Commit Graph

150 Commits

Author SHA1 Message Date
John Reck
d9d7f127b5 Delete a bunch of code
This removes the duality of DisplayList, removing a small amount of
overhead

Test: buids & hwuiunit passes

Change-Id: I8bb3a20e9ead1caec4b4a8a3e9f2c08f717a7096
2018-05-03 15:25:19 -07:00
John Reck
b90d4cb3be Move all non-GL HW Bitmap work off RT
Bug: 78288006
Test: hwuiunit passes, systrace showed work distribution as expected,
and photos using HW bitmaps still works

Change-Id: Id3285b637b5d74d3c5891ed3051ac1e44015987a
2018-04-27 12:39:45 -07:00
John Reck
1a4a981199 Revert "Add support for render-ahead"
This reverts commit ec100976e0.

Reason for revert: b/77971494
Test: hwuiunit passes

Change-Id: I2e7dc719d2df1dd939b275496c0edc38e458c434
2018-04-18 16:18:17 -07:00
John Reck
1072fffddb Remove Properties::isSkiaPipeline (3/!?)
Test: hwuiunit & CtsUiRenderingTestCases pass
Change-Id: Ie7b336eacdd1b8660e09653c64eb6ea0a7b4a258
2018-04-12 15:21:21 -07:00
TreeHugger Robot
413a3c3812 Merge "Remove dead code" 2018-04-10 01:16:30 +00:00
John Reck
617673f83f Remove dead code
Remove an old protobuf serialization experiement, skp capture
does this better

Test: builds

Change-Id: Icd875eabee6b517729f901841e48e579d0e8de4d
2018-04-09 14:50:40 -07:00
John Reck
ec100976e0 Add support for render-ahead
For periods of time during which latency is less important
allow a client to request a deeper render-ahead pipeline.

The latency tradeoff results in less overall visual jank

Test: none, only used by macrobench

Change-Id: I516203b70bdc75b6415fa08bf9c4fb1b598b0102
2018-04-09 10:58:15 -07:00
Stan Iliev
6c4b6e8b0e Fix a crash when grContext was deleted
Fix a crash when trimMemory has occurred and then a java
VectorDrawable object is deleted.

Test: Ran Camera app
Bug: 72837472
Change-Id: I4bdc5975a9ceccc09af17edd9905345f97c2660f
2018-03-02 14:41:08 +00:00
Mihai Popa
9568800d90 [Magnifier-26] Wire up frame callback for realsies
Test: none yet
Bug: 73810478
Bug: 72041926
Change-Id: I7154ed4b3d2cd820dc8c8ff55eed130be87d1606
2018-02-26 11:23:27 -08:00
John Reck
1bcacfdcab Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
2017-11-03 10:57:44 -07:00
John Reck
f8441e6552 Switch to a fancy new queue
Test: unit tests & benchmarks pass/faster

Change-Id: I9521432172d6dd6039c5280b1265479a36a86247
2017-10-27 13:39:55 -07:00
John Reck
91cf84cda2 Merge "Fix flicker from multiwindow resize" into oc-mr1-dev am: facdce3ab2
am: a0c211120a

Change-Id: I701b817d0109c650069d445548280bec4193729d
2017-09-11 22:00:02 +00:00
John Reck
f138b174fd Fix flicker from multiwindow resize
Move content bounds into DrawFrameTask. This ensures
that changes in bounds are synchronized with changes in
rendering commands, avoiding potential underdraw.

Bug: 64200212
Test: Repro steps in bug. Drag up/down on resize handle, verify
no flicker.

Change-Id: I3109acf262e23c2a7d8904f1dcbfc8273aaed65b
2017-09-08 11:00:42 -07:00
Stan Iliev
6b894d7746 Release VectorDrawable cache surface on render thread
Release VectorDrawable cache surface on render thread.
This is fixing an assert in skia GrSingleOwner.h:33.

