), "Failed to get any display!"); |
| ui::Size resolution = ui::kEmptySize; |
| // find the largest display resolution |
| for (auto id : ids) { |
| auto displayToken = surfaceComposerClient->getPhysicalDisplayToken(id); |
| ui::DisplayMode displayMode; |
| if (surfaceComposerClient->getActiveDisplayMode(displayToken, &displayMode) < 0) { |
| LOG_ALWAYS_FATAL("Failed to get active display mode!"); |
| } |
| auto tw = displayMode.resolution.width; |
| auto th = displayMode.resolution.height; |
| LOG_ALWAYS_FATAL_IF(tw <= 0 || th <= 0, "Invalid display size!"); |
| if (resolution.width * resolution.height < |
| displayMode.resolution.width * displayMode.resolution.height) { |
| resolution = displayMode.resolution; |
| } |
| } |
| width = static_cast<uint32_t>(resolution.width); |
| height = static_cast<uint32_t>(resolution.height); |
| }); |
| return std::pair<uint32_t, uint32_t>(width, height); |
| } |
| |
| static std::unique_ptr<RenderEngine> createRenderEngine(RenderEngine::Threaded threaded, |
| RenderEngine::GraphicsApi graphicsApi) { |
| auto args = RenderEngineCreationArgs::Builder() |
| .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888)) |
| .setImageCacheSize(1) |
| .setEnableProtectedContext(true) |
| .setPrecacheToneMapperShaderOnly(false) |
| .setSupportsBackgroundBlur(true) |
| .setContextPriority(RenderEngine::ContextPriority::REALTIME) |
| .setThreaded(threaded) |
| .setGraphicsApi(graphicsApi) |
| .build(); |
| return RenderEngine::create(args); |
| } |
| |
| static std::shared_ptr<ExternalTexture> allocateBuffer(RenderEngine& re, uint32_t width, |
| uint32_t height, |
| uint64_t extraUsageFlags = 0, |
| std::string name = "output") { |
| return std::make_shared< |
| impl::ExternalTexture>(sp<GraphicBuffer>::make(width, height, |
| HAL_PIXEL_FORMAT_RGBA_8888, 1u, |
| GRALLOC_USAGE_HW_RENDER | |
| GRALLOC_USAGE_HW_TEXTURE | |
| extraUsageFlags, |
| std::move(name)), |
| re, |
| impl::ExternalTexture::Usage::READABLE | |
| impl::ExternalTexture::Usage::WRITEABLE); |
| } |
| |
| static std::shared_ptr<ExternalTexture> copyBuffer(RenderEngine& re, |
| std::shared_ptr<ExternalTexture> original, |
| uint64_t extraUsageFlags, std::string name) { |
| const uint32_t width = original->getBuffer()->getWidth(); |
| const uint32_t height = original->getBuffer()->getHeight(); |
| auto texture = allocateBuffer(re, width, height, extraUsageFlags, name); |
| |
| const Rect displayRect(0, 0, static_cast<int32_t>(width), static_cast<int32_t>(height)); |
| DisplaySettings display{ |
| .physicalDisplay = displayRect, |
| .clip = displayRect, |
| .maxLuminance = 500, |
| }; |
| |
| const FloatRect layerRect(0, 0, width, height); |
| LayerSettings layer{ |
| .geometry = |
| Geometry{ |
| .boundaries = layerRect, |
| }, |
| .source = |
| PixelSource{ |
| .buffer = |
| Buffer{ |
| .buffer = original, |
| }, |
| }, |
| .alpha = half(1.0f), |
| }; |
| auto layers = std::vector<LayerSettings>{layer}; |
| |
| sp<Fence> waitFence = re.drawLayers(display, layers, texture, base::unique_fd()).get().value(); |
| waitFence->waitForever(LOG_TAG); |
| return texture; |
| } |
| |
| /** |
| * Helper for timing calls to drawLayers. |
| * |
| * Caller needs to create RenderEngine and the LayerSettings, and this takes |
| * care of setting up the display, starting and stopping the timer, calling |
| * drawLayers, and saving (if --save is used). |
| * |
| * This times both the CPU and GPU work initiated by drawLayers. All work done |
| * outside of the for loop is excluded from the timing measurements. |
| */ |
| static void benchDrawLayers(RenderEngine& re, const std::vector<LayerSettings>& layers, |
| benchmark::State& benchState, const char* saveFileName) { |
| auto [width, height] = getDisplaySize(); |
| auto outputBuffer = allocateBuffer(re, width, height); |
| |
| const Rect displayRect(0, 0, static_cast<int32_t>(width), static_cast<int32_t>(height)); |
| DisplaySettings display{ |
| .physicalDisplay = displayRect, |
| .clip = displayRect, |
| .maxLuminance = 500, |
| }; |
| |
| // This loop starts and stops the timer. |
| for (auto _ : benchState) { |
| sp<Fence> waitFence = |
| re.drawLayers(display, layers, outputBuffer, base::unique_fd()).get().value(); |
| waitFence->waitForever(LOG_TAG); |
| } |
| |
| if (renderenginebench::save() && saveFileName) { |
| // Copy to a CPU-accessible buffer so we can encode it. |
| outputBuffer = copyBuffer(re, outputBuffer, GRALLOC_USAGE_SW_READ_OFTEN, "to_encode"); |
| |
| std::string outFile = base::GetExecutableDirectory(); |
| outFile.append("/"); |
| outFile.append(saveFileName); |
| outFile.append(".jpg"); |
| renderenginebench::encodeToJpeg(outFile.c_str(), outputBuffer->getBuffer()); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Benchmarks |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| template <class... Args> |
| void BM_blur(benchmark::State& benchState, Args&&... args) { |
| auto args_tuple = std::make_tuple(std::move(args)...); |
| auto re = createRenderEngine(static_cast<RenderEngine::Threaded>(std::get<0>(args_tuple)), |
| static_cast<RenderEngine::GraphicsApi>(std::get<1>(args_tuple))); |
| |
| // Initially use cpu access so we can decode into it with AImageDecoder. |
| auto [width, height] = getDisplaySize(); |
| auto srcBuffer = |
| allocateBuffer(*re, width, height, GRALLOC_USAGE_SW_WRITE_OFTEN, "decoded_source"); |
| { |
| std::string srcImage = base::GetExecutableDirectory(); |
| srcImage.append("/resources/homescreen.png"); |
| renderenginebench::decode(srcImage.c_str(), srcBuffer->getBuffer()); |
| |
| // Now copy into GPU-only buffer for more realistic timing. |
| srcBuffer = copyBuffer(*re, srcBuffer, 0, "source"); |
| } |
| |
| const FloatRect layerRect(0, 0, width, height); |
| LayerSettings layer{ |
| .geometry = |
| Geometry{ |
| .boundaries = layerRect, |
| }, |
| .source = |
| PixelSource{ |
| .buffer = |
| Buffer{ |
| .buffer = srcBuffer, |
| }, |
| }, |
| .alpha = half(1.0f), |
| }; |
| LayerSettings blurLayer{ |
| .geometry = |
| Geometry{ |
| .boundaries = layerRect, |
| }, |
| .alpha = half(1.0f), |
| .skipContentDraw = true, |
| .backgroundBlurRadius = 60, |
| }; |
| |
| auto layers = std::vector<LayerSettings>{layer, blurLayer}; |
| benchDrawLayers(*re, layers, benchState, "blurred"); |
| } |
| |
| BENCHMARK_CAPTURE(BM_blur, SkiaGLThreaded, RenderEngine::Threaded::YES, |
| RenderEngine::GraphicsApi::GL); |