Commit Graph

173 Commits

Author SHA1 Message Date
John Reck
38f6c034d1 Move updating window position off RT
Bug: 27385141
Change-Id: I6c75b5f1d9ef55ef64dde050f71d0e28fb8714bf
2016-03-17 10:32:07 -07:00
Chris Craik
1dfa070496 Support GPU profiling vis in new pipeline
bug:27353099

Change-Id: I905c1a998d9a9e2097c047dab9de87a70d7a370e
2016-03-04 16:18:26 -08:00
John Reck
c96955d9bb Always swap buffers if using partial update extension
Bug: 27379093
Change-Id: Ifda18287248e4ae07d4bf2ae9642a9d23039e81f
2016-02-26 14:58:13 -08:00
Andres Morales
910beb8f5d updates to FrameStatsObserver API
- Rename to FrameMetrics to avoid collision with existing
  android.view.FrameStats class
- Make FrameMetricsObserver implementation detail,
  exposing FrameMetricsListener interface as public API
  and wrapping in FrameStatsObserver to maintain state
- Remove dropped frame count call, in favor of passing as
  parameter to callback method.
- Move away from raw timestamp access in favor of Metric IDs
  which represent higher-level, more stable stages in a frame
  lifecycle and match the categories exposed in the onscreen
  bars.
- Support many-to-many Window<->FrameMetricsListener relationship

Change-Id: I00e741d664d4c868b1b6d0131a23f8316bd8c5c2
2016-02-09 10:40:01 -08:00
John Reck
0a1abd3247 Merge "Have RT drive window positioning" 2016-02-04 19:32:57 +00:00
John Reck
f648108f83 Have RT drive window positioning
Bug: 22802885

Change-Id: I6beed5474d3a943b16e9097f7bd61ce3cbd37505
2016-02-04 11:23:49 -08:00
Chris Craik
6e068c0182 Early kickoff of shadow tasks
bug:26562703

Change-Id: I7cdf18f2c662380bd31c7ffeefd5c3f569e5c1c6
2016-02-02 17:10:25 -08:00
Chong Zhang
c3bd568112 Restore code to draw backdrop and content nodes
bug: 26626661
Change-Id: I9e4dd41708e8ed93d3cf64242ad81815a653d269
2016-01-26 12:49:28 -08:00
Florin Malita
dd93728b46 Merge "Add internal Canvas save flags" 2016-01-26 17:00:37 +00:00
John Reck
c52ac0b9e2 Merge "Add fine-grained debug layer" 2016-01-26 15:21:07 +00:00
John Reck
975591a7af Add fine-grained debug layer
Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.

HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
 or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!

Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
2016-01-25 16:15:14 -08:00
Florin Malita
eecff56fed Add internal Canvas save flags
Skia's SkCanvas::SaveFlags are being deprecated.  This CL introduces
the equivalent android::SaveFlags, converts all internal clients to
the new enum, and switches the saveLayer glue to the
SaveLayerRec-based API.

Change-Id: Icb1785f4e7c0f652b1f04b34a1e3ccb063c408f3
2016-01-25 15:48:00 -05:00
Andres Morales
06f5bc70a6 expose hwui frame stats through FrameStatsObserver
Change-Id: I88884bafc8e2f6d7f67a36d3609490e83cf8afd5
2016-01-22 12:58:51 -08:00
John Reck
9372ac3621 Fix ordering of texture->upload arguments
Caught by scatter-shotting GL_CHECKPOINTS which
seem generally useful to have

Bug: 26609444

Change-Id: Ie31d9297d8dae56405126720f338b4256c8bae77
2016-01-19 12:58:48 -08:00
John Reck
cbc5bd57f0 Merge "Track texture memory globally" 2016-01-14 21:49:42 +00:00
John Reck
38e0c32852 Track texture memory globally
Also mostly consolidates texture creation

Change-Id: Ifea01303afda531dcec99b8fe2a0f64cf2f24420
2016-01-14 13:42:12 -08:00
Matthew Bouyack
b79151759a Merge "In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments." into cw-e-dev am: eebf168e43 am: e0845e8629 am: 6222bb0f6a
am: 099bd9ca8f

* commit '099bd9ca8fea02795424d62c05c723290d68ae14':
  In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.
2016-01-13 19:00:07 +00:00
Chris Craik
3145247b3e Disable buildLayer crash
Change-Id: Ia51e8da01d5c694fb1a084cea8dfce865c56a456
2016-01-12 18:55:15 -08:00
Matthew Bouyack
099bd9ca8f Merge "In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments." into cw-e-dev am: eebf168e43 am: e0845e8629
am: 6222bb0f6a

* commit '6222bb0f6a772c8fa1dc402740399b0ad1017520':
  In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos and save the result. Then pass that value to UiFrameInfoBuilder::setVsync as both arguments.
2016-01-12 22:45:49 +00:00
Chris Craik
f158b49c88 Rename Reorderers to Builders
Change-Id: I9bb5a2e70055e2f6d14912fbd86ab72ac0d6e20c
2016-01-12 14:45:08 -08:00
Matthew Bouyack
7f667e7a08 In CanvasContext::doFrame, make a separate call to computeFrameTimeNanos
and save the result. Then pass that value to
UiFrameInfoBuilder::setVsync as both arguments.

