Files
frameworks_base/libs/hwui/renderthread/CanvasContext.cpp
Peiyong Lin 1f6aa122a5 [HWUI] Implement legacy color mode.
Previously, HWUI always produces SRGB buffers. We introduced new APIs for
SurfaceFlinger, a.k.a. the composer service to return to composition preference
for data space, and pixel format. This patch makes HWUI query composition
preference from composer service, and creates the corresponding EGL surface
with the correct attributes.

In legacy mode, HWUI will take the pixel value from source color space, and
interpret it as pixel value in destination color space.

BUG: 111436479
BUG: 113530681
Test: Build, flash, boot and check dumpsys SurfaceFlinger
Change-Id: I64562d5ea6f653076c8b448feb56b5e0624bc81c
2018-09-13 13:50:27 -07:00

698 lines
24 KiB
C++

/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "CanvasContext.h"
#include <GpuMemoryTracker.h>
#include "AnimationContext.h"
#include "EglManager.h"
#include "Frame.h"
#include "LayerUpdateQueue.h"
#include "Properties.h"
#include "RenderThread.h"
#include "hwui/Canvas.h"
#include "pipeline/skia/SkiaOpenGLPipeline.h"
#include "pipeline/skia/SkiaPipeline.h"
#include "pipeline/skia/SkiaVulkanPipeline.h"
#include "renderstate/RenderState.h"
#include "utils/GLUtils.h"
#include "utils/TimeUtils.h"
#include "../Properties.h"
#include <cutils/properties.h>
#include <private/hwui/DrawGlInfo.h>
#include <strings.h>
#include <fcntl.h>
#include <sys/stat.h>
#include <algorithm>
#include <cstdlib>
#include <functional>
#define TRIM_MEMORY_COMPLETE 80
#define TRIM_MEMORY_UI_HIDDEN 20
#define LOG_FRAMETIME_MMA 0
#if LOG_FRAMETIME_MMA
static float sBenchMma = 0;
static int sFrameCount = 0;
static const float NANOS_PER_MILLIS_F = 1000000.0f;
#endif
namespace android {
namespace uirenderer {
namespace renderthread {
CanvasContext* CanvasContext::create(RenderThread& thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory) {
auto renderType = Properties::getRenderPipelineType();
switch (renderType) {
case RenderPipelineType::SkiaGL:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaOpenGLPipeline>(thread));
case RenderPipelineType::SkiaVulkan:
return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread));
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
break;
}
return nullptr;
}
void CanvasContext::destroyLayer(RenderNode* node) {
skiapipeline::SkiaPipeline::destroyLayer(node);
}
void CanvasContext::invokeFunctor(const RenderThread& thread, Functor* functor) {
ATRACE_CALL();
auto renderType = Properties::getRenderPipelineType();
switch (renderType) {
case RenderPipelineType::SkiaGL:
skiapipeline::SkiaOpenGLPipeline::invokeFunctor(thread, functor);
break;
case RenderPipelineType::SkiaVulkan:
skiapipeline::SkiaVulkanPipeline::invokeFunctor(thread, functor);
break;
default:
LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
break;
}
}
void CanvasContext::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) {
skiapipeline::SkiaPipeline::prepareToDraw(thread, bitmap);
}
CanvasContext::CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory,
std::unique_ptr<IRenderPipeline> renderPipeline)
: mRenderThread(thread)
, mGenerationID(0)
, mOpaque(!translucent)
, mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
, mJankTracker(&thread.globalProfileData(), thread.mainDisplayInfo())
, mProfiler(mJankTracker.frames())
, mContentDrawBounds(0, 0, 0, 0)
, mRenderPipeline(std::move(renderPipeline)) {
rootRenderNode->makeRoot();
mRenderNodes.emplace_back(rootRenderNode);
mRenderThread.renderState().registerCanvasContext(this);
mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
}
CanvasContext::~CanvasContext() {
destroy();
mRenderThread.renderState().unregisterCanvasContext(this);
for (auto& node : mRenderNodes) {
node->clearRoot();
}
mRenderNodes.clear();
}
void CanvasContext::addRenderNode(RenderNode* node, bool placeFront) {
int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
node->makeRoot();
mRenderNodes.emplace(mRenderNodes.begin() + pos, node);
}
void CanvasContext::removeRenderNode(RenderNode* node) {
node->clearRoot();
mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
mRenderNodes.end());
}
void CanvasContext::destroy() {
stopDrawing();
setSurface(nullptr);
freePrefetchedLayers();
destroyHardwareResources();
mAnimationContext->destroy();
}
void CanvasContext::setSurface(sp<Surface>&& surface) {
ATRACE_CALL();
mNativeSurface = std::move(surface);
// TODO(b/111436479) Introduce a way for app to specify DisplayColorGamut mode.
