Instead of raising the RenderThread priority after earlyPreloadGLContext is finished, retrieve the tid of the render thread while preloading and apply the priority boost to the RenderThread as soon as possible. Flag: android.app.early_render_thread_priority_boost Bug: 417909658 Change-Id: I82d7f131b16472a93622f31c8b906ae3695a18be
531 lines
18 KiB
C++
531 lines
18 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 <SkBitmap.h>
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#include <SkImage.h>
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#include <SkPicture.h>
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#include <gui/TraceUtils.h>
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#include <pthread.h>
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#include "utils/Thread.h"
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#ifdef __ANDROID__
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#include <gui/SurfaceControl.h>
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#endif
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#include <ui/GraphicBufferAllocator.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 "WebViewFunctorManager.h"
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#include "renderthread/CanvasContext.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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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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#ifdef __ANDROID__
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pid_t uiThreadId = pthread_gettid_np(pthread_self());
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#else
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pid_t uiThreadId = 0;
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#endif
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pid_t renderThreadId = getRenderThreadTid();
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mContext = mRenderThread.queue().runSync([=, this]() -> CanvasContext* {
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CanvasContext* context = CanvasContext::create(mRenderThread, translucent, rootRenderNode,
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contextFactory, uiThreadId, renderThreadId);
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if (context != nullptr) {
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mRenderThread.queue().post([=] { context->startHintSession(); });
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}
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return context;
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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::setHardwareBuffer(AHardwareBuffer* buffer) {
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#ifdef __ANDROID__
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if (buffer) {
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AHardwareBuffer_acquire(buffer);
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}
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mRenderThread.queue().post([this, hardwareBuffer = buffer]() mutable {
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mContext->setHardwareBuffer(hardwareBuffer);
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if (hardwareBuffer) {
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AHardwareBuffer_release(hardwareBuffer);
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}
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});
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#endif
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}
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void RenderProxy::setSurface(ANativeWindow* window, bool enableTimeout) {
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if (window) { ANativeWindow_acquire(window); }
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mRenderThread.queue().post([this, win = window, enableTimeout]() mutable {
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mContext->setSurface(win, enableTimeout);
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if (win) { ANativeWindow_release(win); }
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});
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}
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void RenderProxy::setSurfaceControl(sp<SurfaceControl> surfaceControl) {
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#ifdef __ANDROID__
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mRenderThread.queue().post([this, control = std::move(surfaceControl)]() mutable {
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mContext->setSurfaceControl(std::move(control));
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});
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#endif
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}
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void RenderProxy::allocateBuffers() {
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mRenderThread.queue().post([this]() { mContext->allocateBuffers(); });
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}
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bool RenderProxy::pause() {
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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::setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
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mRenderThread.queue().post(
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[=, this]() { mContext->setLightAlpha(ambientShadowAlpha, spotShadowAlpha); });
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}
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void RenderProxy::setLightGeometry(const Vector3& lightCenter, float lightRadius) {
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mRenderThread.queue().post(
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[=, this]() { mContext->setLightGeometry(lightCenter, lightRadius); });
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}
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void RenderProxy::setOpaque(bool opaque) {
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mRenderThread.queue().post([=, this]() { mContext->setOpaque(opaque); });
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}
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float RenderProxy::setColorMode(ColorMode mode) {
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// We only need to figure out what the renderer supports for HDR, otherwise this can stay
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// an async call since we already know the return value
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if (mode == ColorMode::Hdr || mode == ColorMode::Hdr10) {
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return mRenderThread.queue().runSync(
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[=, this]() -> float { return mContext->setColorMode(mode); });
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} else {
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mRenderThread.queue().post([=, this]() { mContext->setColorMode(mode); });
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return 1.f;
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}
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}
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void RenderProxy::setRenderSdrHdrRatio(float ratio) {