The order of function argument evaluation is undefined in C++. Because
the value returned from TimeLord::latestVsync may be changed by
the preceding call to TimeLord::computeFrameTimeNanos the values of the
arguments passed to UiFrameInfoBuilder::setVsync is also undefined. This
change removes any ambiguity.

Change-Id: Ie71ee453f9ccc725edfe5f7cc9b277f2a809dfdc
2016-01-12 12:01:48 -08:00
Chris Craik
5ea1724be4 Rename OpReorderer to FrameReorderer
Also separate LayerReorderer into its own files.

Change-Id: Iafb6a156f760f62f831f6288fd0dadf1db25da24
2016-01-11 15:35:52 -08:00
Chris Craik
031eaedef8 Merge "Add TextureView support to new renderer/reorderer" 2015-12-16 23:48:27 +00:00
Chris Craik
d2dfd8f128 Add TextureView support to new renderer/reorderer
bug:22480459

Change-Id: I2e4c0bc6b904706132f3f5087ededc9cac9b40fb
2015-12-16 15:35:40 -08:00
John Reck
bf4b31f7b2 resolve merge conflicts of 04ce46db64 to master.
Change-Id: I935bb47718f0e7d5fb48945dd8de6e28dac136e5
2015-12-16 11:07:53 -08:00
Chris Craik
adfeec9456 Allow RT animation of new renderer
Change-Id: I60136dc080dc4fd853ac8c3d37fefa85da1181df
2015-12-16 10:20:41 -08:00
Thomas Buhot
0bcd0cb6b1 libhwui: make setSurface asynchronous
On the critical path of the cold launch of applications
the main thread of the started application tells the RenderThread
to create a surface. This process is synchronous and blocks
the main thread of the application until the creation
of the EGLContext is complete.
As a consequence the launch time of the application is delayed
by time spent allocating the EGL Context in the RenderThread.

With this optimization the launch time of any application
is improved (for example settings by 20 to 40 ms).

Change-Id: Ibf47aaa0abb8dedf7aa00693073db3785d9d6b08
Signed-off-by: Thomas Buhot <thomas.buhot@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>
2015-12-10 14:51:58 +08:00
John Reck
52b783f76a INT_MAX nanoseconds is not very long
Bug: 25843358

If the time between last swap & current vsync grew larger
than 2 seconds it would overflow when placed into an int, causing
frames to be dropped as negative numbers are definitely
less than 2_ms.

Change-Id: Icd2136989e5bbf5a0e21611b95a4d515b5ff9b14
2015-11-24 11:12:55 -08:00
Chris Craik
98787e6c9b Finish shadow support in new reorderer/renderer
Now passes alphas and light radius, and correctly transforms light
center for layers.

Also fixes begin-frame/layer clears to be damage rect aware.

Change-Id: I3b1415cd7bf1518c510145ebebdb745f494a2542
2015-11-16 11:21:18 -08:00
Chris Craik
9fded232a9 Recycle OffscreenBuffers
Change-Id: Ia2e219026f211a5308ecf8209c5f986bb888aadd
2015-11-12 13:05:35 -08:00
Colin Cross
290b23a1e1 Fix build
std::abs requires <cstdlib>

Change-Id: I0722340d17aed88c4c8dabcb723d432b05cebedb
2015-11-05 22:15:18 +00:00
Chris Craik
2359d85e31 Merge "Initial HW layer support in new reorderer/renderer" 2015-11-02 21:16:37 +00:00
Chris Craik
0b7e8245db Initial HW layer support in new reorderer/renderer
Shares vast majority of clipped savelayer code, with only minor
differences in lifecycle.

Doesn't yet handle fill region, resize, or window transform.

Change-Id: Iabdd71811590d2b937eb11e1b01ce556ade54a5a
2015-11-02 12:59:38 -08:00
Rob Carr
b97ba3c09d Merge "Add window setDecorView API." 2015-10-30 20:55:35 +00:00
Chris Craik
263e19bf46 Merge "Simplify TreeInfo" 2015-10-29 19:49:22 +00:00
Robert Carr
b6c2624c8d Add window setDecorView API.
Add a Window API for setting a view which will be placed in
the decoration area (next to the window control buttons).