Test: Ran gmail before and after the change.
Bug: 64842607
Change-Id: I46e0c2557ac5b2fc3be2cc2d35abf96f6d6c9399
2017-08-25 10:25:11 -04:00
Stan Iliev
3310fb1b24 Cache VectorDrawables in an atlas
Optimize VectorDrawables for Skia pipeline: draw small VectorDrawables
in a GPU atlas instead of seprate offscreen buffers.
This implementation is using CacheManger and allows for the atlas to
be released if there is a memory pressure.

Test: A new unit test for VectorDrawableAtlas is passing. Systrace shows
0.5ms faster DrawFrame for fling in Settings app main screen.
Change-Id: Ide3884eefae777e1547f1dfdb67b807185839fb4
2017-07-18 19:00:15 -04:00
John Reck
34781b2530 Move frame history into jank tracker
Test: hwui_unit_tests & manual
Change-Id: If761947652750640268217cd8cd97c8382441b44
2017-07-05 16:48:09 -07:00
John Reck
2d41b97bc3 Merge "Add a workaround for simulate secondary display" into oc-dev am: 31443a17e8
am: f0d3971021

Change-Id: I5ee14c0887eaeac267c815851ae6f9e8ee47d80f
2017-06-14 20:31:11 +00:00
John Reck
a896306c38 Add a workaround for simulate secondary display
To workaround a deadlock caused by bufferqueue locks
we force RenderThread over to use async mode which
we enable via eglSwapInterval(0)

Bug: 38372997
Test: steps in the bug
Change-Id: Ia305f73abbdd64ab0c25d1f7d32792cc6295a0ce
2017-06-14 10:50:14 -07:00
Derek Sollenberger
f9e45d1d81 Implement CacheManager for the Skia pipelines.
The core of the implementation is complete and provides heuristic
cache sizing based on the size of the surface being used. This CL
will also be used to add the following features in the future...

1) Support Vulkan pipeline reporting on the size of the surface.
2) Complete the VectorDrawableAtlas stub code
3) Automatic purging of stale resources for low memory devices.

Test: hwui_unit_tests (new test added) and CtsUiRendering
Bug: 62260637
Change-Id: Ib85159cca28b646fe249f2190b07f1b7e0f50d8f
2017-06-06 14:19:37 -04:00
TreeHugger Robot
aeb22da1bd Merge "Implement HW Bitmap for Skia pipeline" 2017-06-02 22:06:37 +00:00
Stan Iliev
7bc3bc6028 Implement HW Bitmap for Skia pipeline
Implement HW Bitmap for Skia pipeline. Use new Skia
SkImage::MakeFromAHardwareBuffer API, which will enable to
record HW Bitmap into a picture. Move logic that uploads
SkBitmap into a GraphicBuffer into pipeline specific classes.

Test: All CTS and other tests pass for HWUI pipleine. For Skia
pipeline graphics CTS tests pass, 2 UIRendering CTS tests which
excise HW bitmaps with color spaces fail, bitmapShaderEglImage
macrobench fails (to be fixed by a CL in Skia), HWUI unit tests
pass, no EGL leaks found.

Change-Id: Id5926d7cccd81af8b55400f44fb524a427543d05
2017-06-02 15:59:42 -04:00
Romain Guy
26a2b97dbe Enable wide color gamut rendering
When wide color gamut rendering is requested, hwui will now
use an rgba16f scRGB-nl surface for rendering. This change
also fixes the way screenshots are handled in the platform
to behave properly with wide gamut rendering.

This change does not affect hardware layers. They also
need to use rgba16f scRGB-nl; this will be addressed in
another CL.

Bug: 29940137
Test: CtsUiRenderingTestCases, CtsGraphicsTestCases

Change-Id: I68fd96c451652136c566ec48fb0e97c2a7a257c5
2017-06-02 11:02:13 -07:00
John Reck
9a814875c4 Improve time to texture destruction
Eliminate textureCache.mGarbage which is only cleared
in a trimMemory. Instead when we hit ~Bitmap post a
message to RenderThread to release the texture immediately

Bug: 38258699
Test: manual
Change-Id: I962ba275e89afb628ba02f74769287edbab9fed4
2017-05-22 17:17:05 -07:00
John Reck
576b6a8a79 Revert "Fix recent apps in system UI for Skia pipeline"
This reverts commit 625dd56a45.

