/* * Copyright 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include #include #include #include #include #include namespace android { namespace renderengine { class RenderEngine; } // namespace renderengine namespace compositionengine::impl::planner { using namespace std::chrono_literals; class LayerState; class Predictor; class Flattener { public: // Collection of tunables which are backed by sysprops struct Tunables { // Tunables that are specific to scheduling when a cached set should be rendered struct RenderScheduling { // This default assumes that rendering a cached set takes about 3ms. That time is then // cut in half - the next frame using the cached set would have the same workload, // meaning that composition cost is the same. This is best illustrated with the // following example: // // Suppose we're at a 120hz cadence so SurfaceFlinger is budgeted 8.3ms per-frame. If // renderCachedSets costs 3ms, then two consecutive frames have timings: // // First frame: Start at 0ms, end at 6.8ms. // renderCachedSets: Start at 6.8ms, end at 9.8ms. // Second frame: Start at 9.8ms, end at 16.6ms. // // Now the second frame won't render a cached set afterwards, but the first frame didn't // really steal time from the second frame. static const constexpr std::chrono::nanoseconds kDefaultCachedSetRenderDuration = 1500us; static const constexpr size_t kDefaultMaxDeferRenderAttempts = 240; // Duration allocated for rendering a cached set. If we don't have enough time for // rendering a cached set, then rendering is deferred to another frame. const std::chrono::nanoseconds cachedSetRenderDuration; // Maximum of times that we defer rendering a cached set. If we defer rendering a cached // set too many times, then render it anyways so that future frames would benefit from // the flattened cached set. const size_t maxDeferRenderAttempts; }; static const constexpr std::chrono::milliseconds kDefaultActiveLayerTimeout = 150ms; static const constexpr bool kDefaultEnableHolePunch = true; // Threshold for determing whether a layer is active. A layer whose properties, including // the buffer, have not changed in at least this time is considered inactive and is // therefore a candidate for flattening. const std::chrono::milliseconds mActiveLayerTimeout; // Toggles for scheduling when it's safe to render a cached set. // See: RenderScheduling const std::optional mRenderScheduling; // True if the hole punching feature should be enabled. const bool mEnableHolePunch; }; // Constants not yet backed by a sysprop // CachedSets that contain no more than this many layers may be considered inactive on the basis // of FPS. static constexpr int kNumLayersFpsConsideration = 1; // Frames/Second threshold below which these CachedSets may be considered inactive. static constexpr float kFpsActiveThreshold = 1.f; Flattener(renderengine::RenderEngine& renderEngine, const Tunables& tunables); void setDisplaySize(ui::Size size) { mDisplaySize = size; mTexturePool.setDisplaySize(size); } NonBufferHash flattenLayers(const std::vector& layers, NonBufferHash, std::chrono::steady_clock::time_point now); // Renders the newest cached sets with the supplied output composition state void renderCachedSets(const OutputCompositionState& outputState, std::optional renderDeadline, bool deviceHandlesColorTransform); void setTexturePoolEnabled(bool enabled) { mTexturePool.setEnabled(enabled); } void dump(std::string& result) const; void dumpLayers(std::string& result) const; const std::optional& getNewCachedSetForTesting() const { return mNewCachedSet; } private: size_t calculateDisplayCost(const std::vector& layers) const; void resetActivities(NonBufferHash, std::chrono::steady_clock::time_point now); NonBufferHash computeLayersHash() const; bool mergeWithCachedSets(const std::vector& layers, std::chrono::steady_clock::time_point now); // A Run is a sequence of CachedSets, which is a candidate for flattening into a single // CachedSet. Because it is wasteful to flatten 1 CachedSet, a run must contain more than // 1 CachedSet or be used for a hole punch. class Run { public: // A builder for a Run, to aid in construction class Builder { private: std::vector::const_iterator mStart; int32_t mNumSets = 0; const CachedSet* mHolePunchCandidate = nullptr; const CachedSet* mBlurringLayer = nullptr; bool mBuilt = false; public: // Initializes a Builder a CachedSet to start from. // This start iterator must be an iterator for mLayers void init(const std::vector::const_iterator& start) { mStart = start; mNumSets = 1; } // Appends a new CachedSet to the end of the run // The provided length must be the size of the next sequential CachedSet in layers void increment() { mNumSets++; } // Sets the hole punch candidate for the Run. void setHolePunchCandidate(const CachedSet* holePunchCandidate) { mHolePunchCandidate = holePunchCandidate; } void setBlurringLayer(const CachedSet* blurringLayer) { mBlurringLayer = blurringLayer; } // Builds a Run instance, if a valid Run may be built. std::optional validateAndBuild() { const bool built = mBuilt; mBuilt = true; if (mNumSets <= 0 || built) { return std::nullopt; } const bool requiresHolePunch = mHolePunchCandidate && mHolePunchCandidate->requiresHolePunch(); if (!requiresHolePunch) { // If we don't require a hole punch, then treat solid color layers at the front // to be "cheap", so remove them from the candidate cached set. while (mNumSets > 1 && mStart->getLayerCount() == 1 && mStart->getFirstLayer().getBuffer() == nullptr) { mStart++; mNumSets--; } // Only allow for single cached sets if a hole punch is required. If we're here, // then we don't require a hole punch, so don't build a run. if (mNumSets <= 1) { return std::nullopt; } } return Run(mStart, std::reduce(mStart, mStart + mNumSets, 0u, [](size_t length, const CachedSet& set) { return length + set.getLayerCount(); }), mHolePunchCandidate, mBlurringLayer); } void reset() { *this = {}; } }; // Gets the starting CachedSet of this run. // This is an iterator into mLayers const std::vector::const_iterator& getStart() const { return mStart; } // Gets the total number of layers encompassing this Run. size_t getLayerLength() const { return mLength; } // Gets the hole punch candidate for this Run. const CachedSet* getHolePunchCandidate() const { return mHolePunchCandidate; } const CachedSet* getBlurringLayer() const { return mBlurringLayer; } private: Run(std::vector::const_iterator start, size_t length, const CachedSet* holePunchCandidate, const CachedSet* blurringLayer) : mStart(start), mLength(length), mHolePunchCandidate(holePunchCandidate), mBlurringLayer(blurringLayer) {} const std::vector::const_iterator mStart; const size_t mLength; const CachedSet* const mHolePunchCandidate; const CachedSet* const mBlurringLayer; friend class Builder; }; std::vector findCandidateRuns(std::chrono::steady_clock::time_point now) const; std::optional findBestRun(std::vector& runs) const; void buildCachedSets(std::chrono::steady_clock::time_point now); renderengine::RenderEngine& mRenderEngine; const Tunables mTunables; TexturePool mTexturePool; protected: // mNewCachedSet must be destroyed before mTexturePool is. std::optional mNewCachedSet; private: ui::Size mDisplaySize; NonBufferHash mCurrentGeometry; std::chrono::steady_clock::time_point mLastGeometryUpdate; std::vector mLayers; // Statistics size_t mUnflattenedDisplayCost = 0; size_t mFlattenedDisplayCost = 0; std::unordered_map mInitialLayerCounts; std::unordered_map mFinalLayerCounts; size_t mCachedSetCreationCount = 0; size_t mCachedSetCreationCost = 0; std::unordered_map mInvalidatedCachedSetAges; }; } // namespace compositionengine::impl::planner } // namespace android