ColorMode colorMode = mWideColorGamut ? ColorMode::WideColorGamut : ColorMode::Legacy;
bool hasSurface = mRenderPipeline->setSurface(mNativeSurface.get(), mSwapBehavior, colorMode);
mFrameNumber = -1;
if (hasSurface) {
mHaveNewSurface = true;
mSwapHistory.clear();
} else {
mRenderThread.removeFrameCallback(this);
mGenerationID++;
}
}
void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
mSwapBehavior = swapBehavior;
}
bool CanvasContext::pauseSurface() {
mGenerationID++;
return mRenderThread.removeFrameCallback(this);
}
void CanvasContext::setStopped(bool stopped) {
if (mStopped != stopped) {
mStopped = stopped;
if (mStopped) {
mGenerationID++;
mRenderThread.removeFrameCallback(this);
mRenderPipeline->onStop();
} else if (mIsDirty && hasSurface()) {
mRenderThread.postFrameCallback(this);
}
}
}
void CanvasContext::setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
mLightGeometry.radius = lightRadius;
mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
mLightInfo.spotShadowAlpha = spotShadowAlpha;
}
void CanvasContext::setLightCenter(const Vector3& lightCenter) {
mLightGeometry.center = lightCenter;
}
void CanvasContext::setOpaque(bool opaque) {
mOpaque = opaque;
}
void CanvasContext::setWideGamut(bool wideGamut) {
mWideColorGamut = wideGamut;
}
bool CanvasContext::makeCurrent() {
if (mStopped) return false;
auto result = mRenderPipeline->makeCurrent();
switch (result) {
case MakeCurrentResult::AlreadyCurrent:
return true;
case MakeCurrentResult::Failed:
mHaveNewSurface = true;
setSurface(nullptr);
return false;
case MakeCurrentResult::Succeeded:
mHaveNewSurface = true;
return true;
default:
LOG_ALWAYS_FATAL("unexpected result %d from IRenderPipeline::makeCurrent",
(int32_t)result);
}
return true;
}
static bool wasSkipped(FrameInfo* info) {
return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
}
bool CanvasContext::isSwapChainStuffed() {
static const auto SLOW_THRESHOLD = 6_ms;
if (mSwapHistory.size() != mSwapHistory.capacity()) {
// We want at least 3 frames of history before attempting to
// guess if the queue is stuffed
return false;
}
nsecs_t frameInterval = mRenderThread.timeLord().frameIntervalNanos();
auto& swapA = mSwapHistory[0];
// Was there a happy queue & dequeue time? If so, don't
// consider it stuffed
if (swapA.dequeueDuration < SLOW_THRESHOLD && swapA.queueDuration < SLOW_THRESHOLD) {
return false;
}
for (size_t i = 1; i < mSwapHistory.size(); i++) {
auto& swapB = mSwapHistory[i];
// If there's a multi-frameInterval gap we effectively already dropped a frame,
// so consider the queue healthy.
if (std::abs(swapA.swapCompletedTime - swapB.swapCompletedTime) > frameInterval * 3) {
return false;
}
// Was there a happy queue & dequeue time? If so, don't
// consider it stuffed
if (swapB.dequeueDuration < SLOW_THRESHOLD && swapB.queueDuration < SLOW_THRESHOLD) {
return false;
}
swapA = swapB;
}
// All signs point to a stuffed swap chain
ATRACE_NAME("swap chain stuffed");
return true;
}
void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued,
RenderNode* target) {
mRenderThread.removeFrameCallback(this);
// If the previous frame was dropped we don't need to hold onto it, so
// just keep using the previous frame's structure instead
if (!wasSkipped(mCurrentFrameInfo)) {
mCurrentFrameInfo = mJankTracker.startFrame();
}
mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
mCurrentFrameInfo->markSyncStart();
info.damageAccumulator = &mDamageAccumulator;
info.layerUpdateQueue = &mLayerUpdateQueue;
mAnimationContext->startFrame(info.mode);
mRenderPipeline->onPrepareTree();
for (const sp<RenderNode>& node : mRenderNodes) {
// Only the primary target node will be drawn full - all other nodes would get drawn in
// real time mode. In case of a window, the primary node is the window content and the other
// node(s) are non client / filler nodes.
