440 lines
15 KiB
C++
440 lines
15 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "OpenGLPipeline.h"
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#include "DeferredLayerUpdater.h"
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#include "EglManager.h"
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#include "Frame.h"
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#include "GlLayer.h"
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#include "ProfileRenderer.h"
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#include "renderstate/RenderState.h"
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#include "OpenGLReadback.h"
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#include <cutils/properties.h>
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#include <strings.h>
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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OpenGLPipeline::OpenGLPipeline(RenderThread& thread)
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: mEglManager(thread.eglManager())
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, mRenderThread(thread) {
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}
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MakeCurrentResult OpenGLPipeline::makeCurrent() {
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// TODO: Figure out why this workaround is needed, see b/13913604
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// In the meantime this matches the behavior of GLRenderer, so it is not a regression
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EGLint error = 0;
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bool haveNewSurface = mEglManager.makeCurrent(mEglSurface, &error);
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Caches::getInstance().textureCache.resetMarkInUse(this);
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if (!haveNewSurface) {
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return MakeCurrentResult::AlreadyCurrent;
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}
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return error ? MakeCurrentResult::Failed : MakeCurrentResult::Succeeded;
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}
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Frame OpenGLPipeline::getFrame() {
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LOG_ALWAYS_FATAL_IF(mEglSurface == EGL_NO_SURFACE,
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"drawRenderNode called on a context with no surface!");
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return mEglManager.beginFrame(mEglSurface);
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}
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bool OpenGLPipeline::draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
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const FrameBuilder::LightGeometry& lightGeometry,
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LayerUpdateQueue* layerUpdateQueue,
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const Rect& contentDrawBounds, bool opaque, bool wideColorGamut,
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const BakedOpRenderer::LightInfo& lightInfo,
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const std::vector< sp<RenderNode> >& renderNodes,
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FrameInfoVisualizer* profiler) {
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mEglManager.damageFrame(frame, dirty);
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bool drew = false;
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auto& caches = Caches::getInstance();
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FrameBuilder frameBuilder(dirty, frame.width(), frame.height(), lightGeometry, caches);
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frameBuilder.deferLayers(*layerUpdateQueue);
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layerUpdateQueue->clear();
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frameBuilder.deferRenderNodeScene(renderNodes, contentDrawBounds);
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BakedOpRenderer renderer(caches, mRenderThread.renderState(),
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opaque, wideColorGamut, lightInfo);
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frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
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ProfileRenderer profileRenderer(renderer);
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profiler->draw(profileRenderer);
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drew = renderer.didDraw();
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// post frame cleanup
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caches.clearGarbage();
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caches.pathCache.trim();
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caches.tessellationCache.trim();
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#if DEBUG_MEMORY_USAGE
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caches.dumpMemoryUsage();
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#else
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if (CC_UNLIKELY(Properties::debugLevel & kDebugMemory)) {
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caches.dumpMemoryUsage();
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}
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#endif
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return drew;
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}
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bool OpenGLPipeline::swapBuffers(const Frame& frame, bool drew, const SkRect& screenDirty,
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FrameInfo* currentFrameInfo, bool* requireSwap) {
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GL_CHECKPOINT(LOW);
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// Even if we decided to cancel the frame, from the perspective of jank
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// metrics the frame was swapped at this point
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currentFrameInfo->markSwapBuffers();
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*requireSwap = drew || mEglManager.damageRequiresSwap();
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if (*requireSwap && (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty)))) {
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return false;
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}
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return *requireSwap;
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}
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bool OpenGLPipeline::copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap) {
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ATRACE_CALL();
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// acquire most recent buffer for drawing
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layer->updateTexImage();
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layer->apply();
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return OpenGLReadbackImpl::copyLayerInto(mRenderThread,
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static_cast<GlLayer&>(*layer->backingLayer()), bitmap);
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}
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static Layer* createLayer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight,
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SkColorFilter* colorFilter, int alpha, SkBlendMode mode, bool blend) {
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GlLayer* layer = new GlLayer(renderState, layerWidth, layerHeight, colorFilter, alpha,
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mode, blend);
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Caches::getInstance().textureState().activateTexture(0);
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layer->generateTexture();
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return layer;
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}
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DeferredLayerUpdater* OpenGLPipeline::createTextureLayer() {
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mEglManager.initialize();
