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Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -05001/*
2 * Copyright 2021 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050016#include "Cache.h"
17#include "AutoBackendTexture.h"
18#include "SkiaRenderEngine.h"
19#include "android-base/unique_fd.h"
20#include "renderengine/DisplaySettings.h"
21#include "renderengine/LayerSettings.h"
22#include "ui/GraphicBuffer.h"
23#include "ui/GraphicTypes.h"
24#include "ui/PixelFormat.h"
25#include "ui/Rect.h"
26#include "utils/Timers.h"
27
28namespace android::renderengine::skia {
29
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -040030namespace {
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -040031// Warming shader cache, not framebuffer cache.
32constexpr bool kUseFrameBufferCache = false;
33
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -040034// clang-format off
35// Any non-identity matrix will do.
36const auto kScaleAndTranslate = mat4(0.7f, 0.f, 0.f, 0.f,
37 0.f, 0.7f, 0.f, 0.f,
38 0.f, 0.f, 1.f, 0.f,
39 67.3f, 52.2f, 0.f, 1.f);
40// clang-format on
41// When choosing dataspaces below, whether the match the destination or not determined whether
42// a color correction effect is added to the shader. There may be other additional shader details
43// for particular color spaces.
44// TODO(b/184842383) figure out which color related shaders are necessary
45constexpr auto kDestDataSpace = ui::Dataspace::SRGB;
46} // namespace
47
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -040048static void drawShadowLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
Alec Mouria90a5702021-04-16 16:36:21 +000049 const std::shared_ptr<ExternalTexture>& dstTexture) {
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050050 // Somewhat arbitrary dimensions, but on screen and slightly shorter, based
51 // on actual use.
52 FloatRect rect(0, 0, display.physicalDisplay.width(), display.physicalDisplay.height() - 30);
53 LayerSettings layer{
54 .geometry =
55 Geometry{
56 .boundaries = rect,
57 .roundedCornersCrop = rect,
58 },
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -040059 // drawShadow ignores alpha
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050060 .shadow =
61 ShadowSettings{
62 .ambientColor = vec4(0, 0, 0, 0.00935997f),
63 .spotColor = vec4(0, 0, 0, 0.0455841f),
64 .lightPos = vec3(370.508f, -1527.03f, 1650.f),
65 .lightRadius = 2200.0f,
66 .length = 0.955342f,
67 },
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -040068 // important that this matches dest so the general shadow fragment shader doesn't
69 // have color correction added, and important that it be srgb, so the *vertex* shader
70 // doesn't have color correction added.
71 .sourceDataspace = kDestDataSpace,
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050072 };
73
74 auto layers = std::vector<const LayerSettings*>{&layer};
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -040075 // The identity matrix will generate the fast shader
Alec Mouria90a5702021-04-16 16:36:21 +000076 renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache, base::unique_fd(),
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -040077 nullptr);
78 // This matrix, which has different scales for x and y, will
79 // generate the slower (more general case) version, which has variants for translucent
80 // casters and rounded rects.
81 // clang-format off
82 layer.geometry.positionTransform = mat4(0.7f, 0.f, 0.f, 0.f,
83 0.f, 0.8f, 0.f, 0.f,
84 0.f, 0.f, 1.f, 0.f,
85 0.f, 0.f, 0.f, 1.f);
86 // clang-format on
87 for (auto translucent : {false, true}) {
88 layer.shadow.casterIsTranslucent = translucent;
Alec Mouria90a5702021-04-16 16:36:21 +000089 renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050090 base::unique_fd(), nullptr);
91 }
92}
93
94static void drawImageLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
Alec Mouria90a5702021-04-16 16:36:21 +000095 const std::shared_ptr<ExternalTexture>& dstTexture,
96 const std::shared_ptr<ExternalTexture>& srcTexture) {
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -050097 const Rect& displayRect = display.physicalDisplay;
98 FloatRect rect(0, 0, displayRect.width(), displayRect.height());
99 LayerSettings layer{
100 .geometry =
101 Geometry{
102 .boundaries = rect,
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500103 .roundedCornersCrop = rect,
104 },
105 .source = PixelSource{.buffer =
106 Buffer{
Alec Mouria90a5702021-04-16 16:36:21 +0000107 .buffer = srcTexture,
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500108 .maxMasteringLuminance = 1000.f,
109 .maxContentLuminance = 1000.f,
110 }},
111 };
112
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400113 auto threeCornerRadii = {0.0f, 0.05f, 50.f};
114 auto oneCornerRadius = {50.f};
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400115
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500116 // Test both drawRect and drawRRect
117 auto layers = std::vector<const LayerSettings*>{&layer};
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400118 for (bool identity : {true, false}) {
119 layer.geometry.positionTransform = identity ? mat4() : kScaleAndTranslate;
120 // Corner radii less than 0.5 creates a special shader. This likely occurs in real usage
121 // due to animating corner radius.
122 // For the non-idenity matrix, only the large corner radius will create a new shader.
