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-rw-r--r--libs/renderengine/skia/compat/GraphiteGpuContext.cpp32
-rw-r--r--libs/renderengine/skia/compat/GraphiteGpuContext.h12
2 files changed, 35 insertions, 9 deletions
diff --git a/libs/renderengine/skia/compat/GraphiteGpuContext.cpp b/libs/renderengine/skia/compat/GraphiteGpuContext.cpp
index 69f583226b..7a72d09804 100644
--- a/libs/renderengine/skia/compat/GraphiteGpuContext.cpp
+++ b/libs/renderengine/skia/compat/GraphiteGpuContext.cpp
@@ -110,8 +110,40 @@ bool GraphiteGpuContext::isAbandonedOrDeviceLost() {
return mContext->isDeviceLost();
}
+void GraphiteGpuContext::setResourceCacheLimit(size_t maxResourceBytes) {
+ // Graphite has a separate budget for its Context and its Recorder. For now the majority of
+ // memory that Graphite will allocate will be on the Recorder and minimal amount on the Context.
+ // The main allocations on the Context are MSAA buffers (not often, if ever used in
+ // RenderEngine) and stencil buffers. However, both of these should be "memoryless" in Vulkan on
+ // tiled GPUs, so they don't actually use GPU memory. However, in Vulkan there are scenarios
+ // where Vulkan could end up using real memory for them. Skia will regularly query the device to
+ // get the real memory usage and update the budgeted appropriately. Though for all real usage
+ // patterns we don't expect to ever trigger the device to allocate real memory.
+ //
+ // Therefore, we set the full maxResourceBytes budget on the Recorder. However, in the rare
+ // chance that the devcies does allocate real memory we don't want to immediately kill device
+ // performance by constantly trashing allocations on the Context. Thus we set the Context's
+ // budget to be 50% of the total budget to make sure we allow the MSAA or Stencil buffers to be
+ // allocated in Skia and not immediately discarded. But even with this extra 50% budget, as
+ // described above, this shouldn't result in actual GPU memory usage.
+ //
+ // TODO: We will need to revise this strategy for GLES which does not have the same memoryless
+ // textures.
+ // TODO: Work in Graphite has started to move a lot more of its scratch resources to be owned
+ // by the Context and not on Recorders. This will mean most memory is actually owned by the
+ // Context and thus the budgeting here will need to be updated.
+ mContext->setMaxBudgetedBytes(maxResourceBytes / 2);
+ mRecorder->setMaxBudgetedBytes(maxResourceBytes);
+}
+
+void GraphiteGpuContext::purgeUnlockedScratchResources() {
+ mContext->freeGpuResources();
+ mRecorder->freeGpuResources();
+}
+
void GraphiteGpuContext::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
mContext->dumpMemoryStatistics(traceMemoryDump);
+ mRecorder->dumpMemoryStatistics(traceMemoryDump);
}
} // namespace android::renderengine::skia
diff --git a/libs/renderengine/skia/compat/GraphiteGpuContext.h b/libs/renderengine/skia/compat/GraphiteGpuContext.h
index 413817ffff..57da796af5 100644
--- a/libs/renderengine/skia/compat/GraphiteGpuContext.h
+++ b/libs/renderengine/skia/compat/GraphiteGpuContext.h
@@ -39,16 +39,10 @@ public:
size_t getMaxRenderTargetSize() const override;
size_t getMaxTextureSize() const override;
bool isAbandonedOrDeviceLost() override;
- // No-op (large resources like textures, surfaces, images, etc. created by clients don't count
- // towards Graphite's internal caching budgets, so adjusting its limits based on display change
- // events should be unnecessary. Additionally, Graphite doesn't expose many cache tweaking
- // functions yet, as its design may evolve.)
- void setResourceCacheLimit(size_t maxResourceBytes) override{};
- // TODO: b/293371537 - Triple-check and validate that no cleanup is necessary when switching
- // contexts.
- // No-op (unnecessary during context switch for Graphite's client-budgeted memory model).
- void purgeUnlockedScratchResources() override{};
+ void setResourceCacheLimit(size_t maxResourceBytes) override;
+ void purgeUnlockedScratchResources() override;
+
// No-op (only applicable to GL).
void resetContextIfApplicable() override{};