2 * Copyright (C) 2014 The Android Open Source Project
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
17 #include <GpuMemoryTracker.h>
18 #include "CanvasContext.h"
20 #include "AnimationContext.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"
36 #include <cutils/properties.h>
37 #include <google/protobuf/io/zero_copy_stream_impl.h>
38 #include <private/hwui/DrawGlInfo.h>
47 #define TRIM_MEMORY_COMPLETE 80
48 #define TRIM_MEMORY_UI_HIDDEN 20
50 #define ENABLE_RENDERNODE_SERIALIZATION false
52 #define LOG_FRAMETIME_MMA 0
55 static float sBenchMma = 0;
56 static int sFrameCount = 0;
57 static const float NANOS_PER_MILLIS_F = 1000000.0f;
61 namespace uirenderer {
62 namespace renderthread {
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())
72 , mContentDrawBounds(0, 0, 0, 0) {
73 mRenderNodes.emplace_back(rootRenderNode);
74 mRenderThread.renderState().registerCanvasContext(this);
75 mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
78 CanvasContext::~CanvasContext() {
80 mRenderThread.renderState().unregisterCanvasContext(this);
83 void CanvasContext::destroy(TreeObserver* observer) {
86 freePrefetchedLayers(observer);
87 destroyHardwareResources(observer);
88 mAnimationContext->destroy();
97 void CanvasContext::setSurface(Surface* surface) {
100 mNativeSurface = surface;
102 if (mEglSurface != EGL_NO_SURFACE) {
103 mEglManager.destroySurface(mEglSurface);
104 mEglSurface = EGL_NO_SURFACE;
108 mEglSurface = mEglManager.createSurface(surface);
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();
119 mRenderThread.removeFrameCallback(this);
123 void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
124 mSwapBehavior = swapBehavior;
127 void CanvasContext::initialize(Surface* surface) {
131 mCanvas = new OpenGLRenderer(mRenderThread.renderState());
132 mCanvas->initProperties();
136 void CanvasContext::updateSurface(Surface* surface) {
140 bool CanvasContext::pauseSurface(Surface* surface) {
141 return mRenderThread.removeFrameCallback(this);
144 void CanvasContext::setStopped(bool stopped) {
145 if (mStopped != stopped) {
148 mRenderThread.removeFrameCallback(this);
149 if (mEglManager.isCurrent(mEglSurface)) {
150 mEglManager.makeCurrent(EGL_NO_SURFACE);
152 } else if (mIsDirty && hasSurface()) {
153 mRenderThread.postFrameCallback(this);
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) {
162 mLightGeometry.radius = lightRadius;
163 mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
164 mLightInfo.spotShadowAlpha = spotShadowAlpha;
166 if (!mCanvas) return;
167 mCanvas->initLight(lightRadius, ambientShadowAlpha, spotShadowAlpha);
171 void CanvasContext::setLightCenter(const Vector3& lightCenter) {
173 mLightGeometry.center = lightCenter;
175 if (!mCanvas) return;
176 mCanvas->setLightCenter(lightCenter);
180 void CanvasContext::setOpaque(bool opaque) {
184 bool CanvasContext::makeCurrent() {
185 if (mStopped) return false;
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
190 mHaveNewSurface |= mEglManager.makeCurrent(mEglSurface, &error);
197 static bool wasSkipped(FrameInfo* info) {
198 return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
201 void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
202 int64_t syncQueued, RenderNode* target) {
203 mRenderThread.removeFrameCallback(this);
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();
210 mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
211 mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
212 mCurrentFrameInfo->markSyncStart();
214 info.damageAccumulator = &mDamageAccumulator;
216 info.layerUpdateQueue = &mLayerUpdateQueue;
218 info.renderer = mCanvas;
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);
230 mAnimationContext->runRemainingAnimations(info);
231 GL_CHECKPOINT(MODERATE);
233 freePrefetchedLayers(info.observer);
234 GL_CHECKPOINT(MODERATE);
238 if (CC_UNLIKELY(!mNativeSurface.get())) {
239 mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
240 info.out.canDrawThisFrame = false;
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;
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;
267 info.out.canDrawThisFrame = true;
270 if (!info.out.canDrawThisFrame) {
271 mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