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mDrawFrameTask.setRenderSdrHdrRatio(ratio);
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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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void RenderProxy::forceDrawNextFrame() {
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mDrawFrameTask.forceDrawNextFrame();
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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([this]() { mContext->destroy(); });
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}
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void RenderProxy::destroyFunctor(int functor) {
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ATRACE_CALL();
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([=]() { WebViewFunctorManager::instance().destroyFunctor(functor); });
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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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ATRACE_NAME("RenderProxy#copyLayerInto readback");
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auto& thread = RenderThread::getInstance();
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return thread.queue().runSync([&]() -> bool {
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return thread.readback().copyLayerInto(layer, &bitmap) == CopyResult::Success;
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});
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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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#ifdef __ANDROID__
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return mRenderThread.queue().runSync([&]() { layer->detachSurfaceTexture(); });
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#endif
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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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const auto trimLevel = static_cast<TrimLevel>(level);
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thread.queue().post([&thread, trimLevel]() { thread.trimMemory(trimLevel); });
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}
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}
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void RenderProxy::trimCaches(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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const auto trimLevel = static_cast<CacheTrimLevel>(level);
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thread.queue().post([&thread, trimLevel]() { thread.trimCaches(trimLevel); });
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}
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}
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void RenderProxy::purgeCaches() {
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if (RenderThread::hasInstance()) {
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RenderThread& thread = RenderThread::getInstance();
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thread.queue().post([&thread]() {
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if (thread.getGrContext()) {
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thread.cacheManager().trimMemory(TrimLevel::COMPLETE);
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}
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});
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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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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::notifyCallbackPending() {
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mRenderThread.queue().post([this]() { mContext->sendCpuLoadResetHint(); });
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}
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void RenderProxy::notifyExpensiveFrame() {
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mRenderThread.queue().post([this]() { mContext->sendCpuLoadIncreaseHint(); });
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}
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void RenderProxy::notifyGpuLoadUp() {
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mRenderThread.queue().post([this]() { mContext->sendGpuLoadIncreaseHint(); });
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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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std::lock_guard lock(mRenderThread.getJankDataMutex());
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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([this]() {
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std::lock_guard lock(mRenderThread.getJankDataMutex());
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mContext->resetFrameStats();
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});
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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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std::lock_guard lock(mRenderThread.globalProfileData().getDataMutex());
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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, bool includeProfileData, bool resetProfile) {
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if (RenderThread::hasInstance()) {
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auto& thread = RenderThread::getInstance();
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thread.queue().runSync([&]() {
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thread.dumpGraphicsMemory(fd, includeProfileData);
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if (resetProfile) {
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thread.globalProfileData()->reset();
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}
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});
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}
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#ifdef __ANDROID__
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if (!Properties::isolatedProcess) {
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std::string grallocInfo;
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GraphicBufferAllocator::getInstance().dump(grallocInfo);
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dprintf(fd, "%s\n", grallocInfo.c_str());
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}
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#endif
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}
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void RenderProxy::getMemoryUsage(size_t* cpuUsage, size_t* gpuUsage) {
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if (RenderThread::hasInstance()) {
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auto& thread = RenderThread::getInstance();
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thread.queue().runSync([&]() { thread.getMemoryUsage(cpuUsage, gpuUsage); });
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}
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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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#ifdef __ANDROID__
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return mRenderThread.getTid();
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#else
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return 0;
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#endif
