Reduce size of buffer used to prime the RenderEngine shader cache.
In local testing on Pixel 3XL the same shaders were produced when
compared to the old value and time spent in primeCache was reduced by ~200ms.
Test: atest librenderengine_test
Bug: 182658261
Change-Id: Id08db5822b05681876780225f92bf4601dc46c76
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 6ab93df..48d76cc 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -238,63 +238,70 @@
if (previousCount) {
ALOGD("%d Shaders already compiled before Cache::primeShaderCache ran\n", previousCount);
}
- const nsecs_t timeBefore = systemTime();
- // The dimensions should not matter, so long as we draw inside them.
- const Rect displayRect(0, 0, 1080, 2340);
- DisplaySettings display{
- .physicalDisplay = displayRect,
- .clip = displayRect,
- .maxLuminance = 500,
- .outputDataspace = kDestDataSpace,
- };
- const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
+ // The loop is beneficial for debugging and should otherwise be optimized out by the compiler.
+ // Adding additional bounds to the loop is useful for verifying that the size of the dst buffer
+ // does not impact the shader compilation counts by triggering different behaviors in RE/Skia.
+ for (SkSize bounds : {SkSize::Make(128, 128), /*SkSize::Make(1080, 2340)*/}) {
+ const nsecs_t timeBefore = systemTime();
+ // The dimensions should not matter, so long as we draw inside them.
+ const Rect displayRect(0, 0, bounds.fWidth, bounds.fHeight);
+ DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .maxLuminance = 500,
+ .outputDataspace = kDestDataSpace,
+ };
- sp<GraphicBuffer> dstBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usage, "primeShaderCache_dst");
+ const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
- const auto dstTexture = std::make_shared<ExternalTexture>(dstBuffer, *renderengine,
- ExternalTexture::Usage::WRITEABLE);
- // This buffer will be the source for the call to drawImageLayers. Draw
- // something to it as a placeholder for what an app draws. We should draw
- // something, but the details are not important. Make use of the shadow layer drawing step
- // to populate it.
- sp<GraphicBuffer> srcBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usage, "drawImageLayer_src");
+ sp<GraphicBuffer> dstBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usage, "primeShaderCache_dst");
- const auto srcTexture =
- std::make_shared<ExternalTexture>(srcBuffer, *renderengine,
- ExternalTexture::Usage::READABLE |
- ExternalTexture::Usage::WRITEABLE);
+ const auto dstTexture =
+ std::make_shared<ExternalTexture>(dstBuffer, *renderengine,
+ ExternalTexture::Usage::WRITEABLE);
+ // This buffer will be the source for the call to drawImageLayers. Draw
+ // something to it as a placeholder for what an app draws. We should draw
+ // something, but the details are not important. Make use of the shadow layer drawing step
+ // to populate it.
+ sp<GraphicBuffer> srcBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usage, "drawImageLayer_src");
- drawSolidLayers(renderengine, display, dstTexture);
- drawShadowLayers(renderengine, display, srcTexture);
- drawBlurLayers(renderengine, display, dstTexture);
- // The majority of shaders are related to sampling images.
- drawImageLayers(renderengine, display, dstTexture, srcTexture);
+ const auto srcTexture =
+ std::make_shared<ExternalTexture>(srcBuffer, *renderengine,
+ ExternalTexture::Usage::READABLE |
+ ExternalTexture::Usage::WRITEABLE);
- // should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
- const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
+ drawSolidLayers(renderengine, display, dstTexture);
+ drawShadowLayers(renderengine, display, srcTexture);
+ drawBlurLayers(renderengine, display, dstTexture);
+ // The majority of shaders are related to sampling images.
+ drawImageLayers(renderengine, display, dstTexture, srcTexture);
- sp<GraphicBuffer> externalBuffer =
- new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
- usageExternal, "primeShaderCache_external");
- const auto externalTexture =
- std::make_shared<ExternalTexture>(externalBuffer, *renderengine,
- ExternalTexture::Usage::READABLE);
- // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
- // between 6 and 8 will occur in real uses.
- drawImageLayers(renderengine, display, dstTexture, externalTexture);
+ // should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
+ const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
- // Draw layers for b/185569240.
- drawTextureScaleLayers(renderengine, display, dstTexture, externalTexture);
+ sp<GraphicBuffer> externalBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888,
+ 1, usageExternal, "primeShaderCache_external");
+ const auto externalTexture =
+ std::make_shared<ExternalTexture>(externalBuffer, *renderengine,
+ ExternalTexture::Usage::READABLE);
+ // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
+ // between 6 and 8 will occur in real uses.
+ drawImageLayers(renderengine, display, dstTexture, externalTexture);
- const nsecs_t timeAfter = systemTime();
- const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
- const int shadersCompiled = renderengine->reportShadersCompiled();
- ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
+ // Draw layers for b/185569240.
+ drawTextureScaleLayers(renderengine, display, dstTexture, externalTexture);
+
+ const nsecs_t timeAfter = systemTime();
+ const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
+ const int shadersCompiled = renderengine->reportShadersCompiled();
+ ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
+ }
}
} // namespace android::renderengine::skia