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);
283 void CanvasContext::stopDrawing() {
284 mRenderThread.removeFrameCallback(this);
287 void CanvasContext::notifyFramePending() {
289 mRenderThread.pushBackFrameCallback(this);
292 void CanvasContext::draw() {
294 LOG_ALWAYS_FATAL_IF(!mCanvas || mEglSurface == EGL_NO_SURFACE,
295 "drawRenderNode called on a context with no canvas or surface!");
299 mDamageAccumulator.finish(&dirty);
301 // TODO: Re-enable after figuring out cause of b/22592975
302 // if (dirty.isEmpty() && Properties::skipEmptyFrames) {
303 // mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
307 mCurrentFrameInfo->markIssueDrawCommandsStart();
309 Frame frame = mEglManager.beginFrame(mEglSurface);
311 if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
312 // can't rely on prior content of window if viewport size changes
314 mLastFrameWidth = frame.width();
315 mLastFrameHeight = frame.height();
316 } else if (mHaveNewSurface || frame.bufferAge() == 0) {
317 // New surface needs a full draw
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());
325 profiler().unionDirty(&dirty);
328 if (dirty.isEmpty()) {
329 dirty.set(0, 0, frame.width(), frame.height());
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);
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());
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);
357 mEglManager.damageFrame(frame, dirty);
360 auto& caches = Caches::getInstance();
361 FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), mLightGeometry, caches);
363 frameBuilder.deferLayers(mLayerUpdateQueue);
364 mLayerUpdateQueue.clear();
366 frameBuilder.deferRenderNodeScene(mRenderNodes, mContentDrawBounds);
368 BakedOpRenderer renderer(caches, mRenderThread.renderState(),
369 mOpaque, mLightInfo);
370 frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
371 profiler().draw(&renderer);
372 bool drew = renderer.didDraw();
374 // post frame cleanup
375 caches.clearGarbage();
376 caches.pathCache.trim();
377 caches.tessellationCache.trim();
379 #if DEBUG_MEMORY_USAGE
380 mCaches.dumpMemoryUsage();
382 if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
383 caches.dumpMemoryUsage();
388 mCanvas->prepareDirty(frame.width(), frame.height(),
389 dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom, mOpaque);
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).
401 // Additional nodes will be drawn on top with no particular clipping semantics.
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).
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);
435 // Reduce the target area by the area we have just painted.
436 targetBounds.left = std::min(contentBounds.left, targetBounds.right);
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);
448 // Reduce the target area by the area we have just painted.
449 targetBounds.right = std::max(targetBounds.left, contentBounds.right);
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,
458 SkRegion::kIntersect_Op)) {
459 mCanvas->drawRenderNode(node.get(), outBounds);
461 // Reduce the target area by the area we have just painted.
462 targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
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);
475 } else if (layer == 1) { // Content
476 // It gets cropped against the bounds of the backdrop to stay inside.
477 mCanvas->save(SaveFlags::MatrixClip);
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();
487 mCanvas->translate(dx, dy);
488 if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
489 mCanvas->drawRenderNode(node.get(), outBounds);
492 } else { // draw the rest on top at will!
493 mCanvas->drawRenderNode(node.get(), outBounds);
498 profiler().draw(mCanvas);
500 bool drew = mCanvas->finish();
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();
512 if (drew || mEglManager.damageRequiresSwap()) {
513 if (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty))) {
516 SwapHistory& swap = mSwapHistory.next();
517 swap.damage = screenDirty;
518 swap.swapTime = systemTime(CLOCK_MONOTONIC);
519 swap.vsyncTime = mRenderThread.timeLord().latestVsync();
520 mHaveNewSurface = false;
524 // TODO: Use a fence for real completion?