123 for (float roundedCornersRadius : identity ? threeCornerRadii : oneCornerRadius) {
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400124 // roundedCornersCrop is always set, but it is this radius that triggers the behavior
125 layer.geometry.roundedCornersRadius = roundedCornersRadius;
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400126 for (bool isOpaque : {true, false}) {
127 layer.source.buffer.isOpaque = isOpaque;
128 for (auto alpha : {half(.23999f), half(1.0f)}) {
129 layer.alpha = alpha;
Alec Mouria90a5702021-04-16 16:36:21 +0000130 renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400131 base::unique_fd(), nullptr);
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500132 }
133 }
134 }
135 }
136}
137
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400138static void drawSolidLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
Alec Mouria90a5702021-04-16 16:36:21 +0000139 const std::shared_ptr<ExternalTexture>& dstTexture) {
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400140 const Rect& displayRect = display.physicalDisplay;
141 FloatRect rect(0, 0, displayRect.width(), displayRect.height());
142 LayerSettings layer{
143 .geometry =
144 Geometry{
145 .boundaries = rect,
146 },
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400147 .source =
148 PixelSource{
149 .solidColor = half3(0.1f, 0.2f, 0.3f),
150 },
Alec Mouria90a5702021-04-16 16:36:21 +0000151 .alpha = 1,
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400152 };
153
154 auto layers = std::vector<const LayerSettings*>{&layer};
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400155 for (auto transform : {mat4(), kScaleAndTranslate}) {
156 layer.geometry.positionTransform = transform;
157 for (float roundedCornersRadius : {0.0f, 0.05f, 50.f}) {
158 layer.geometry.roundedCornersRadius = roundedCornersRadius;
Alec Mouria90a5702021-04-16 16:36:21 +0000159 renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400160 base::unique_fd(), nullptr);
161 }
162 }
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400163}
164
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400165static void drawBlurLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
Alec Mouria90a5702021-04-16 16:36:21 +0000166 const std::shared_ptr<ExternalTexture>& dstTexture) {
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400167 const Rect& displayRect = display.physicalDisplay;
168 FloatRect rect(0, 0, displayRect.width(), displayRect.height());
169 LayerSettings layer{
170 .geometry =
171 Geometry{
172 .boundaries = rect,
173 },
174 .alpha = 1,
175 };
176
177 auto layers = std::vector<const LayerSettings*>{&layer};
178 for (int radius : {9, 60}) {
179 layer.backgroundBlurRadius = radius;
Alec Mouria90a5702021-04-16 16:36:21 +0000180 renderengine->drawLayers(display, layers, dstTexture, kUseFrameBufferCache,
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400181 base::unique_fd(), nullptr);
182 }
183}
184
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400185//
186// The collection of shaders cached here were found by using perfetto to record shader compiles
187// during actions that involve RenderEngine, logging the layer settings, and the shader code
188// and reproducing those settings here.
189//
190// It is helpful when debugging this to turn on
191// in SkGLRenderEngine.cpp:
192// kPrintLayerSettings = true
193// kFlushAfterEveryLayer = true
194// in external/skia/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
195// gPrintSKSL = true
196//
197// TODO(b/184631553) cache the shader involved in youtube pip return.
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500198void Cache::primeShaderCache(SkiaRenderEngine* renderengine) {
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400199 const int previousCount = renderengine->reportShadersCompiled();
200 if (previousCount) {
201 ALOGD("%d Shaders already compiled before Cache::primeShaderCache ran\n", previousCount);
202 }
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500203 const nsecs_t timeBefore = systemTime();
204 // The dimensions should not matter, so long as we draw inside them.
205 const Rect displayRect(0, 0, 1080, 2340);
206 DisplaySettings display{
207 .physicalDisplay = displayRect,
208 .clip = displayRect,
209 .maxLuminance = 500,
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400210 .outputDataspace = kDestDataSpace,
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500211 };
212
213 const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
214
215 sp<GraphicBuffer> dstBuffer =
216 new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
217 usage, "primeShaderCache_dst");
Alec Mouria90a5702021-04-16 16:36:21 +0000218
219 const auto dstTexture = std::make_shared<ExternalTexture>(dstBuffer, *renderengine,
220 ExternalTexture::Usage::WRITEABLE);
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500221 // This buffer will be the source for the call to drawImageLayers. Draw
222 // something to it as a placeholder for what an app draws. We should draw
Nathaniel Nifong4fc750d2021-03-19 11:37:36 -0400223 // something, but the details are not important. Make use of the shadow layer drawing step
224 // to populate it.
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500225 sp<GraphicBuffer> srcBuffer =
226 new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
227 usage, "drawImageLayer_src");
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400228
Alec Mouria90a5702021-04-16 16:36:21 +0000229 const auto srcTexture =
230 std::make_shared<ExternalTexture>(srcBuffer, *renderengine,
231 ExternalTexture::Usage::READABLE |
232 ExternalTexture::Usage::WRITEABLE);
233
234 drawSolidLayers(renderengine, display, dstTexture);
235 drawShadowLayers(renderengine, display, srcTexture);
236 drawBlurLayers(renderengine, display, dstTexture);
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400237 // The majority of shaders are related to sampling images.
Alec Mouria90a5702021-04-16 16:36:21 +0000238 drawImageLayers(renderengine, display, dstTexture, srcTexture);
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400239
Nathaniel Nifongf4362402021-04-12 11:41:05 -0400240 // should be the same as AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
241 const int64_t usageExternal = GRALLOC_USAGE_HW_TEXTURE;
242
243 sp<GraphicBuffer> externalBuffer =
244 new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
245 usageExternal, "primeShaderCache_external");
Alec Mouria90a5702021-04-16 16:36:21 +0000246 const auto externalTexture =
247 std::make_shared<ExternalTexture>(externalBuffer, *renderengine,
248 ExternalTexture::Usage::READABLE);
Nathaniel Nifongf4362402021-04-12 11:41:05 -0400249 // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
250 // between 6 and 8 will occur in real uses.
Alec Mouria90a5702021-04-16 16:36:21 +0000251 drawImageLayers(renderengine, display, dstTexture, externalTexture);
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400252
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500253 const nsecs_t timeAfter = systemTime();
254 const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
Nathaniel Nifongb9f27ef2021-04-01 16:44:12 -0400255 const int shadersCompiled = renderengine->reportShadersCompiled();
256 ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
Leon Scroggins IIIb9216dc2021-03-08 17:19:01 -0500257}
258
259} // namespace android::renderengine::skia