By avoiding setting a dequeue buffer timeout we avoid
hitting a different path in BufferQueue that prevents
async behavior from happening. This restores P's
behavior in this path.
Bug: 143860379
Test: repro app in bug
Change-Id: Iffbd9f9e6689a40876ff3aa74c10020e3f09fc6a
Merged-In: Iffbd9f9e6689a40876ff3aa74c10020e3f09fc6a
Timeout recovery isn't working properly, so increase it
to avoid any false-positives from something like a
slow screen-on
Bug: 137509524
Test: none
Change-Id: Ic4fae04b41f71600479f9557e334f67c27851db4
In order to get DISPLAY_EVENT_CONFIG_CHANGED, eConfigChangedDispatch needs
to be used when creating DisplayEventDispatcher.
Bug: 131688378
Test: adb shell /data/nativetest64/libsurfaceflinger_unittest/libsurfaceflinger_unittest
Test: trigger config change and observe logcat
Change-Id: I0de8037ee5b024b7d9729750f582be919087be41
whenever clear is used as a blend mode to draw bitmaps
Modified SkiaRecordingCanvas to call filterBitmap instead of
filterPaint in order to conduct the necessary compatibility checks
to use dest_out instead of clear whenever a bitmap is drawn
Test: In progress..
Bug: 131689368
Change-Id: I56d015e773b312cac948d850ca2997d8df0cc66d
Merged-In: I56d015e773b312cac948d850ca2997d8df0cc66d
These aren't really actionable logs by whatever
is producing them, so move to verbose
Bug: 131773342
Test: build
Change-Id: Icd020d889d83deae5dfd4aac3352bc9b1e1159bc
SkiaLayer::inverseTransformInWindow should be the inverse
matrix of Layer transform. This CL fixes a bug, that matrix
value was not inverted.
This matrix is used in one place: to transform light
center coordinates from device to RenderNode/layer
coordinate space.
Bug: 132758858
Test: Ran test app attached to bug. Manually compared coordinates.
Change-Id: Id8e887276a5296091a8264d7a0b1bcc955620a6a
Bug: 132354626
Bug: 129117085
Test: skia unit tests and test cases described in the bug
Change-Id: Ieaa7c831dd6298ac0565e6f1837b1c1dbd4545da
(cherry picked from commit ac33a48751)
This reverts commit f802abe47f.
Reason for revert: We're seeing jank increase after this patch.
Change-Id: Ic8d77df3fbbeeedeed4b8f31737454d9c056f8b0
Bug: 132733305
ro.hwui.render_ahead was behaving the same as -1 when it was set
to zero. Correct it so that ro.hwui.render_ahead will queue frames
when set to zero on any display rate FPS.
Fixes: 131340980
Test: Test presence or not of timestamps with -1,0,1,2 settings
Change-Id: Ibd1974253e947130fb03a0b86f599e0e5f5eac38
Since HWUI render pipeline has both GL and Vulkan backends now, we'd
like to preload either GL or Vulkan driver based upon HWUI's choice on
the render backend.
1) Keep using ro.zygote.disable_gl_preload property to disable Vulkan
driver preloading if HWUI's render pipeline uses Vulkan backend.
Properly rename the corresponding APIs for driver preloading.
2) Add a path to preload Vulkan driver based on HWUI's render backend.
Bug: 131249898
Test: build, flash and boot.
Test: verified with set USE_VULKAN=true
Test: verified with setprop debug.hwui.renderer skiagl/skiavk
Change-Id: Ie0bf5d18edcf907c75a25ac3249e2620ec21b63c
* Make it persist.hwui.force_dark so the dev option
survices reboots.
* Remove the internal super-override behavior it applied
using only the intended ViewRootImpl theme-aware behavior.
Fixes: 127350499
Fixes: 130354206
Test: set dev option, verified nothing went dark. Set dark
theme, verified non-dark apps were force-darked. Rebooted
and verified property still set.
Change-Id: I43adcbc25320669510fb03b162c98cbd14612f55
We were deleting the VkSemaphore objects too quickly when
importing/exporting the semaphores. Even though the semaphore payload
gets reset on these operations the VkSemaphore still needs to be
finished its use in Vulkan before being deleted.
Test: manual build and testing of vulkan apps and vulakn ImageConsumer
Bug: b/130643604
Change-Id: I7f03087e477d812c0174ede3a10f12dc1df72ee1
On GL some devices may not delete gpu memory immediately after calling
delete and instead will just queue it up. We must call glFinish to
make sure the memory is deleted when we want it.