525 mCurrentFrameInfo->markFrameCompleted();
527 #if LOG_FRAMETIME_MMA
528 float thisFrame = mCurrentFrameInfo->duration(
529 FrameInfoIndex::IssueDrawCommandsStart,
530 FrameInfoIndex::FrameCompleted) / NANOS_PER_MILLIS_F;
532 sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
534 sBenchMma = thisFrame;
536 if (++sFrameCount == 10) {
538 ALOGD("Average frame time: %.4f", sBenchMma);
542 mJankTracker.addFrame(*mCurrentFrameInfo);
543 mRenderThread.jankTracker().addFrame(*mCurrentFrameInfo);
544 if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
545 mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
548 GpuMemoryTracker::onFrameCompleted();
551 // Called by choreographer to do an RT-driven animation
552 void CanvasContext::doFrame() {
554 if (CC_UNLIKELY(mEglSurface == EGL_NO_SURFACE)) return;
556 if (CC_UNLIKELY(!mCanvas || mEglSurface == EGL_NO_SURFACE)) return;
558 prepareAndDraw(nullptr);
561 void CanvasContext::prepareAndDraw(RenderNode* node) {
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);
570 TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
571 prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
572 if (info.out.canDrawThisFrame) {
577 void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
579 DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
580 if (thread.eglManager().hasEglContext()) {
581 mode = DrawGlInfo::kModeProcess;
584 thread.renderState().invokeFunctor(functor, mode, nullptr);
587 void CanvasContext::markLayerInUse(RenderNode* node) {
588 if (mPrefetchedLayers.erase(node)) {
589 node->decStrong(nullptr);
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...",
598 node->destroyHardwareResources(observer);
599 node->decStrong(observer);
601 mPrefetchedLayers.clear();
605 void CanvasContext::buildLayer(RenderNode* node, TreeObserver* observer) {
607 if (!mEglManager.hasEglContext()) return;
609 if (!mCanvas) return;
612 // buildLayer() will leave the tree in an unknown state, so we must stop drawing
615 TreeInfo info(TreeInfo::MODE_FULL, *this);
616 info.damageAccumulator = &mDamageAccumulator;
617 info.observer = observer;
619 info.layerUpdateQueue = &mLayerUpdateQueue;
621 info.renderer = mCanvas;
623 info.runAnimations = false;
624 node->prepareTree(info);
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);
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);
641 mCanvas->markLayersAsBuildLayers();
642 mCanvas->flushLayerUpdates();
645 node->incStrong(nullptr);
646 mPrefetchedLayers.insert(node);
649 bool CanvasContext::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
651 return LayerRenderer::copyLayer(mRenderThread.renderState(), layer->backingLayer(), bitmap);
654 void CanvasContext::destroyHardwareResources(TreeObserver* observer) {
656 if (mEglManager.hasEglContext()) {
657 freePrefetchedLayers(observer);
658 for (const sp<RenderNode>& node : mRenderNodes) {
659 node->destroyHardwareResources(observer);
661 Caches& caches = Caches::getInstance();
662 // Make sure to release all the textures we were owning as there won't
664 caches.textureCache.resetMarkInUse(this);
665 mRenderThread.renderState().flush(Caches::FlushMode::Layers);
669 void CanvasContext::trimMemory(RenderThread& thread, int level) {
670 // No context means nothing to free
671 if (!thread.eglManager().hasEglContext()) return;
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);
682 void CanvasContext::runWithGlContext(RenderTask* task) {
683 LOG_ALWAYS_FATAL_IF(!mEglManager.hasEglContext(),
684 "GL context not initialized!");
688 Layer* CanvasContext::createTextureLayer() {
689 mEglManager.initialize();
690 return LayerRenderer::createTextureLayer(mRenderThread.renderState());
693 void CanvasContext::setTextureAtlas(RenderThread& thread,
694 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
695 thread.eglManager().setTextureAtlas(buffer, map, mapSize);
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());
705 for (size_t i = 0; i < mFrames.size(); i++) {
706 FrameInfo& frame = mFrames[i];
707 if (frame[FrameInfoIndex::SyncStart] == 0) {
711 for (int i = 0; i < static_cast<int>(FrameInfoIndex::NumIndexes); i++) {
712 fprintf(file, "%" PRId64 ",", frame[i]);
715 fprintf(file, "\n---PROFILEDATA---\n\n");
719 void CanvasContext::resetFrameStats() {
721 mRenderThread.jankTracker().reset();
724 void CanvasContext::serializeDisplayListTree() {
725 #if ENABLE_RENDERNODE_SERIALIZATION
726 using namespace google::protobuf::io;
728 // Check whether tracing is enabled for this process.
729 FILE * file = fopen("/proc/self/cmdline", "r");
731 if (!fgets(package, 128, file)) {
732 ALOGE("Error reading cmdline: %s (%d)", strerror(errno), errno);
738 ALOGE("Error opening /proc/self/cmdline: %s (%d)", strerror(errno),
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);
746 ALOGD("Failed to open '%s'", path);
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());
758 void CanvasContext::waitOnFences() {
759 if (mFrameFences.size()) {
761 for (auto& fence : mFrameFences) {
764 mFrameFences.clear();
768 class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
770 FuncTaskProcessor(Caches& caches)
771 : TaskProcessor<bool>(&caches.tasks) {}
773 virtual void onProcess(const sp<Task<bool> >& task) override {
774 FuncTask* t = static_cast<FuncTask*>(task.get());
776 task->setResult(true);
780 void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
781 if (!mFrameWorkProcessor.get()) {
782 mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
784 sp<FuncTask> task(new FuncTask());
786 mFrameWorkProcessor->add(task);
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());
797 } /* namespace renderthread */
798 } /* namespace uirenderer */
799 } /* namespace android */