blob: 4fdae74a5a3a737012edcee6c4ec98b6066ec0a0 [file] [log] [blame]
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 */
16
17#include "Cache.h"
18#include "AutoBackendTexture.h"
19#include "SkiaRenderEngine.h"
20#include "android-base/unique_fd.h"
21#include "renderengine/DisplaySettings.h"
22#include "renderengine/LayerSettings.h"
23#include "ui/GraphicBuffer.h"
24#include "ui/GraphicTypes.h"
25#include "ui/PixelFormat.h"
26#include "ui/Rect.h"
27#include "utils/Timers.h"
28
29namespace android::renderengine::skia {
30
31static void drawShadowLayer(SkiaRenderEngine* renderengine, const DisplaySettings& display,
32 sp<GraphicBuffer> dstBuffer) {
33 // Somewhat arbitrary dimensions, but on screen and slightly shorter, based
34 // on actual use.
35 FloatRect rect(0, 0, display.physicalDisplay.width(), display.physicalDisplay.height() - 30);
36 LayerSettings layer{
37 .geometry =
38 Geometry{
39 .boundaries = rect,
40 .roundedCornersCrop = rect,
41 },
42 .shadow =
43 ShadowSettings{
44 .ambientColor = vec4(0, 0, 0, 0.00935997f),
45 .spotColor = vec4(0, 0, 0, 0.0455841f),
46 .lightPos = vec3(370.508f, -1527.03f, 1650.f),
47 .lightRadius = 2200.0f,
48 .length = 0.955342f,
49 },
50 };
51
52 auto layers = std::vector<const LayerSettings*>{&layer};
53 // The identity matrix will generate the fast shaders, and the second matrix
54 // (based on one seen while going from dialer to the home screen) will
55 // generate the slower (more general case) version. If we also need a
56 // slow version without color correction, we should use this matrix with
57 // display.outputDataspace set to SRGB.
58 for (const mat4 transform : { mat4(), mat4(0.728872f, 0.f, 0.f, 0.f,
59 0.f, 0.727627f, 0.f, 0.f,
60 0.f, 0.f, 1.f, 0.f,
61 167.355743f, 1852.257812f, 0.f, 1.f) }) {
62 layer.geometry.positionTransform = transform;
63 renderengine->drawLayers(display, layers, dstBuffer, false /* useFrameBufferCache*/,
64 base::unique_fd(), nullptr);
65 }
66}
67
68static void drawImageLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
69 sp<GraphicBuffer> dstBuffer, sp<GraphicBuffer> srcBuffer) {
70 const Rect& displayRect = display.physicalDisplay;
71 FloatRect rect(0, 0, displayRect.width(), displayRect.height());
72 LayerSettings layer{
73 .geometry =
74 Geometry{
75 .boundaries = rect,
76 // This matrix is based on actual data seen when opening the dialer.
77 // What seems to be important in matching the actual use cases are:
78 // - it is not identity
79 // - the layer will be drawn (not clipped out etc)
80 .positionTransform = mat4(.19f, .0f, .0f, .0f,
81 .0f, .19f, .0f, .0f,
82 .0f, .0f, 1.f, .0f,
83 169.f, 1527.f, .0f, 1.f),
84 .roundedCornersCrop = rect,
85 },
86 .source = PixelSource{.buffer =
87 Buffer{
88 .buffer = srcBuffer,
89 .maxMasteringLuminance = 1000.f,
90 .maxContentLuminance = 1000.f,
91 }},
92 };
93
94 // Test both drawRect and drawRRect
95 auto layers = std::vector<const LayerSettings*>{&layer};
96 for (float roundedCornersRadius : {0.0f, 500.f}) {
97 layer.geometry.roundedCornersRadius = roundedCornersRadius;
98 // No need to check UNKNOWN, which is treated as SRGB.
99 for (auto dataspace : {ui::Dataspace::SRGB, ui::Dataspace::DISPLAY_P3}) {
100 layer.sourceDataspace = dataspace;
101 for (bool isOpaque : {true, false}) {
102 layer.source.buffer.isOpaque = isOpaque;
103 for (auto alpha : {half(.23999f), half(1.0f)}) {
104 layer.alpha = alpha;
105 renderengine->drawLayers(display, layers, dstBuffer,
106 false /* useFrameBufferCache*/, base::unique_fd(),
107 nullptr);
108 }
109 }
110 }
111 }
112}
113
114void Cache::primeShaderCache(SkiaRenderEngine* renderengine) {
115 const nsecs_t timeBefore = systemTime();
116 // The dimensions should not matter, so long as we draw inside them.
117 const Rect displayRect(0, 0, 1080, 2340);
118 DisplaySettings display{
119 .physicalDisplay = displayRect,
120 .clip = displayRect,
121 .maxLuminance = 500,
122 .outputDataspace = ui::Dataspace::DISPLAY_P3,
123 };
124
125 const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
126
127 sp<GraphicBuffer> dstBuffer =
128 new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
129 usage, "primeShaderCache_dst");
130 // This buffer will be the source for the call to drawImageLayers. Draw
131 // something to it as a placeholder for what an app draws. We should draw
132 // something, but the details are not important. We only need one version of
133 // the shadow's SkSL, so draw it here, giving us both a placeholder image
134 // and a chance to compile the shadow's SkSL.
135 sp<GraphicBuffer> srcBuffer =
136 new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
137 usage, "drawImageLayer_src");
138 drawShadowLayer(renderengine, display, srcBuffer);
139
140 drawImageLayers(renderengine, display, dstBuffer, srcBuffer);
141 const nsecs_t timeAfter = systemTime();
142 const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
143 ALOGD("shader cache generated in %f ms\n", compileTimeMs);
144}
145
146} // namespace android::renderengine::skia