Change-Id: Ie106cbea653ff95fdba987a2a43506d394600612
2015-10-29 12:31:47 -07:00
Chris Craik
e2e53a7079 Simplify TreeInfo
Change-Id: I8f05e9046236d607016b6c2bb77a333cfb47ba47
2015-10-28 15:55:40 -07:00
John Reck
97c92659fa Merge "Tune scheduling a bit, avoid a binder ipc" 2015-10-28 19:24:45 +00:00
John Reck
e486d932ca Tune scheduling a bit, avoid a binder ipc
Don't query running behind if it's not possible to be behind such
as having received a vsync since the last call to swap buffers.

This also avoids an accidental-starvation issue where if surface
flinger was a bit sluggish to dequeue then renderthread would drop
thinking the queue was full.

Also be a bit smarter about tracking if we've already drawn for this
vsync target to avoid producing two frames for the same vsync

Change-Id: Ib266500a693c27000b2e8ea578f111229d75147a
2015-10-28 12:24:13 -07:00
John Reck
3398abb25b Merge "Cleanups" 2015-10-28 19:21:17 +00:00
Chris Craik
5854b34881 Rework receiver/dispatcher design slightly, and replace Layer usage.
Switched from 'renderer/info' to 'dispatcher/renderer' to make their
interaction more natural. The new BakedOpRenderer is more similar in
responsibilities to the OpenGLRenderer, as it manages layer and frame
lifecycles, and performs the actual rendering.

However, it's still simpler because the BakedOpDispatcher handles
mapping Canvas drawing ops to Glops, and the OpReorderer handles almost
all canvas state operations.

Also switch BakedOpRenderer to use the new OffscreenBuffer, which
serves as a lightweight Layer replacement, with a much simpler
lifecycle.

Change-Id: Ie0e2e248503400041d49729d813d485d28c76eb3
2015-10-27 16:44:50 -07:00
John Reck
77c40109cf Cleanups
Change-Id: I10001711afb2530c5dc19aebf2d055ae41f58c6a
2015-10-27 07:54:17 -07:00
Chris Craik
818c9fbf1d Initial version of clipped saveLayer in new pipeline
Additionally disables usage of FBO cache, so FBO destruction safely
interacts with renderstate caching.

Change-Id: I25c277cb7afec2ca33bf226445d6c8867a15a915
2015-10-26 15:51:48 -07:00
Chris Craik
6fe991e5e7 Work to support saveLayer in new pipeline
clipped SaveLayers will now be pulled to the beginning of the frame,
prior to drawing FBO 0. This will remove the need for switching FBOs
mid-frame.

Change-Id: I4d8dc1f845e84e9b49d5acdf4f4703eef4a9cb06
2015-10-21 18:19:37 -07:00
Chris Craik
ddf2215d98 Add partial damage support to new draw path
Change-Id: I612578fd181240de71297c9a28bc9a8f350764a7
2015-10-15 09:38:15 -07:00
Chris Craik
b565df13a9 Initial commit of new Canvas operation recording / replay
Done:
- drawRect, drawBitmap, drawColor, drawPaint, drawRenderNode, drawRegion
- Recording with new DisplayList format
- batching & reordering
- Stateless op reorder
- Stateless op rendering
- Frame lifecycle (clear, geterror, cleanup)

Not done:
- SaveLayer (clipped and unclipped)
- HW layers
- Complex clipping
- Ripple projection
- Z reordering
- Z shadows
- onDefer prefetching (text + task kickoff)
- round rect clip
- linear allocation for std collections
- AssetAtlas support

Change-Id: Iaf98c1a3aeab5fa47cc8f9c6d964420abc0e7691
2015-10-14 16:10:40 -07:00
Chris Craik
ac02eb9035 Remove confusing behavior of Rect::intersect() and rename
bug:24670525

Removes silly 'do nothing if rects do not intersect' behavior, and
changes the name to clarify the difference (contrasting against
SkRect::intersect())

bug:24670525

Change-Id: Id2ca1cfea1a9d720d4dc70b251f426d9916f8b53
2015-10-05 14:16:26 -07:00
Skuhne
b816087962 Rendering the window frame with a second thread
Using a multi threaded render node to render the window frame
asynchronously from the application relayout.

Bug: 22527834
Bug: 24400680
Bug: 24459827
Bug: 24409773
Bug: 24537510
Change-Id: I1010fc6a8b6e38424178140afa3ca124433ab7e4
2015-10-02 07:11:45 -07:00
Skuhne
ea7a7fb75a MultiThreaded rendering of different renderNodes
This is adding the renderer side infrastructure to allow
rendering multiple render nodes with different threads.
This is a pre-step for decoupling a non client decor
resize reder from a content resize render.

Multiple render nodes can be added to be drawn, and to
prevent overdrawing, a content bounds area can be set

Bug: 22527834

Change-Id: Ie7271e20895bf38957e5a84aeefc883e282039ad
2015-09-21 07:18:00 -07:00
Chris Craik
64e445bf74 CanvasState frame init refactor
bug:23760482

Change-Id: Idc0802b4b8a6a3cebd20797350f4eb01bcc3fe77
2015-09-02 15:15:56 -07:00