This CL should fix application startup regression for Vulkan
detected by "Hermetic Startup: EmptyActivity" test.
EGL drivers are loaded in a temp thread to leave more time
in RenderThread for other work. Loading EGL drivers
on the RenderThread may cause a perf regression.
Test: Ran cold-dropcache-test test.
Bug: 122659224
Bug: 123361175
Change-Id: I8ca818e98fac196a41d079be15594caca5cb1bab
This CL allows for more than one VulkanManager to exist.
VulkanManager ctor are public allowing for classes other
than RenderThread to instantiate it.
Secondary VulkanManager can be used to render on a thread
other than RT.
Test: Ran HWUI unit tests and several apps
Change-Id: Ibfd76c86ff67e01617a500902bba7431b928f5c0
SkiaVulkanPipeline::mVkSurface can become obsolete if
RenderThread destroys Vulkan context. This CL enables
RenderThread to notify active Vulkan pipelines that their
surface is invalid.
Improve error handling, when trying to draw a frame with null
VulkanSurface.
Bug: 123640274
Bug: 123541940
Test: Ran several apps
Change-Id: If7fba00713d097192c96179df36e90b54f4f8090
This updates to use Skia's new api which takes the vulkan apiVersion
instead of the instance version. This is technically more correct since
the application apiVersion is really the only client modifiable version
value in vulkan.
This change also updates the webview structs to use the apiVersion as
well.
Test: manual build and testing.
Change-Id: I6ce7c20949eb7242f7bbe69955b54c0785696891
Bug: 115613038
Test: Turning on vulkan with appropriate webview apk does not crash and
sort of works.
Change-Id: If1504da7a35e4bd74a994ab2c2a351e6bc415a18
Previously we hardcode wide color gamut in HWUI as scRGB color space with FP16
pixel format. However, the hardware composer doesn't support this combination.
This patch plumbs wide color gamut composition preference from composer API to
HWUI such that HWUI can now pick the combination of color space and pixel
format for the surface.
BUG: 111436479
Test: Build, flash and boot, verify with a demo app.
Change-Id: I7a8b4d8deca72ef40069dba9d23a3f5e90dbfe5a
Set NATIVE_WINDOW_SCALING_MODE_FREEZE scaling mode on the surface
after Vulkan swapchain is created. This is the scaling mode used
by GL as well. Window resize flow depends on preserving this
behavior, because SurfaceComposerClient::Transaction::setSize
calls are not postponed until a new buffer is enqueued.
Test: StatusBar is resized correctly without any glitch.
Bug: 118501234
Change-Id: Icfb6805bc362a742e14b993a0b825e5447d6eeb4
Recreate VulkanSurface, if ANativeWindow has been resized. This
new code is hit when wallpaper is resized from 64x64 to real size.
Bug: 119111018
Test: Wallpaper is shawn correctly with Vulkan rendering
Change-Id: I5e43310e5ee8597a7f326d51b1773e2cf68b603a
SyncFeatures is implemented by quering available EGL extensions.
For Vulkan we assume these features are present. SyncFeatures
is crashing for Vulkan, because EGL is not initialized.
Test: TextureViewCameraTest#testTextureViewActivity is passing
Bug: 116117654
Change-Id: I57e6ce1c0f00c1b073d0a2ab2695d9fbecfd2b33
Support rendering into FP16 render targets.
Enforce correct color space for both ARGB and F16
color formats.
Test: About 30 additional CTS tests pass with Vulkan
Bug: 116117654
Change-Id: I61941a2d79a0e69837d20816c90d3e936fd7acb0
The EGLSurface stored in the pipeline can become obsolete if the
EglManager/RenderThread has to destroy the context. This CL enables the
RenderThread to notify all active pipelines that their surface is invalid.
Bug: 115290937
Test: hwui_unit_tests
Change-Id: Ib3054822273bc35406630b7442229a81b39a2c91
Remove the need for both Vulkan and EGL managers to initialize
it. Also remove unused code paths.
Test: hwui_unit_tests
Change-Id: I33ad881468eddbf91ec63207f0d82bed8d97f5ad
Fix an issue with incorrect texture matrix, when there is 90/270 rotation.
This happened, because after refactoring SkImage has buffer width/height,
instead of layer width/height.
This reverts commit a683eb3945.
Bug: 113673613
Test: Ran TextureView CTS and lensblur in camera app
Change-Id: If3bcf9cd5195de09fd67a753708568a8e3ca3a9a
Create cache identity from GL_VERSION and store in ShaderCache.
In the next time ShaderCache is restored from disk, compare the
cache identity to ensure its validity. If GL_VERSION changes in
between, flush out entire FileBlobCache and start from an empty
one.
Bug: b/71800782
Test: Wrote a new unit test to save and restore ShaderCache
Test: hwui_unit_tests
Change-Id: Ie573dc4f18733eee090725be30445d879765231b
Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.
Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
Previously we were using a helper in Skia but that is being deleted
and we must manage it ourselves in android.
Test: manual building and running.
Change-Id: Ia3455507d7b07a4a2f29fd5453408dd37d9d570b
Implement SkSL cache by reusing code and logic from egl_cache_t.
Test: Improves startup times for gmail by 15ms and 10ms for calc app.
Bug: 66740665
Change-Id: I9ba479c649ba97a2c29a48d40579ba001264c957
So trying to mimic what the EglManager does in the fence call.
Technically there are two logical queues I could wait on for the device,
the graphics queue and the present queue. Waiting on the device waits
for both these queues to finish. It wasn't obvious to me if the EGL was
waiting for just graphics work or both queues, so I went for both (by
waiting on device). However, so far every device we've seen in Vulkan
has the present and graphics queue combined on the physical device so
waiting for one or both should really be different.
Test: Manual ran macrobench in skiavk and more realistic values compared
to not waiting for gpu.
Change-Id: I17cde70c677a9ad1b6bf9bc9ca4fd5f8f3b807e3
Skia is looking to make SkAutoMalloc private and will be moving it.
Using FatVector instead will make this code both less dependent on Skia
internals and more performant.
Test: refactoring CL. Existing unit tests still pass.
Change-Id: If9de10059775b75e1ab89078eacede2e20e91299