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author Derek Sollenberger <djsollen@google.com> 2021-05-07 15:50:05 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2021-05-07 15:50:05 +0000
commitca8596e1336a57981d584258fdae1de91699bd68 (patch)
treeb610e3a5ad178fa475ca69696cdbaa8663be51db
parent2a4e4e58d61e7fb633bca400bb1a9644b01be095 (diff)
parente9a51086482c6318ab342aa1d9b699c52de11aaa (diff)
Merge "Reduce size of buffer used to prime the RenderEngine shader cache." into sc-dev
-rw-r--r--libs/renderengine/skia/Cache.cpp103
1 files changed, 55 insertions, 48 deletions
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 6ab93dfb4d..48d76cc475 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -238,63 +238,70 @@ void Cache::primeShaderCache(SkiaRenderEngine* renderengine) {
if (previousCount) {
ALOGD("%d Shaders already compiled before Cache::primeShaderCache ran\n", previousCount);
}
- const nsecs_t timeBefore = systemTime();
- // The dimensions should not matter, so long as we draw inside them.
- const Rect displayRect(0, 0, 1080, 2340);
- DisplaySettings display{
- .physicalDisplay = displayRect,
- .clip = displayRect,
- .maxLuminance = 500,
- .outputDataspace = kDestDataSpace,
- };
- const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
+ // The loop is beneficial for debugging and should otherwise be optimized out by the compiler.
+ // Adding additional bounds to the loop is useful for verifying that the size of the dst buffer
+ // does not impact the shader compilation counts by triggering different behaviors in RE/Skia.
+ for (SkSize bounds : {SkSize::Make(128, 128), /*SkSize::Make(1080, 2340)*/}) {
+ const nsecs_t timeBefore = systemTime();
+ // The dimensions should not matter, so long as we draw inside them.
+ const Rect displayRect(0, 0, bounds.fWidth, bounds.fHeight);
+ DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .maxLuminance = 500,
+ .outputDataspace = kDestDataSpace,
+ };
+
+ const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
- sp<GraphicBuffer> dstBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usage, "primeShaderCache_dst");
+ sp<GraphicBuffer> dstBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usage, "primeShaderCache_dst");
- const auto dstTexture = std::make_shared<ExternalTexture>(dstBuffer, *renderengine,
- ExternalTexture::Usage::WRITEABLE);
- // This buffer will be the source for the call to drawImageLayers. Draw
- // something to it as a placeholder for what an app draws. We should draw
- // something, but the details are not important. Make use of the shadow layer drawing step
- // to populate it.
- sp<GraphicBuffer> srcBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usage, "drawImageLayer_src");
+ const auto dstTexture =
+ std::make_shared<ExternalTexture>(dstBuffer, *renderengine,
+ ExternalTexture::Usage::WRITEABLE);
+ // This buffer will be the source for the call to drawImageLayers. Draw
+ // something to it as a placeholder for what an app draws. We should draw
+ // something, but the details are not important. Make use of the shadow layer drawing step
+ // to populate it.
+ sp<GraphicBuffer> srcBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usage, "drawImageLayer_src");
- const auto srcTexture =
- std::make_shared<ExternalTexture>(srcBuffer, *renderengine,
- ExternalTexture::Usage::READABLE |
- ExternalTexture::Usage::WRITEABLE);
+ const auto srcTexture =
+ std::make_shared<ExternalTexture>(srcBuffer, *renderengine,
+ ExternalTexture::Usage::READABLE |
+ ExternalTexture::Usage::WRITEABLE);
- drawSolidLayers(renderengine, display, dstTexture);
- drawShadowLayers(renderengine, display, srcTexture);
- drawBlurLayers(renderengine, display, dstTexture);
- // The majority of shaders are related to sampling images.
- drawImageLayers(renderengine, display, dstTexture, srcTexture);
+ drawSolidLayers(renderengine, display, dstTexture);
+ drawShadowLayers(renderengine, display, srcTexture);
+ drawBlurLayers(renderengine, display, dstTexture);
+ // The majority of shaders are related to sampling images.
+ drawImageLayers(renderengine, display, dstTexture, srcTexture);
- // should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
- const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
+ // should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
+ const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
- sp<GraphicBuffer> externalBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usageExternal, "primeShaderCache_external");
- const auto externalTexture =
- std::make_shared<ExternalTexture>(externalBuffer, *renderengine,
- ExternalTexture::Usage::READABLE);
- // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
- // between 6 and 8 will occur in real uses.
- drawImageLayers(renderengine, display, dstTexture, externalTexture);
+ sp<GraphicBuffer> externalBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usageExternal, "primeShaderCache_external");
+ const auto externalTexture =
+ std::make_shared<ExternalTexture>(externalBuffer, *renderengine,
+ ExternalTexture::Usage::READABLE);
+ // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
+ // between 6 and 8 will occur in real uses.
+ drawImageLayers(renderengine, display, dstTexture, externalTexture);
- // Draw layers for b/185569240.
- drawTextureScaleLayers(renderengine, display, dstTexture, externalTexture);
+ // Draw layers for b/185569240.
+ drawTextureScaleLayers(renderengine, display, dstTexture, externalTexture);
- const nsecs_t timeAfter = systemTime();
- const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
- const int shadersCompiled = renderengine->reportShadersCompiled();
- ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
+ const nsecs_t timeAfter = systemTime();
+ const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
+ const int shadersCompiled = renderengine->reportShadersCompiled();
+ ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
+ }
}
} // namespace android::renderengine::skia