Plumbing through GPU context priority from SF to RE
Test: Run the code. Check logcat.
atest librenderengine_test
Bug: 168740533
Change-Id: I6e34c4064dfd75ac96b86e0af587a208fc93d975
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 1f98a46..3d6b7af 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -169,17 +169,16 @@
config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
}
- bool useContextPriority =
- extensions.hasContextPriority() && args.contextPriority == ContextPriority::HIGH;
EGLContext protectedContext = EGL_NO_CONTEXT;
+ const std::optional<RenderEngine::ContextPriority> priority = createContextPriority(args);
if (args.enableProtectedContext && extensions.hasProtectedContent()) {
- protectedContext = createEglContext(display, config, nullptr, useContextPriority,
- Protection::PROTECTED);
+ protectedContext =
+ createEglContext(display, config, nullptr, priority, Protection::PROTECTED);
ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
}
- EGLContext ctxt = createEglContext(display, config, protectedContext, useContextPriority,
- Protection::UNPROTECTED);
+ EGLContext ctxt =
+ createEglContext(display, config, protectedContext, priority, Protection::UNPROTECTED);
// if can't create a GL context, we can only abort.
LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
@@ -832,7 +831,8 @@
}
EGLContext SkiaGLRenderEngine::createEglContext(EGLDisplay display, EGLConfig config,
- EGLContext shareContext, bool useContextPriority,
+ EGLContext shareContext,
+ std::optional<ContextPriority> contextPriority,
Protection protection) {
EGLint renderableType = 0;
if (config == EGL_NO_CONFIG_KHR) {
@@ -855,9 +855,23 @@
contextAttributes.reserve(7);
contextAttributes.push_back(EGL_CONTEXT_CLIENT_VERSION);
contextAttributes.push_back(contextClientVersion);
- if (useContextPriority) {
+ if (contextPriority) {
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
- contextAttributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
+ switch (*contextPriority) {
+ case ContextPriority::REALTIME:
+ contextAttributes.push_back(EGL_CONTEXT_PRIORITY_REALTIME_NV);
+ break;
+ case ContextPriority::MEDIUM:
+ contextAttributes.push_back(EGL_CONTEXT_PRIORITY_MEDIUM_IMG);
+ break;
+ case ContextPriority::LOW:
+ contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LOW_IMG);
+ break;
+ case ContextPriority::HIGH:
+ default:
+ contextAttributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
+ break;
+ }
}
if (protection == Protection::PROTECTED) {
contextAttributes.push_back(EGL_PROTECTED_CONTENT_EXT);
@@ -882,6 +896,29 @@
return context;
}
+std::optional<RenderEngine::ContextPriority> SkiaGLRenderEngine::createContextPriority(
+ const RenderEngineCreationArgs& args) {
+ if (!gl::GLExtensions::getInstance().hasContextPriority()) {
+ return std::nullopt;
+ }
+
+ switch (args.contextPriority) {
+ case RenderEngine::ContextPriority::REALTIME:
+ if (gl::GLExtensions::getInstance().hasRealtimePriority()) {
+ return RenderEngine::ContextPriority::REALTIME;
+ } else {
+ ALOGI("Realtime priority unsupported, degrading gracefully to high priority");
+ return RenderEngine::ContextPriority::HIGH;
+ }
+ case RenderEngine::ContextPriority::HIGH:
+ case RenderEngine::ContextPriority::MEDIUM:
+ case RenderEngine::ContextPriority::LOW:
+ return args.contextPriority;
+ default:
+ return std::nullopt;
+ }
+}
+
EGLSurface SkiaGLRenderEngine::createPlaceholderEglPbufferSurface(EGLDisplay display,
EGLConfig config, int hwcFormat,
Protection protection) {
@@ -906,6 +943,12 @@
void SkiaGLRenderEngine::cleanFramebufferCache() {}
+int SkiaGLRenderEngine::getContextPriority() {
+ int value;
+ eglQueryContext(mEGLDisplay, mEGLContext, EGL_CONTEXT_PRIORITY_LEVEL_IMG, &value);
+ return value;
+}
+
} // namespace skia
} // namespace renderengine
} // namespace android