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return new DeferredLayerUpdater(mRenderThread.renderState(), createLayer, Layer::Api::OpenGL);
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}
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void OpenGLPipeline::onStop() {
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if (mEglManager.isCurrent(mEglSurface)) {
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mEglManager.makeCurrent(EGL_NO_SURFACE);
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}
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}
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bool OpenGLPipeline::setSurface(Surface* surface, SwapBehavior swapBehavior, ColorMode colorMode) {
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if (mEglSurface != EGL_NO_SURFACE) {
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mEglManager.destroySurface(mEglSurface);
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mEglSurface = EGL_NO_SURFACE;
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}
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if (surface) {
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const bool wideColorGamut = colorMode == ColorMode::WideColorGamut;
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mEglSurface = mEglManager.createSurface(surface, wideColorGamut);
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}
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if (mEglSurface != EGL_NO_SURFACE) {
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const bool preserveBuffer = (swapBehavior != SwapBehavior::kSwap_discardBuffer);
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mBufferPreserved = mEglManager.setPreserveBuffer(mEglSurface, preserveBuffer);
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return true;
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}
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return false;
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}
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bool OpenGLPipeline::isSurfaceReady() {
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return CC_UNLIKELY(mEglSurface != EGL_NO_SURFACE);
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}
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bool OpenGLPipeline::isContextReady() {
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return CC_LIKELY(mEglManager.hasEglContext());
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}
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void OpenGLPipeline::onDestroyHardwareResources() {
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Caches& caches = Caches::getInstance();
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// Make sure to release all the textures we were owning as there won't
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// be another draw
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caches.textureCache.resetMarkInUse(this);
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mRenderThread.renderState().flush(Caches::FlushMode::Layers);
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}
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void OpenGLPipeline::renderLayers(const FrameBuilder::LightGeometry& lightGeometry,
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LayerUpdateQueue* layerUpdateQueue, bool opaque, bool wideColorGamut,
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const BakedOpRenderer::LightInfo& lightInfo) {
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static const std::vector< sp<RenderNode> > emptyNodeList;
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auto& caches = Caches::getInstance();
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FrameBuilder frameBuilder(*layerUpdateQueue, lightGeometry, caches);
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layerUpdateQueue->clear();
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// TODO: Handle wide color gamut contexts
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BakedOpRenderer renderer(caches, mRenderThread.renderState(), opaque, wideColorGamut, lightInfo);
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LOG_ALWAYS_FATAL_IF(renderer.didDraw(), "shouldn't draw in buildlayer case");
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frameBuilder.replayBakedOps<BakedOpDispatcher>(renderer);
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}
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TaskManager* OpenGLPipeline::getTaskManager() {
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return &Caches::getInstance().tasks;
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}
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static bool layerMatchesWH(OffscreenBuffer* layer, int width, int height) {
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return layer->viewportWidth == (uint32_t)width && layer->viewportHeight == (uint32_t)height;
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}
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bool OpenGLPipeline::createOrUpdateLayer(RenderNode* node,
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const DamageAccumulator& damageAccumulator, bool wideColorGamut) {
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RenderState& renderState = mRenderThread.renderState();
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OffscreenBufferPool& layerPool = renderState.layerPool();
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bool transformUpdateNeeded = false;
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if (node->getLayer() == nullptr) {
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node->setLayer(layerPool.get(renderState,
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node->getWidth(), node->getHeight(), wideColorGamut));
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transformUpdateNeeded = true;
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} else if (!layerMatchesWH(node->getLayer(), node->getWidth(), node->getHeight())) {
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// TODO: remove now irrelevant, currently enqueued damage (respecting damage ordering)
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// Or, ideally, maintain damage between frames on node/layer so ordering is always correct
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if (node->properties().fitsOnLayer()) {
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node->setLayer(layerPool.resize(node->getLayer(), node->getWidth(), node->getHeight()));
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} else {
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destroyLayer(node);
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}
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transformUpdateNeeded = true;
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}
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if (transformUpdateNeeded && node->getLayer()) {
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// update the transform in window of the layer to reset its origin wrt light source position
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Matrix4 windowTransform;
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damageAccumulator.computeCurrentTransform(&windowTransform);
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node->getLayer()->setWindowTransform(windowTransform);
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}
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return transformUpdateNeeded;
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}
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bool OpenGLPipeline::pinImages(LsaVector<sk_sp<Bitmap>>& images) {
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TextureCache& cache = Caches::getInstance().textureCache;
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bool prefetchSucceeded = true;
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for (auto& bitmapResource : images) {
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prefetchSucceeded &= cache.prefetchAndMarkInUse(this, bitmapResource.get());
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}
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return prefetchSucceeded;
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}