info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
node->prepareTree(info);
GL_CHECKPOINT(MODERATE);
}
mAnimationContext->runRemainingAnimations(info);
GL_CHECKPOINT(MODERATE);
freePrefetchedLayers();
GL_CHECKPOINT(MODERATE);
mIsDirty = true;
if (CC_UNLIKELY(!mNativeSurface.get())) {
mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
info.out.canDrawThisFrame = false;
return;
}
if (CC_LIKELY(mSwapHistory.size() && !Properties::forceDrawFrame)) {
nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
SwapHistory& lastSwap = mSwapHistory.back();
nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
// The slight fudge-factor is to deal with cases where
// the vsync was estimated due to being slow handling the signal.
// See the logic in TimeLord#computeFrameTimeNanos or in
// Choreographer.java for details on when this happens
if (vsyncDelta < 2_ms) {
// Already drew for this vsync pulse, UI draw request missed
// the deadline for RT animations
info.out.canDrawThisFrame = false;
}
/* This logic exists to try and recover from a display latch miss, which essentially
* results in the bufferqueue being double-buffered instead of triple-buffered.
* SurfaceFlinger itself now tries to handle & recover from this situation, so this
* logic should no longer be necessary. As it's occasionally triggering when
* undesired disable it.
* TODO: Remove this entirely if the results are solid.
else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos() * 3 ||
(latestVsync - mLastDropVsync) < 500_ms) {
// It's been several frame intervals, assume the buffer queue is fine
// or the last drop was too recent
info.out.canDrawThisFrame = true;
} else {
info.out.canDrawThisFrame = !isSwapChainStuffed();
if (!info.out.canDrawThisFrame) {
// dropping frame
mLastDropVsync = mRenderThread.timeLord().latestVsync();
}
}
*/
} else {
info.out.canDrawThisFrame = true;
}
// TODO: Do we need to abort out if the backdrop is added but not ready? Should that even
// be an allowable combination?
if (mRenderNodes.size() > 2 && !mRenderNodes[1]->isRenderable()) {
info.out.canDrawThisFrame = false;
}
if (!info.out.canDrawThisFrame) {
mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
}
bool postedFrameCallback = false;
if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
if (CC_UNLIKELY(!Properties::enableRTAnimations)) {
info.out.requiresUiRedraw = true;
}
if (!info.out.requiresUiRedraw) {
// If animationsNeedsRedraw is set don't bother posting for an RT anim
// as we will just end up fighting the UI thread.
mRenderThread.postFrameCallback(this);
postedFrameCallback = true;
}
}
if (!postedFrameCallback &&
info.out.animatedImageDelay != TreeInfo::Out::kNoAnimatedImageDelay) {
// Subtract the time of one frame so it can be displayed on time.
const nsecs_t kFrameTime = mRenderThread.timeLord().frameIntervalNanos();
if (info.out.animatedImageDelay <= kFrameTime) {
mRenderThread.postFrameCallback(this);
} else {
const auto delay = info.out.animatedImageDelay - kFrameTime;
int genId = mGenerationID;
mRenderThread.queue().postDelayed(delay, [this, genId]() {
if (mGenerationID == genId) {
mRenderThread.postFrameCallback(this);
}
});
}
}
}
void CanvasContext::stopDrawing() {
mRenderThread.removeFrameCallback(this);
mAnimationContext->pauseAnimators();
mGenerationID++;
}
void CanvasContext::notifyFramePending() {
ATRACE_CALL();
mRenderThread.pushBackFrameCallback(this);
}
void CanvasContext::draw() {
SkRect dirty;
mDamageAccumulator.finish(&dirty);
// TODO: Re-enable after figuring out cause of b/22592975
// if (dirty.isEmpty() && Properties::skipEmptyFrames) {
// mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
// return;
// }
mCurrentFrameInfo->markIssueDrawCommandsStart();
Frame frame = mRenderPipeline->getFrame();
SkRect windowDirty = computeDirtyRect(frame, &dirty);
bool drew = mRenderPipeline->draw(frame, windowDirty, dirty, mLightGeometry, &mLayerUpdateQueue,
mContentDrawBounds, mOpaque, mLightInfo,
mRenderNodes, &(profiler()));
int64_t frameCompleteNr = mFrameCompleteCallbacks.size() ? getFrameNumber() : -1;
waitOnFences();
bool requireSwap = false;
bool didSwap =
mRenderPipeline->swapBuffers(frame, drew, windowDirty, mCurrentFrameInfo, &requireSwap);
mIsDirty = false;
if (requireSwap) {
if (!didSwap) { // some error happened
setSurface(nullptr);
}
SwapHistory& swap = mSwapHistory.next();
swap.damage = windowDirty;
swap.swapCompletedTime = systemTime(CLOCK_MONOTONIC);
swap.vsyncTime = mRenderThread.timeLord().latestVsync();
if (mNativeSurface.get()) {
int durationUs;
nsecs_t dequeueStart = mNativeSurface->getLastDequeueStartTime();
if (dequeueStart < mCurrentFrameInfo->get(FrameInfoIndex::SyncStart)) {
// Ignoring dequeue duration as it happened prior to frame render start
// and thus is not part of the frame.
