Cache shaders having useIsOpaqueWorkaround
Test: Confirm shaders generated, and no cache misses on maps open/close
Bug: b/191439967
run every combo of texture, external texture, and external texture with
F16 color type with both regular image layers and specially clipped
image layers.
Change-Id: I7649cdb4f19d7c7d8713f016ed77c91cbc60a38d
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 725f57b..34577da 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -99,6 +99,9 @@
LayerSettings layer{
.geometry =
Geometry{
+ // The position transform doesn't matter when the reduced shader mode
+ // in in effect. A matrix transform stage is always included.
+ .positionTransform = mat4(),
.boundaries = rect,
.roundedCornersCrop = rect,
},
@@ -109,29 +112,18 @@
}},
};
- auto threeCornerRadii = {0.0f, 0.05f, 50.f};
- auto oneCornerRadius = {50.f};
-
- // Test both drawRect and drawRRect
auto layers = std::vector<const LayerSettings*>{&layer};
for (auto dataspace : {kDestDataSpace, kOtherDataSpace}) {
layer.sourceDataspace = dataspace;
- for (bool identity : {true, false}) {
- layer.geometry.positionTransform = identity ? mat4() : kScaleAndTranslate;
- // Corner radii less than 0.5 creates a special shader. This likely occurs in real usage
- // due to animating corner radius.
- // For the non-idenity matrix, only the large corner radius will create a new shader.
- for (float roundedCornersRadius : identity ? threeCornerRadii : oneCornerRadius) {
- // roundedCornersCrop is always set, but it is this radius that triggers the
- // behavior
- layer.geometry.roundedCornersRadius = roundedCornersRadius;
- for (bool isOpaque : {true, false}) {
- layer.source.buffer.isOpaque = isOpaque;
- for (auto alpha : {half(.23999f), half(1.0f)}) {
- layer.alpha = alpha;
- renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
- base::unique_fd(), nullptr);
- }
+ for (float roundedCornersRadius : {0.0f, 50.0f}) {
+ // roundedCornersCrop is always set, but the radius triggers the behavior
+ layer.geometry.roundedCornersRadius = roundedCornersRadius;
+ for (bool isOpaque : {true, false}) {
+ layer.source.buffer.isOpaque = isOpaque;
+ for (auto alpha : {half(.2f), half(1.0f)}) {
+ layer.alpha = alpha;
+ renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
+ base::unique_fd(), nullptr);
}
}
}
@@ -157,7 +149,7 @@
auto layers = std::vector<const LayerSettings*>{&layer};
for (auto transform : {mat4(), kScaleAndTranslate}) {
layer.geometry.positionTransform = transform;
- for (float roundedCornersRadius : {0.0f, 0.05f, 50.f}) {
+ for (float roundedCornersRadius : {0.0f, 50.f}) {
layer.geometry.roundedCornersRadius = roundedCornersRadius;
renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
base::unique_fd(), nullptr);
@@ -295,34 +287,37 @@
ExternalTexture::Usage::READABLE |
ExternalTexture::Usage::WRITEABLE);
- // 6 shaders
drawSolidLayers(renderengine, display, dstTexture);
- // 8 shaders
drawShadowLayers(renderengine, display, srcTexture);
if (renderengine->supportsBackgroundBlur()) {
- // 2 shaders
drawBlurLayers(renderengine, display, dstTexture);
}
- // The majority of shaders are related to sampling images.
- drawImageLayers(renderengine, display, dstTexture, srcTexture);
-
// should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
-
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);
- // Draw layers for b/185569240.
- drawClippedLayers(renderengine, display, dstTexture, externalTexture);
+ // Another external texture with a different pixel format triggers useIsOpaqueWorkaround
+ sp<GraphicBuffer> f16ExternalBuffer =
+ new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_FP16,
+ 1, usageExternal, "primeShaderCache_external_f16");
+ const auto f16ExternalTexture =
+ std::make_shared<ExternalTexture>(f16ExternalBuffer, *renderengine,
+ ExternalTexture::Usage::READABLE);
+
+ // The majority of shaders are related to sampling images.
+ // These need to be generated with various source textures
+ for (auto texture : {srcTexture, externalTexture, f16ExternalTexture}) {
+ drawImageLayers(renderengine, display, dstTexture, texture);
+ // Draw layers for b/185569240.
+ drawClippedLayers(renderengine, display, dstTexture, texture);
+ }
const nsecs_t timeAfter = systemTime();
const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;