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void OpenGLPipeline::unpinImages() {
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Caches::getInstance().textureCache.resetMarkInUse(this);
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}
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void OpenGLPipeline::destroyLayer(RenderNode* node) {
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if (OffscreenBuffer* layer = node->getLayer()) {
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layer->renderState.layerPool().putOrDelete(layer);
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node->setLayer(nullptr);
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}
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}
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void OpenGLPipeline::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) {
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if (Caches::hasInstance() && thread.eglManager().hasEglContext()) {
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ATRACE_NAME("Bitmap#prepareToDraw task");
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Caches::getInstance().textureCache.prefetch(bitmap);
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}
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}
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void OpenGLPipeline::invokeFunctor(const RenderThread& thread, Functor* functor) {
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DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
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if (thread.eglManager().hasEglContext()) {
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mode = DrawGlInfo::kModeProcess;
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}
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thread.renderState().invokeFunctor(functor, mode, nullptr);
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}
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#define FENCE_TIMEOUT 2000000000
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class AutoEglFence {
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public:
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AutoEglFence(EGLDisplay display)
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: mDisplay(display) {
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fence = eglCreateSyncKHR(mDisplay, EGL_SYNC_FENCE_KHR, NULL);
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}
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~AutoEglFence() {
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if (fence != EGL_NO_SYNC_KHR) {
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eglDestroySyncKHR(mDisplay, fence);
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}
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}
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EGLSyncKHR fence = EGL_NO_SYNC_KHR;
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private:
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EGLDisplay mDisplay = EGL_NO_DISPLAY;
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};
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class AutoEglImage {
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public:
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AutoEglImage(EGLDisplay display, EGLClientBuffer clientBuffer)
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: mDisplay(display) {
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EGLint imageAttrs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE };
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image = eglCreateImageKHR(display, EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, clientBuffer, imageAttrs);
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}
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~AutoEglImage() {
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if (image != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(mDisplay, image);
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}
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}
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EGLImageKHR image = EGL_NO_IMAGE_KHR;
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private:
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EGLDisplay mDisplay = EGL_NO_DISPLAY;
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};
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class AutoGlTexture {
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public:
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AutoGlTexture(uirenderer::Caches& caches)
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: mCaches(caches) {
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glGenTextures(1, &mTexture);
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caches.textureState().bindTexture(mTexture);
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}
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~AutoGlTexture() {
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mCaches.textureState().deleteTexture(mTexture);
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}
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private:
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uirenderer::Caches& mCaches;
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GLuint mTexture = 0;
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};
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static bool uploadBitmapToGraphicBuffer(uirenderer::Caches& caches, SkBitmap& bitmap,
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GraphicBuffer& buffer, GLint format, GLint type) {
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EGLDisplay display = eglGetCurrentDisplay();
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LOG_ALWAYS_FATAL_IF(display == EGL_NO_DISPLAY,
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"Failed to get EGL_DEFAULT_DISPLAY! err=%s",
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uirenderer::renderthread::EglManager::eglErrorString());
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// We use an EGLImage to access the content of the GraphicBuffer
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// The EGL image is later bound to a 2D texture
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EGLClientBuffer clientBuffer = (EGLClientBuffer) buffer.getNativeBuffer();
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AutoEglImage autoImage(display, clientBuffer);
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if (autoImage.image == EGL_NO_IMAGE_KHR) {
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ALOGW("Could not create EGL image, err =%s",
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uirenderer::renderthread::EglManager::eglErrorString());
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return false;
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}
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AutoGlTexture glTexture(caches);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, autoImage.image);
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GL_CHECKPOINT(MODERATE);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap.width(), bitmap.height(),
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format, type, bitmap.getPixels());
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GL_CHECKPOINT(MODERATE);
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// The fence is used to wait for the texture upload to finish
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// properly. We cannot rely on glFlush() and glFinish() as
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// some drivers completely ignore these API calls
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AutoEglFence autoFence(display);
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if (autoFence.fence == EGL_NO_SYNC_KHR) {
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LOG_ALWAYS_FATAL("Could not create sync fence %#x", eglGetError());
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return false;
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}
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// The flag EGL_SYNC_FLUSH_COMMANDS_BIT_KHR will trigger a
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// pipeline flush (similar to what a glFlush() would do.)
