/* * 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. */ #include #include #include #include #include #include #include #include #include #include using namespace android; using namespace android::renderengine; /////////////////////////////////////////////////////////////////////////////// // Helpers for calling drawLayers /////////////////////////////////////////////////////////////////////////////// std::pair getDisplaySize() { // These will be retrieved from a ui::Size, which stores int32_t, but they will be passed // to GraphicBuffer, which wants uint32_t. static uint32_t width, height; std::once_flag once; std::call_once(once, []() { auto surfaceComposerClient = SurfaceComposerClient::getDefault(); auto ids = SurfaceComposerClient::getPhysicalDisplayIds(); LOG_ALWAYS_FATAL_IF(ids.empty(), "Failed to get any display!"); ui::Size resolution = ui::kEmptySize; // find the largest display resolution for (auto id : ids) { auto displayToken = surfaceComposerClient->getPhysicalDisplayToken(id); ui::DisplayMode displayMode; if (surfaceComposerClient->getActiveDisplayMode(displayToken, &displayMode) < 0) { LOG_ALWAYS_FATAL("Failed to get active display mode!"); } auto tw = displayMode.resolution.width; auto th = displayMode.resolution.height; LOG_ALWAYS_FATAL_IF(tw <= 0 || th <= 0, "Invalid display size!"); if (resolution.width * resolution.height < displayMode.resolution.width * displayMode.resolution.height) { resolution = displayMode.resolution; } } width = static_cast(resolution.width); height = static_cast(resolution.height); }); return std::pair(width, height); } static std::unique_ptr createRenderEngine(RenderEngine::Threaded threaded, RenderEngine::GraphicsApi graphicsApi) { auto args = RenderEngineCreationArgs::Builder() .setPixelFormat(static_cast(ui::PixelFormat::RGBA_8888)) .setImageCacheSize(1) .setEnableProtectedContext(true) .setPrecacheToneMapperShaderOnly(false) .setBlurAlgorithm(renderengine::RenderEngine::BlurAlgorithm::KAWASE) .setContextPriority(RenderEngine::ContextPriority::REALTIME) .setThreaded(threaded) .setGraphicsApi(graphicsApi) .build(); return RenderEngine::create(args); } static std::shared_ptr allocateBuffer(RenderEngine& re, uint32_t width, uint32_t height, uint64_t extraUsageFlags = 0, std::string name = "output") { return std::make_shared< impl::ExternalTexture>(sp::make(width, height, HAL_PIXEL_FORMAT_RGBA_8888, 1u, GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE | extraUsageFlags, std::move(name)), re, impl::ExternalTexture::Usage::READABLE | impl::ExternalTexture::Usage::WRITEABLE); } static std::shared_ptr copyBuffer(RenderEngine& re, std::shared_ptr original, uint64_t extraUsageFlags, std::string name) { const uint32_t width = original->getBuffer()->getWidth(); const uint32_t height = original->getBuffer()->getHeight(); auto texture = allocateBuffer(re, width, height, extraUsageFlags, name); const Rect displayRect(0, 0, static_cast(width), static_cast(height)); DisplaySettings display{ .physicalDisplay = displayRect, .clip = displayRect, .maxLuminance = 500, }; const FloatRect layerRect(0, 0, width, height); LayerSettings layer{ .geometry = Geometry{ .boundaries = layerRect, }, .source = PixelSource{ .buffer = Buffer{ .buffer = original, }, }, .alpha = half(1.0f), }; auto layers = std::vector{layer}; sp waitFence = re.drawLayers(display, layers, texture, base::unique_fd()).get().value(); waitFence->waitForever(LOG_TAG); return texture; } /** * Helper for timing calls to drawLayers. * * Caller needs to create RenderEngine and the LayerSettings, and this takes * care of setting up the display, starting and stopping the timer, calling * drawLayers, and saving (if --save is used). * * This times both the CPU and GPU work initiated by drawLayers. All work done * outside of the for loop is excluded from the timing measurements. */ static void benchDrawLayers(RenderEngine& re, const std::vector& layers, benchmark::State& benchState, const char* saveFileName) { auto [width, height] = getDisplaySize(); auto outputBuffer = allocateBuffer(re, width, height); const Rect displayRect(0, 0, static_cast(width), static_cast(height)); DisplaySettings display{ .physicalDisplay = displayRect, .clip = displayRect, .maxLuminance = 500, }; // This loop starts and stops the timer. for (auto _ : benchState) { sp waitFence = re.drawLayers(display, layers, outputBuffer, base::unique_fd()).get().value(); waitFence->waitForever(LOG_TAG); } if (renderenginebench::save() && saveFileName) { // Copy to a CPU-accessible buffer so we can encode it. outputBuffer = copyBuffer(re, outputBuffer, GRALLOC_USAGE_SW_READ_OFTEN, "to_encode"); std::string outFile = base::GetExecutableDirectory(); outFile.append("/"); outFile.append(saveFileName); outFile.append(".jpg"); renderenginebench::encodeToJpeg(outFile.c_str(), outputBuffer->getBuffer()); } } /////////////////////////////////////////////////////////////////////////////// // Benchmarks /////////////////////////////////////////////////////////////////////////////// template void BM_blur(benchmark::State& benchState, Args&&... args) { auto args_tuple = std::make_tuple(std::move(args)...); auto re = createRenderEngine(static_cast(std::get<0>(args_tuple)), static_cast(std::get<1>(args_tuple))); // Initially use cpu access so we can decode into it with AImageDecoder. auto [width, height] = getDisplaySize(); auto srcBuffer = allocateBuffer(*re, width, height, GRALLOC_USAGE_SW_WRITE_OFTEN, "decoded_source"); { std::string srcImage = base::GetExecutableDirectory(); srcImage.append("/resources/homescreen.png"); renderenginebench::decode(srcImage.c_str(), srcBuffer->getBuffer()); // Now copy into GPU-only buffer for more realistic timing. srcBuffer = copyBuffer(*re, srcBuffer, 0, "source"); } const FloatRect layerRect(0, 0, width, height); LayerSettings layer{ .geometry = Geometry{ .boundaries = layerRect, }, .source = PixelSource{ .buffer = Buffer{ .buffer = srcBuffer, }, }, .alpha = half(1.0f), }; LayerSettings blurLayer{ .geometry = Geometry{ .boundaries = layerRect, }, .alpha = half(1.0f), .skipContentDraw = true, .backgroundBlurRadius = 60, }; auto layers = std::vector{layer, blurLayer}; benchDrawLayers(*re, layers, benchState, "blurred"); } BENCHMARK_CAPTURE(BM_blur, SkiaGLThreaded, RenderEngine::Threaded::YES, RenderEngine::GraphicsApi::GL);