swap.dequeueDuration = 0;
} else {
mNativeSurface->query(NATIVE_WINDOW_LAST_DEQUEUE_DURATION, &durationUs);
swap.dequeueDuration = us2ns(durationUs);
}
mNativeSurface->query(NATIVE_WINDOW_LAST_QUEUE_DURATION, &durationUs);
swap.queueDuration = us2ns(durationUs);
} else {
swap.dequeueDuration = 0;
swap.queueDuration = 0;
}
mCurrentFrameInfo->set(FrameInfoIndex::DequeueBufferDuration) = swap.dequeueDuration;
mCurrentFrameInfo->set(FrameInfoIndex::QueueBufferDuration) = swap.queueDuration;
mHaveNewSurface = false;
mFrameNumber = -1;
} else {
mCurrentFrameInfo->set(FrameInfoIndex::DequeueBufferDuration) = 0;
mCurrentFrameInfo->set(FrameInfoIndex::QueueBufferDuration) = 0;
}
// TODO: Use a fence for real completion?
mCurrentFrameInfo->markFrameCompleted();
#if LOG_FRAMETIME_MMA
float thisFrame = mCurrentFrameInfo->duration(FrameInfoIndex::IssueDrawCommandsStart,
FrameInfoIndex::FrameCompleted) /
NANOS_PER_MILLIS_F;
if (sFrameCount) {
sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
} else {
sBenchMma = thisFrame;
}
if (++sFrameCount == 10) {
sFrameCount = 1;
ALOGD("Average frame time: %.4f", sBenchMma);
}
#endif
if (didSwap) {
for (auto& func : mFrameCompleteCallbacks) {
std::invoke(func, frameCompleteNr);
}
mFrameCompleteCallbacks.clear();
}
mJankTracker.finishFrame(*mCurrentFrameInfo);
if (CC_UNLIKELY(mFrameMetricsReporter.get() != nullptr)) {
mFrameMetricsReporter->reportFrameMetrics(mCurrentFrameInfo->data());
}
GpuMemoryTracker::onFrameCompleted();
}
// Called by choreographer to do an RT-driven animation
void CanvasContext::doFrame() {
if (!mRenderPipeline->isSurfaceReady()) return;
prepareAndDraw(nullptr);
}
void CanvasContext::prepareAndDraw(RenderNode* node) {
ATRACE_CALL();
nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
UiFrameInfoBuilder(frameInfo).addFlag(FrameInfoFlags::RTAnimation).setVsync(vsync, vsync);
TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
prepareTree(info, frameInfo, systemTime(CLOCK_MONOTONIC), node);
if (info.out.canDrawThisFrame) {
draw();
} else {
// wait on fences so tasks don't overlap next frame
waitOnFences();
}
}
void CanvasContext::markLayerInUse(RenderNode* node) {
if (mPrefetchedLayers.erase(node)) {
node->decStrong(nullptr);
}
}
void CanvasContext::freePrefetchedLayers() {
if (mPrefetchedLayers.size()) {
for (auto& node : mPrefetchedLayers) {
ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
node->getName());
node->destroyLayers();
node->decStrong(nullptr);
}
mPrefetchedLayers.clear();
}
}
void CanvasContext::buildLayer(RenderNode* node) {
ATRACE_CALL();
if (!mRenderPipeline->isContextReady()) return;
// buildLayer() will leave the tree in an unknown state, so we must stop drawing
stopDrawing();
TreeInfo info(TreeInfo::MODE_FULL, *this);
info.damageAccumulator = &mDamageAccumulator;
info.layerUpdateQueue = &mLayerUpdateQueue;
info.runAnimations = false;
node->prepareTree(info);
SkRect ignore;
mDamageAccumulator.finish(&ignore);
// Tickle the GENERIC property on node to mark it as dirty for damaging
// purposes when the frame is actually drawn
node->setPropertyFieldsDirty(RenderNode::GENERIC);
mRenderPipeline->renderLayers(mLightGeometry, &mLayerUpdateQueue, mOpaque, mLightInfo);
node->incStrong(nullptr);
mPrefetchedLayers.insert(node);
}
void CanvasContext::destroyHardwareResources() {
stopDrawing();
if (mRenderPipeline->isContextReady()) {
freePrefetchedLayers();
for (const sp<RenderNode>& node : mRenderNodes) {
node->destroyHardwareResources();
}
mRenderPipeline->onDestroyHardwareResources();
}
}