Reason for revert: Caused a memory leak, b/38330767
Bug: 38136140
Bug: 38330767
Test: manual, verified memory isn't leaking doing the steps in b/38330767

Change-Id: I998bea04788d58ba6bad71c1691d5a3b33190c1b
Merged-In: I98b2dfd750be57a15785808e2d5723616e2ce20a
2017-05-17 00:32:09 +00:00
Stan Iliev
625dd56a45 Fix recent apps in system UI for Skia pipeline
Enable HW Bitmaps for Skia pipeline just enough to make
recent apps list working by adding support for BitmapShader.
Drawing HW bitmaps in a canvas is also supported.

Test: recent apps work, HWUI unit tests pass, CTS tests pass.
bug: 38136140
Change-Id: Ibd06c859c86dc213310d5ce5272497e1882d0cc6
Merged-In: Ibd06c859c86dc213310d5ce5272497e1882d0cc6
2017-05-12 19:42:33 -04:00
Tom Cherry
4d7094dc99 Merge "Check for spurious wake ups" am: 3a3cd0a27f am: c2dcebe6e6
am: 1344c034c5

Change-Id: I8ffc749ab6fbd825ce238fff4ba1d12609585c04
2017-03-06 20:14:37 +00:00
Tom Cherry
298a146754 Check for spurious wake ups
Condition::wait() can spuriously wake up, so we must guard it with
another check to ensure that a given wake was truly due to having
been signaled.

Bug: 34592766
Test: Boot bullhead
Change-Id: Iaa5a0ca6186aea50c51e2c402ef95d7ba861be92
2017-02-28 14:19:44 -08:00
John Reck
df1742ed47 Overhaul GraphicsStatsService
* LRU cache of recently-used is dead, replaced
  disk storage
* ASHMEM size is read from native by the system service,
  no longer requires keeping a sizeof() in sync with a
  constant in Java
* Supports dumping in proto format by passing --proto
* Rotates logs on a daily basis
* Keeps a history of the most recent 3 days

Bug: 33705836
Test: Manual. Verified log rotating works by setting it up to
rotate every minute instead of day. Confirmed /data/system/graphicsstats
only has the most recent 3 entries after several minutes

Change-Id: Ib84bafb26c58701cc86f123236de4fff01aaa4aa
2017-02-21 09:49:10 -08:00
Stan Iliev
6983bc40d7 Fix deadlock in render thread when Bitmap.prepareToDraw is invoked
Fix a deadlock with Skia pipelines, caused by calling
Bitmap::getSkBitmap from render thread.

Test: built and booted an image. Ran recent apps activity.
bug: 35060578
bug: 34926691
Change-Id: Iaf7957b955d938b722b153d72ad832ae5d50e86f
2017-02-07 09:18:17 -05:00
John Reck
2de950d5a8 Overhaul RenderNode's DisplayList management
* Move mValid to native
* Have destroyHardwareResources destroy everything
* Remove flaky mParentCount checks in setStaging
* All tree updates have an internal observer to
  ensure onRemovedFromTree() is a reliable signal
* onRemovedFromTree() immediately releases resources
  to avoid displaylist "leaks"

Test: Unit tests for validity added & pass, manually
verified that b/34072929 doesn't repro