More importantly Vulkan memory will not be freed until the GPU is done
with all the work. Thus we require an additional flush to make sure the
previous gpu work we submitted has finished and we can delete the
memory.
Test: manual testing on device
Bug: b/130440975
Change-Id: I2a9202dd7d15d97b365120a8caf9e10b4100efc3
Tracks refresh rate changes and adjusts renderahead
based off of the active refresh rate.
Default is 60hz = 0 render ahead & > 70hz is render ahead 1
Bug: 127822449
Test: systraced stuff
Change-Id: I9849aa065262f21f7602d44cd1761373279dc28d
Bug: 128805564
Test: Manual + systrace; hwui_unit_tests; CtsUiRenderingTestCases
Only update a VectorDrawable's cache if it is onscreen. This fixes a
Twitter use case where the app has a ProgressBar that is exactly one
pixel offscreen. Prior to this CL, we repeatedly drew the ProgressBar's
AVD to a GPU surface, even though we clip it out later and never draw
that GPU surface. Now, we recognize that the AVD is outside of the
bounds of the screen, so we never draw to the GPU surface.
TreeInfo:
- store the size of the screen, retrieved from
CanvasContext::getNextFrameSize.
SkiaDisplayList:
- Store the matrix at the time of recording a VectorDrawable. Concat
that with the current matrix to determine whether the VD is on screen,
based on the TreeInfo. If it is offscreen, do not add it to the list
of AVDs that need to be updated ahead of rendering.
- In addition, if it is offscreen (or not dirty), do not call
setPropertyChangeWillBeConsumed(true). This prevents triggering
dispatchFrameCallbacks to update on the RenderThread when there is no
need to. This also mimics what would happen if the View/RenderNode had
been completely offscreen.
- Add a method to append an AVD to mVectorDrawables. Now that the vector
is of Pairs, this simplifies the call sites. Add a second helper to
just add an AVD without a matrix, for use in tests.
SkiaRecordingCanvas:
- get the current matrix and store it in the display list along with the
AVD.
CanvasContext:
- add getNextFrameSize, for reporting the size of the next frame without
dequeuing it
VectorDrawable.cpp:
- call quickReject to potentially short circuit drawing. This is for a
hypothetical use case (verified in a test app) where the containing
RenderNode is partially onscreen, but the AVD itself is not. Even
without the change to VectorDrawable.cpp, we skip uploading to the GPU
cache, the SkiaDisplayList still attempts to draw it. This change
keeps us from drawing it at all.
SkiaDisplayListTests.cpp:
- Now that I've hidden mVectorDrawables, call the new public APIs.
- prepareListAndChildren test
- for the clean VD, assert that getPropertyChangeWillBeConsumed
returns FALSE. This is due to the behavior change that we do not
set it unless the VD is dirty.
- set the bounds, so our onscreen check works.
- Add another test for prepareListAndChildren, which puts VDs offscreen.
Change-Id: Iae0a07adcf58e7884e0854720de644e7b2faf2bf
Bug: 129355537
Test: I9e004fbb7c966bb58ae374087fecd66a1bb72346
android_view_ThreadedRenderer_createHardwareBitmapFromRenderNode in
SkiaGL could create an android::Bitmap without an SkColorSpace. Treat
HAL_DATASPACE_UNKNOWN as sRGB, as this is how we treat it internally.
Change-Id: Iad7f7d7cafce0a8759a84a4296ae5c3ce86dff4c
(cherry picked from commit 7fb4c9e4bb)
Merged-In: Iad7f7d7cafce0a8759a84a4296ae5c3ce86dff4c
This reverts commit 162305aace.
Adjusted tests to ensure they pass on cf_x86
Bug: 129250875
Test: this on cf_x86 & blueline
Change-Id: Ic3245ec8db784ae356b7fa66dda9a2fc91c622ea
This reverts commit 5ff61f32a7.
Reason for revert: causes global presubmit to be very flaky, see b/130081457
Fixes: b/130081457
Change-Id: I93aa5d6686cd6b5bf831766c9e47c291749526a9
Currently only supported in the EGL path.
Vulkan support Coming Soon
Bug: 127822449
Test: trace of hwuimacro
Change-Id: Iac2b039e11d964aab5b8ca1bdf2a5430b187e2ea