void CanvasContext::trimMemory(RenderThread& thread, int level) {
ATRACE_CALL();
if (!thread.getGrContext()) return;
ATRACE_CALL();
if (level >= TRIM_MEMORY_COMPLETE) {
thread.cacheManager().trimMemory(CacheManager::TrimMemoryMode::Complete);
thread.destroyGlContext();
thread.vulkanManager().destroy();
} else if (level >= TRIM_MEMORY_UI_HIDDEN) {
thread.cacheManager().trimMemory(CacheManager::TrimMemoryMode::UiHidden);
}
}
DeferredLayerUpdater* CanvasContext::createTextureLayer() {
return mRenderPipeline->createTextureLayer();
}
void CanvasContext::dumpFrames(int fd) {
mJankTracker.dumpStats(fd);
mJankTracker.dumpFrames(fd);
}
void CanvasContext::resetFrameStats() {
mJankTracker.reset();
}
void CanvasContext::setName(const std::string&& name) {
mJankTracker.setDescription(JankTrackerType::Window, std::move(name));
}
void CanvasContext::waitOnFences() {
if (mFrameFences.size()) {
ATRACE_CALL();
for (auto& fence : mFrameFences) {
fence->getResult();
}
mFrameFences.clear();
}
}
class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
public:
explicit FuncTaskProcessor(TaskManager* taskManager) : TaskProcessor<bool>(taskManager) {}
virtual void onProcess(const sp<Task<bool> >& task) override {
FuncTask* t = static_cast<FuncTask*>(task.get());
t->func();
task->setResult(true);
}
};
void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
if (!mFrameWorkProcessor.get()) {
mFrameWorkProcessor = new FuncTaskProcessor(mRenderPipeline->getTaskManager());
}
sp<FuncTask> task(new FuncTask());
task->func = func;
mFrameFences.push_back(task);
mFrameWorkProcessor->add(task);
}
int64_t CanvasContext::getFrameNumber() {
// mFrameNumber is reset to -1 when the surface changes or we swap buffers
if (mFrameNumber == -1 && mNativeSurface.get()) {
mFrameNumber = static_cast<int64_t>(mNativeSurface->getNextFrameNumber());
}
return mFrameNumber;
}
SkRect CanvasContext::computeDirtyRect(const Frame& frame, SkRect* dirty) {
if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
// can't rely on prior content of window if viewport size changes
dirty->setEmpty();
mLastFrameWidth = frame.width();
mLastFrameHeight = frame.height();
} else if (mHaveNewSurface || frame.bufferAge() == 0) {
// New surface needs a full draw
dirty->setEmpty();
} else {
if (!dirty->isEmpty() && !dirty->intersect(0, 0, frame.width(), frame.height())) {
ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?", SK_RECT_ARGS(*dirty),
frame.width(), frame.height());
dirty->setEmpty();
}
profiler().unionDirty(dirty);
}
if (dirty->isEmpty()) {
dirty->set(0, 0, frame.width(), frame.height());
}
// At this point dirty is the area of the window to update. However,
// the area of the frame we need to repaint is potentially different, so
// stash the screen area for later
SkRect windowDirty(*dirty);
// If the buffer age is 0 we do a full-screen repaint (handled above)
// If the buffer age is 1 the buffer contents are the same as they were
// last frame so there's nothing to union() against
// Therefore we only care about the > 1 case.
if (frame.bufferAge() > 1) {
if (frame.bufferAge() > (int)mSwapHistory.size()) {
// We don't have enough history to handle this old of a buffer
// Just do a full-draw
dirty->set(0, 0, frame.width(), frame.height());
} else {
// At this point we haven't yet added the latest frame
// to the damage history (happens below)
// So we need to damage
for (int i = mSwapHistory.size() - 1;
i > ((int)mSwapHistory.size()) - frame.bufferAge(); i--) {
dirty->join(mSwapHistory[i].damage);
}
}
}
return windowDirty;
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */