Implement readback from Surface, TextureView and HW Bitmap for Vulkan pipeline by wrapping the graphics buffer in an SkImage. Refactor both Vulkan and GL readback to use common code. TextureView readback is moved from IRenderPipeline interface to Readback class. Refactor all 3 readback flows to use common implementation. Test: Passed all view, uirendering and graphics CTS tests with GL Test: Passed many CTS test with Vulkan, that require readback Bug: 113673613 Change-Id: Ifbfd8170a5401f87a709b4b1b9fa058e8e11768d
383 lines
13 KiB
C++
383 lines
13 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderProxy.h"
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#include "DeferredLayerUpdater.h"
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#include "DisplayList.h"
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#include "Properties.h"
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#include "Readback.h"
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#include "Rect.h"
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#include "pipeline/skia/SkiaOpenGLPipeline.h"
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#include "pipeline/skia/VectorDrawableAtlas.h"
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#include "renderstate/RenderState.h"
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#include "renderthread/CanvasContext.h"
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#include "renderthread/EglManager.h"
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#include "renderthread/RenderTask.h"
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#include "renderthread/RenderThread.h"
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#include "utils/Macros.h"
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#include "utils/TimeUtils.h"
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#include <ui/GraphicBuffer.h>
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode,
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IContextFactory* contextFactory)
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: mRenderThread(RenderThread::getInstance()), mContext(nullptr) {
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mContext = mRenderThread.queue().runSync([&]() -> CanvasContext* {
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return CanvasContext::create(mRenderThread, translucent, rootRenderNode, contextFactory);
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});
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mDrawFrameTask.setContext(&mRenderThread, mContext, rootRenderNode);
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}
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RenderProxy::~RenderProxy() {
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destroyContext();
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}
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void RenderProxy::destroyContext() {
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if (mContext) {
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mDrawFrameTask.setContext(nullptr, nullptr, nullptr);
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// This is also a fence as we need to be certain that there are no
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// outstanding mDrawFrame tasks posted before it is destroyed
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mRenderThread.queue().runSync([this]() { delete mContext; });
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mContext = nullptr;
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}
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}
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void RenderProxy::setSwapBehavior(SwapBehavior swapBehavior) {
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mRenderThread.queue().post([this, swapBehavior]() { mContext->setSwapBehavior(swapBehavior); });
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}
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bool RenderProxy::loadSystemProperties() {
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return mRenderThread.queue().runSync([this]() -> bool {
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bool needsRedraw = Properties::load();
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if (mContext->profiler().consumeProperties()) {
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needsRedraw = true;
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}
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return needsRedraw;
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});
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}
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void RenderProxy::setName(const char* name) {
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// block since name/value pointers owned by caller
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// TODO: Support move arguments
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mRenderThread.queue().runSync([this, name]() { mContext->setName(std::string(name)); });
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}
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void RenderProxy::initialize(const sp<Surface>& surface) {
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mRenderThread.queue().post(
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[ this, surf = surface ]() mutable { mContext->setSurface(std::move(surf)); });
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}
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void RenderProxy::allocateBuffers(const sp<Surface>& surface) {
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mRenderThread.queue().post(
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[ surf = surface ]() mutable { surf->allocateBuffers(); });
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}
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void RenderProxy::updateSurface(const sp<Surface>& surface) {
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mRenderThread.queue().post(
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[ this, surf = surface ]() mutable { mContext->setSurface(std::move(surf)); });
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}
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bool RenderProxy::pauseSurface(const sp<Surface>& surface) {
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return mRenderThread.queue().runSync([this]() -> bool { return mContext->pauseSurface(); });
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}
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void RenderProxy::setStopped(bool stopped) {
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mRenderThread.queue().runSync([this, stopped]() { mContext->setStopped(stopped); });
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}
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void RenderProxy::setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
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mRenderThread.queue().post(
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[=]() { mContext->setup(lightRadius, ambientShadowAlpha, spotShadowAlpha); });
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}
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void RenderProxy::setLightCenter(const Vector3& lightCenter) {
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mRenderThread.queue().post([=]() { mContext->setLightCenter(lightCenter); });
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}
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void RenderProxy::setOpaque(bool opaque) {
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mRenderThread.queue().post([=]() { mContext->setOpaque(opaque); });
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}
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void RenderProxy::setWideGamut(bool wideGamut) {
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mRenderThread.queue().post([=]() { mContext->setWideGamut(wideGamut); });
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}
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int64_t* RenderProxy::frameInfo() {
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return mDrawFrameTask.frameInfo();
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}
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int RenderProxy::syncAndDrawFrame() {
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return mDrawFrameTask.drawFrame();
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}
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void RenderProxy::destroy() {
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// destroyCanvasAndSurface() needs a fence as when it returns the
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// underlying BufferQueue is going to be released from under
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// the render thread.
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mRenderThread.queue().runSync([=]() { mContext->destroy(); });
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}
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void RenderProxy::invokeFunctor(Functor* functor, bool waitForCompletion) {
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ATRACE_CALL();
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RenderThread& thread = RenderThread::getInstance();
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auto invoke = [&thread, functor]() { CanvasContext::invokeFunctor(thread, functor); };
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if (waitForCompletion) {
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// waitForCompletion = true is expected to be fairly rare and only
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// happen in destruction. Thus it should be fine to temporarily
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// create a Mutex
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thread.queue().runSync(std::move(invoke));
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} else {
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thread.queue().post(std::move(invoke));
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}
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}
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DeferredLayerUpdater* RenderProxy::createTextureLayer() {
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return mRenderThread.queue().runSync([this]() -> auto {
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return mContext->createTextureLayer();
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});
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}
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void RenderProxy::buildLayer(RenderNode* node) {
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mRenderThread.queue().runSync([&]() { mContext->buildLayer(node); });
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}
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bool RenderProxy::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap) {
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auto& thread = RenderThread::getInstance();
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return thread.queue().runSync(
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[&]() -> bool { return thread.readback().copyLayerInto(layer, &bitmap)
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== CopyResult::Success; });
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}
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void RenderProxy::pushLayerUpdate(DeferredLayerUpdater* layer) {
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mDrawFrameTask.pushLayerUpdate(layer);
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}
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void RenderProxy::cancelLayerUpdate(DeferredLayerUpdater* layer) {
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mDrawFrameTask.removeLayerUpdate(layer);
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}
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void RenderProxy::detachSurfaceTexture(DeferredLayerUpdater* layer) {
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return mRenderThread.queue().runSync([&]() { layer->detachSurfaceTexture(); });
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}
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void RenderProxy::destroyHardwareResources() {
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return mRenderThread.queue().runSync([&]() { mContext->destroyHardwareResources(); });
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}
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void RenderProxy::trimMemory(int level) {
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// Avoid creating a RenderThread to do a trimMemory.
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if (RenderThread::hasInstance()) {
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([&thread, level]() { CanvasContext::trimMemory(thread, level); });
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}
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}
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void RenderProxy::overrideProperty(const char* name, const char* value) {
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// expensive, but block here since name/value pointers owned by caller
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RenderThread::getInstance().queue().runSync(
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[&]() { Properties::overrideProperty(name, value); });
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}
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void RenderProxy::fence() {
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mRenderThread.queue().runSync([]() {});
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}
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int RenderProxy::maxTextureSize() {
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static int maxTextureSize = RenderThread::getInstance().queue().runSync([]() {
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return DeviceInfo::get()->maxTextureSize();
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});
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return maxTextureSize;
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}
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void RenderProxy::stopDrawing() {
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mRenderThread.queue().runSync([this]() { mContext->stopDrawing(); });
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}
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void RenderProxy::notifyFramePending() {
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mRenderThread.queue().post([this]() { mContext->notifyFramePending(); });
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}
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void RenderProxy::dumpProfileInfo(int fd, int dumpFlags) {
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mRenderThread.queue().runSync([&]() {
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mContext->profiler().dumpData(fd);
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if (dumpFlags & DumpFlags::FrameStats) {
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mContext->dumpFrames(fd);
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}
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if (dumpFlags & DumpFlags::JankStats) {
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mRenderThread.globalProfileData()->dump(fd);
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}
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if (dumpFlags & DumpFlags::Reset) {
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mContext->resetFrameStats();
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}
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});
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}
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void RenderProxy::resetProfileInfo() {
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mRenderThread.queue().runSync([=]() { mContext->resetFrameStats(); });
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}
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uint32_t RenderProxy::frameTimePercentile(int percentile) {
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return mRenderThread.queue().runSync([&]() -> auto {
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return mRenderThread.globalProfileData()->findPercentile(percentile);
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});
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}
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void RenderProxy::dumpGraphicsMemory(int fd) {
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auto& thread = RenderThread::getInstance();
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thread.queue().runSync([&]() { thread.dumpGraphicsMemory(fd); });
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}
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void RenderProxy::setProcessStatsBuffer(int fd) {
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auto& rt = RenderThread::getInstance();
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rt.queue().post([&rt, fd = dup(fd) ]() {
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rt.globalProfileData().switchStorageToAshmem(fd);
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close(fd);
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});
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}
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void RenderProxy::rotateProcessStatsBuffer() {
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auto& rt = RenderThread::getInstance();
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rt.queue().post([&rt]() { rt.globalProfileData().rotateStorage(); });
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}
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int RenderProxy::getRenderThreadTid() {
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return mRenderThread.getTid();
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}
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void RenderProxy::addRenderNode(RenderNode* node, bool placeFront) {
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mRenderThread.queue().post([=]() { mContext->addRenderNode(node, placeFront); });
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}
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void RenderProxy::removeRenderNode(RenderNode* node) {
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mRenderThread.queue().post([=]() { mContext->removeRenderNode(node); });
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}
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void RenderProxy::drawRenderNode(RenderNode* node) {
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mRenderThread.queue().runSync([=]() { mContext->prepareAndDraw(node); });
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}
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void RenderProxy::setContentDrawBounds(int left, int top, int right, int bottom) {
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mDrawFrameTask.setContentDrawBounds(left, top, right, bottom);
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}
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void RenderProxy::setFrameCallback(std::function<void(int64_t)>&& callback) {
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mDrawFrameTask.setFrameCallback(std::move(callback));
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}
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void RenderProxy::setFrameCompleteCallback(std::function<void(int64_t)>&& callback) {
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mDrawFrameTask.setFrameCompleteCallback(std::move(callback));
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}
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void RenderProxy::addFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
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mRenderThread.queue().post([ this, observer = sp{observerPtr} ]() {
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mContext->addFrameMetricsObserver(observer.get());
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});
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}
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void RenderProxy::removeFrameMetricsObserver(FrameMetricsObserver* observerPtr) {
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mRenderThread.queue().post([ this, observer = sp{observerPtr} ]() {
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mContext->removeFrameMetricsObserver(observer.get());
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});
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}
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int RenderProxy::copySurfaceInto(sp<Surface>& surface, int left, int top, int right, int bottom,
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SkBitmap* bitmap) {
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auto& thread = RenderThread::getInstance();
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return static_cast<int>(thread.queue().runSync([&]() -> auto {
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return thread.readback().copySurfaceInto(*surface, Rect(left, top, right, bottom), bitmap);
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}));
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}
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void RenderProxy::prepareToDraw(Bitmap& bitmap) {
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// If we haven't spun up a hardware accelerated window yet, there's no
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// point in precaching these bitmaps as it can't impact jank.
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// We also don't know if we even will spin up a hardware-accelerated
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// window or not.
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if (!RenderThread::hasInstance()) return;
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RenderThread* renderThread = &RenderThread::getInstance();
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bitmap.ref();
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auto task = [renderThread, &bitmap]() {
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CanvasContext::prepareToDraw(*renderThread, &bitmap);
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bitmap.unref();
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};
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nsecs_t lastVsync = renderThread->timeLord().latestVsync();
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nsecs_t estimatedNextVsync = lastVsync + renderThread->timeLord().frameIntervalNanos();
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nsecs_t timeToNextVsync = estimatedNextVsync - systemTime(CLOCK_MONOTONIC);
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// We expect the UI thread to take 4ms and for RT to be active from VSYNC+4ms to
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// VSYNC+12ms or so, so aim for the gap during which RT is expected to
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// be idle
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// TODO: Make this concept a first-class supported thing? RT could use
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// knowledge of pending draws to better schedule this task
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if (timeToNextVsync > -6_ms && timeToNextVsync < 1_ms) {
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renderThread->queue().postAt(estimatedNextVsync + 8_ms, task);
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} else {
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renderThread->queue().post(task);
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}
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}
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int RenderProxy::copyHWBitmapInto(Bitmap* hwBitmap, SkBitmap* bitmap) {
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RenderThread& thread = RenderThread::getInstance();
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if (gettid() == thread.getTid()) {
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// TODO: fix everything that hits this. We should never be triggering a readback ourselves.
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return (int)thread.readback().copyHWBitmapInto(hwBitmap, bitmap);
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} else {
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return thread.queue().runSync([&]() -> int {
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return (int)thread.readback().copyHWBitmapInto(hwBitmap, bitmap);
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});
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}
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}
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void RenderProxy::onBitmapDestroyed(uint32_t pixelRefId) {
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if (!RenderThread::hasInstance()) return;
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post(
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[&thread, pixelRefId]() { thread.renderState().onBitmapDestroyed(pixelRefId); });
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}
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void RenderProxy::disableVsync() {
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Properties::disableVsync = true;
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}
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void RenderProxy::repackVectorDrawableAtlas() {
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([&thread]() {
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// The context may be null if trimMemory executed, but then the atlas was deleted too.
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if (thread.getGrContext() != nullptr) {
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thread.cacheManager().acquireVectorDrawableAtlas()->repackIfNeeded(
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thread.getGrContext());
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}
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});
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}
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void RenderProxy::releaseVDAtlasEntries() {
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([&thread]() {
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// The context may be null if trimMemory executed, but then the atlas was deleted too.
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if (thread.getGrContext() != nullptr) {
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thread.cacheManager().acquireVectorDrawableAtlas()->delayedReleaseEntries();
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}
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});
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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