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}
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void RenderProxy::addRenderNode(RenderNode* node, bool placeFront) {
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mRenderThread.queue().post([=, this]() { mContext->addRenderNode(node, placeFront); });
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}
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void RenderProxy::removeRenderNode(RenderNode* node) {
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mRenderThread.queue().post([=, this]() { mContext->removeRenderNode(node); });
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}
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void RenderProxy::drawRenderNode(RenderNode* node) {
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mRenderThread.queue().runSync([=, this]() { 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::setHardwareBufferRenderParams(const HardwareBufferRenderParams& params) {
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mDrawFrameTask.setHardwareBufferRenderParams(params);
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}
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void RenderProxy::setPictureCapturedCallback(
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const std::function<void(sk_sp<SkPicture>&&)>& callback) {
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mRenderThread.queue().post(
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[this, cb = callback]() { mContext->setPictureCapturedCallback(cb); });
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}
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void RenderProxy::setASurfaceTransactionCallback(
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const std::function<bool(int64_t, int64_t, int64_t)>& callback) {
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mRenderThread.queue().post(
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[this, cb = callback]() { mContext->setASurfaceTransactionCallback(cb); });
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}
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void RenderProxy::setPrepareSurfaceControlForWebviewCallback(
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const std::function<void()>& callback) {
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mRenderThread.queue().post(
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[this, cb = callback]() { mContext->setPrepareSurfaceControlForWebviewCallback(cb); });
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}
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void RenderProxy::setFrameCallback(
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std::function<std::function<void(bool)>(int32_t, int64_t)>&& callback) {
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mDrawFrameTask.setFrameCallback(std::move(callback));
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}
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void RenderProxy::setFrameCommitCallback(std::function<void(bool)>&& callback) {
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mDrawFrameTask.setFrameCommitCallback(std::move(callback));
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}
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void RenderProxy::setFrameCompleteCallback(std::function<void()>&& callback) {
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mDrawFrameTask.setFrameCompleteCallback(std::move(callback));
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}
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void RenderProxy::addFrameMetricsObserver(sp<FrameMetricsObserver>&& observer) {
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mRenderThread.queue().post([this, observer = std::move(observer)]() mutable {
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mContext->addFrameMetricsObserver(std::move(observer));
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});
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}
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void RenderProxy::removeFrameMetricsObserver(sp<FrameMetricsObserver>&& observer) {
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mRenderThread.queue().post([this, observer = std::move(observer)]() {
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mContext->removeFrameMetricsObserver(observer);
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});
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}
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void RenderProxy::setForceDark(ForceDarkType type) {
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mRenderThread.queue().post([this, type]() { mContext->setForceDark(type); });
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}
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void RenderProxy::copySurfaceInto(ANativeWindow* window, std::shared_ptr<CopyRequest>&& request) {
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auto& thread = RenderThread::getInstance();
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ANativeWindow_acquire(window);
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thread.queue().post([&thread, window, request = std::move(request)] {
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thread.readback().copySurfaceInto(window, request);
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ANativeWindow_release(window);
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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(SYSTEM_TIME_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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ATRACE_NAME("RenderProxy#copyHWBitmapInto readback");
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RenderThread& thread = RenderThread::getInstance();
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if (RenderThread::isCurrent()) {
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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(
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[&]() -> int { return (int)thread.readback().copyHWBitmapInto(hwBitmap, bitmap); });
|
|
}
|
|
}
|
|
|
|
int RenderProxy::copyImageInto(const sk_sp<SkImage>& image, SkBitmap* bitmap) {
|
|
ATRACE_NAME("RenderProxy#copyImageInto readback");
|
|
RenderThread& thread = RenderThread::getInstance();
|
|
if (RenderThread::isCurrent()) {
|
|
// TODO: fix everything that hits this. We should never be triggering a readback ourselves.
|
|
return (int)thread.readback().copyImageInto(image, bitmap);
|
|
} else {
|
|
return thread.queue().runSync(
|
|
[&]() -> int { return (int)thread.readback().copyImageInto(image, bitmap); });
|
|
}
|
|
}
|
|
|
|
void RenderProxy::disableVsync() {
|
|
Properties::disableVsync = true;
|
|
}
|
|
|
|
int RenderProxy::preload() {
|
|
// Create RenderThread object and start the thread. Then preload Vulkan/EGL driver.
|
|
auto& thread = RenderThread::getInstance();
|
|
thread.queue().post([&thread]() { thread.preload(); });
|
|
#ifdef __ANDROID__
|
|
return thread.getTid();
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
void RenderProxy::setRtAnimationsEnabled(bool enabled) {
|
|
if (RenderThread::hasInstance()) {
|
|
RenderThread::getInstance().queue().post(
|
|
[enabled]() { Properties::enableRTAnimations = enabled; });
|
|
} else {
|
|
Properties::enableRTAnimations = enabled;
|
|
}
|
|
}
|
|
|
|
} /* namespace renderthread */
|
|
} /* namespace uirenderer */
|
|
} /* namespace android */
|