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EGLint waitStatus = eglClientWaitSyncKHR(display, autoFence.fence,
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EGL_SYNC_FLUSH_COMMANDS_BIT_KHR, FENCE_TIMEOUT);
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if (waitStatus != EGL_CONDITION_SATISFIED_KHR) {
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LOG_ALWAYS_FATAL("Failed to wait for the fence %#x", eglGetError());
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return false;
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}
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return true;
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}
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// TODO: handle SRGB sanely
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static PixelFormat internalFormatToPixelFormat(GLint internalFormat) {
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switch (internalFormat) {
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case GL_LUMINANCE:
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return PIXEL_FORMAT_RGBA_8888;
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case GL_SRGB8_ALPHA8:
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return PIXEL_FORMAT_RGBA_8888;
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case GL_RGBA:
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return PIXEL_FORMAT_RGBA_8888;
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case GL_RGB:
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return PIXEL_FORMAT_RGB_565;
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case GL_RGBA16F:
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return PIXEL_FORMAT_RGBA_FP16;
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default:
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LOG_ALWAYS_FATAL("Unsupported bitmap colorType: %d", internalFormat);
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return PIXEL_FORMAT_UNKNOWN;
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}
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}
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sk_sp<Bitmap> OpenGLPipeline::allocateHardwareBitmap(RenderThread& renderThread,
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SkBitmap& skBitmap) {
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renderThread.eglManager().initialize();
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uirenderer::Caches& caches = uirenderer::Caches::getInstance();
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const SkImageInfo& info = skBitmap.info();
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if (info.colorType() == kUnknown_SkColorType || info.colorType() == kAlpha_8_SkColorType) {
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ALOGW("unable to create hardware bitmap of colortype: %d", info.colorType());
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return nullptr;
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}
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bool needSRGB = uirenderer::transferFunctionCloseToSRGB(skBitmap.info().colorSpace());
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bool hasLinearBlending = caches.extensions().hasLinearBlending();
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GLint format, type, internalFormat;
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uirenderer::Texture::colorTypeToGlFormatAndType(caches, skBitmap.colorType(),
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needSRGB && hasLinearBlending, &internalFormat, &format, &type);
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PixelFormat pixelFormat = internalFormatToPixelFormat(internalFormat);
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sp<GraphicBuffer> buffer = new GraphicBuffer(info.width(), info.height(), pixelFormat,
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GraphicBuffer::USAGE_HW_TEXTURE |
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GraphicBuffer::USAGE_SW_WRITE_NEVER |
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GraphicBuffer::USAGE_SW_READ_NEVER,
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std::string("Bitmap::allocateHardwareBitmap pid [") + std::to_string(getpid()) + "]");
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status_t error = buffer->initCheck();
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if (error < 0) {
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ALOGW("createGraphicBuffer() failed in GraphicBuffer.create()");
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return nullptr;
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}
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SkBitmap bitmap;
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if (CC_UNLIKELY(uirenderer::Texture::hasUnsupportedColorType(skBitmap.info(),
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hasLinearBlending))) {
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sk_sp<SkColorSpace> sRGB = SkColorSpace::MakeSRGB();
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bitmap = uirenderer::Texture::uploadToN32(skBitmap, hasLinearBlending, std::move(sRGB));
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} else {
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bitmap = skBitmap;
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}
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if (!uploadBitmapToGraphicBuffer(caches, bitmap, *buffer, format, type)) {
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return nullptr;
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}
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return sk_sp<Bitmap>(new Bitmap(buffer.get(), bitmap.info()));
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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