Bug: 34072929

Change-Id: I856534b4ed1b7f009fc4b7cd13209b97fa42a71c
2017-01-25 12:24:40 -08:00
sergeyv
59eecb526a Support readback from hardware bitmaps
Test: hwuimacro readbackFromHBitmap --onscreen.
bug:30999911
Change-Id: I369c069c40cb0f9adae5a94501815f29c2d7df0f
2016-11-18 10:49:27 -08:00
Derek Sollenberger
c4fbada76a Support Surface and Layer Readback in the SkiaPipelines.
Test: CTS TextureViewTests and UIRendering
Change-Id: I2969c8f5a975bfd9aebcbb585c64d1fcbb2487c2
2016-11-16 13:30:00 -05:00
Sergei Vasilinetc
97cc85fd4b Merge "Routine to upload hardware bitmaps" 2016-11-01 19:32:19 +00:00
sergeyv
694d499662 Routine to upload hardware bitmaps
Change-Id: Id8283a0975325e6830d55fd1e33c5f292a1e9be0
Test: refactoring cl.
bug:30999911
2016-10-31 16:11:21 -07:00
Derek Sollenberger
daf7229047 Move OpenGL specific details behind renderPipeline interface.
Test: new and existing unit tests still pass.
Change-Id: I6164f30f45ebe450788ed8d949eca5af9a44e585
2016-10-26 12:46:57 +00:00
sergeyv
ec4a4b13ea Use Bitmap in DisplayList & RecordedOps instead of SkBitmap
Test: refactoring cl.
bug:32216791

Change-Id: I1d8a9a6e772e2176b6c2409409a910478b45f8db
2016-10-21 12:11:44 -07:00
Romain Guy
253f2c213f Linear blending, step 1
NOTE: Linear blending is currently disabled in this CL as the
      feature is still a work in progress

Android currently performs all blending (any kind of linear math
on colors really) on gamma-encoded colors. Since Android assumes
that the default color space is sRGB, all bitmaps and colors
are encoded with the sRGB Opto-Electronic Conversion Function
(OECF, which can be approximated with a power function). Since
the power curve is not linear, our linear math is incorrect.
The result is that we generate colors that tend to be too dark;
this affects blending but also anti-aliasing, gradients, blurs,
etc.

The solution is to convert gamma-encoded colors back to linear
space before doing any math on them, using the sRGB Electo-Optical
Conversion Function (EOCF). This is achieved in different
ways in different parts of the pipeline:

- Using hardware conversions when sampling from OpenGL textures
  or writing into OpenGL frame buffers
- Using software conversion functions, to translate app-supplied
  colors to and from sRGB
- Using Skia's color spaces

Any type of processing on colors must roughly ollow these steps:

[sRGB input]->EOCF->[linear data]->[processing]->OECF->[sRGB output]

For the sRGB color space, the conversion functions are defined as
follows:

OECF(linear) :=
linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1/2.4) * 1.055) - 0.055

EOCF(srgb) :=
srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4)

The EOCF is simply the reciprocal of the OECF.
While it is highly recommended to use the exact sRGB conversion
functions everywhere possible, it is sometimes useful or beneficial
to rely on approximations:

- pow(x,2.2) and pow(x,1/2.2)
- x^2 and sqrt(x)

The latter is particularly useful in fragment shaders (for instance
to apply dithering in sRGB space), especially if the sqrt() can be
replaced with an inversesqrt().

Here is a fairly exhaustive list of modifications implemented
in this CL:

- Set TARGET_ENABLE_LINEAR_BLENDING := false in BoardConfig.mk
  to disable linear blending. This is only for GLES 2.0 GPUs
  with no hardware sRGB support. This flag is currently assumed
  to be false (see note above)
- sRGB writes are disabled when entering a functor (WebView).
  This will need to be fixed at some point
- Skia bitmaps are created with the sRGB color space
- Bitmaps using a 565 config are expanded to 888
- Linear blending is disabled when entering a functor
- External textures are not properly sampled (see below)
- Gradients are interpolated in linear space
- Texture-based dithering was replaced with analytical dithering
- Dithering is done in the quantization color space, which is
  why we must do EOCF(OECF(color)+dither)
- Text is now gamma corrected differently depending on the luminance
  of the source pixel. The asumption is that a bright pixel will be
  blended on a dark background and the other way around. The source
  alpha is gamma corrected to thicken dark on bright and thin
  bright on dark to match the intended design of fonts. This also
  matches the behavior of popular design/drawing applications
- Removed the asset atlas. It did not contain anything useful and
  could not be sampled in sRGB without a yet-to-be-defined GL
  extension
- The last column of color matrices is converted to linear space
  because its value are added to linear colors

Missing features:
- Resource qualifier?
- Regeneration of goldeng images for automated tests
- Handle alpha8/grey8 properly
- Disable sRGB write for layers with external textures

