Catch more shaders in cache warming
Bug: b/178661709
Test: Confirm with perfetto no unwanted shader compiles during
certain render engine actions
Change-Id: Ib5a523bcdcf8eded74f7ec4ecca526bdceff5039
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 94a0dca..fb7e285 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -56,6 +56,12 @@
#include "skia/debug/SkiaCapture.h"
#include "system/graphics-base-v1.0.h"
+namespace {
+// Debugging settings
+static const bool kPrintLayerSettings = false;
+static const bool kFlushAfterEveryLayer = false;
+} // namespace
+
bool checkGlError(const char* op, int lineNumber);
namespace android {
@@ -285,6 +291,10 @@
numShaders, cached);
}
+int SkiaGLRenderEngine::reportShadersCompiled() {
+ return mSkSLCacheMonitor.shadersCachedSinceLastCall();
+}
+
SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
EGLContext ctxt, EGLSurface placeholder,
EGLContext protectedContext, EGLSurface protectedPlaceholder)
@@ -735,6 +745,17 @@
for (const auto& layer : layers) {
ATRACE_NAME("DrawLayer");
+ if (kPrintLayerSettings) {
+ std::stringstream ls;
+ PrintTo(*layer, &ls);
+ auto debugs = ls.str();
+ int pos = 0;
+ while (pos < debugs.size()) {
+ ALOGD("cache_debug %s", debugs.substr(pos, 1000).c_str());
+ pos += 1000;
+ }
+ }
+
sk_sp<SkImage> blurInput;
if (blurCompositionLayer == layer) {
LOG_ALWAYS_FATAL_IF(activeSurface == dstSurface);
@@ -956,6 +977,10 @@
} else {
canvas->drawRect(bounds, paint);
}
+ if (kFlushAfterEveryLayer) {
+ ATRACE_NAME("flush surface");
+ activeSurface->flush();
+ }
}
surfaceAutoSaveRestore.restore();
mCapture->endCapture();