Test: Manual testing while work in progress
Bug: 29940137

Change-Id: I6a07b15ab49b554377cd33a36b6d9971a15e9a0b
2016-10-11 17:47:58 -07:00
John Reck
9580146f50 Add API to copy a window
Change-Id: I9bb5209010db6665be4b6f8db81a6fc1b7debc45
2016-09-07 11:41:15 -07:00
John Reck
712765ff34 resolve merge conflicts of 1d7ee6b to master
Change-Id: I2ed0f2c3233151e890bd8bde825d306ec8f0d8fd
2016-08-10 11:04:39 -07:00
John Reck
cd68212f08 Make updateSurface non-blocking
Bug: 30442298

We already do this for initialize(), fix
it so that update() is parallel with the
UI thread as well.

Shaves ~7ms off of the 99th percentile on
NotificationShade open & close

Change-Id: I1791df495453fb9e1e12362c68e3d20e837e62be
2016-08-09 12:11:13 -07:00
John Reck
8b9a1fa084 Eliminate recents upload jank am: 4387190d8e am: 021a952150
am: 897b9effb7

Change-Id: Iab2f01b5b3a9be6946e36169209c281a3320ed14
2016-08-02 02:57:27 +00:00
John Reck
4387190d8e Eliminate recents upload jank
Bug: 30342017

Upload recents thumbnails in the
dead gaps between frames instead of
at the start of a frame. This eliminates
jank caused by the large texture
upload.

Change-Id: I507cd286d199109c7a9a1511d68ba5ab5d28069f
2016-08-01 16:36:14 -07:00
Derek Sollenberger
56ad6ec42f Remove LayerRenderer.
There is only one caller each for the static functions here so this
CL moves the logic to the caller.  Also by moving some of the code
into the pipeline it makes it easier for future changes to configure
how a pipeline handles a layer.

Change-Id: Ib735b5154325cbb658fd151f7a19dbf434ab44b7
2016-07-26 13:05:13 -04:00
Chris Craik
5e00c7ce06 Delete old rendering pipeline
fixes: 30002246

Change-Id: I45df0e924708526cee045b14c291bd23aa1a92db
2016-07-07 15:53:50 -07:00
Tim Murray
aa1735370b Merge changes from topic \\'fifo\\' into nyc-mr1-dev am: a96d445aef
am: 03b34e402c

Change-Id: If3104889f659aef9a6d7035e18ab839544c9ecb3
2016-07-07 20:59:09 +00:00
Tim Murray
33eb07f575 Add new mode for SCHED_FIFO on UI and RenderThreads.
Add a new mode, controlled by sys.use_fifo_ui property, that enables the
top app's UI and RenderThread to be SCHED_FIFO. This eliminates almost
all jank due to scheduling competition with non-UI critical
threads. This mode may not be suitable for all devices.

bug 24503801

Change-Id: I7b8a31830ad80f7efa00236928d5476998ed4e00
2016-07-07 12:55:31 -07:00
Stan Iliev
03de074d05 Implement runtime switch to select default renderer mode
Add a system property debug.hwui.default_renderer, which allows
to set rendering mode to OpenGL (default), Skia OpenGL or Vulkan.

Change-Id: I8bca5bacc5108f77437e340ac61f2d8db8cc4c39
2016-07-07 14:27:20 -04:00
John Reck
f1480761c1 Benchmark-mode for macrobench
Adds googlebench output format support
Adds offscreen rendering for >60fps benchmarking
Adds 'all' alias to run all registered TestScenes

Change-Id: I2579e40f2f4c941bfbd90c75efbee384c08a116b
2016-07-06 10:50:21 -07:00
Derek Sollenberger
05357641d3 Remove unused method from RenderProxy and CanvasContext.
Change-Id: I324bbfa40a2155d0212fa20c6bd39df5bb21d27a
2016-06-29 11:12:04 -04:00
John Reck
ab1080c4d0 Delete unused args
Bug: 21170575
Change-Id: Icc832f70f206342557f44667ad3498405d04db78
2016-06-21 16:24:20 -07:00