Catch more shaders in cache warming

Bug: b/178661709

Test: Confirm with perfetto no unwanted shader compiles during
certain render engine actions

Change-Id: Ib5a523bcdcf8eded74f7ec4ecca526bdceff5039
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 69c6a09..0cd3b62 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -13,7 +13,6 @@
  * See the License for the specific language governing permissions and
  * limitations under the License.
  */
-
 #include "Cache.h"
 #include "AutoBackendTexture.h"
 #include "SkiaRenderEngine.h"
@@ -26,11 +25,28 @@
 #include "ui/Rect.h"
 #include "utils/Timers.h"
 
+#include <android/hardware_buffer.h>
+
 namespace android::renderengine::skia {
 
+namespace {
 // Warming shader cache, not framebuffer cache.
 constexpr bool kUseFrameBufferCache = false;
 
+// clang-format off
+// Any non-identity matrix will do.
+const auto kScaleAndTranslate = mat4(0.7f,   0.f, 0.f, 0.f,
+                                     0.f,  0.7f, 0.f, 0.f,
+                                     0.f,   0.f, 1.f, 0.f,
+                                   67.3f, 52.2f, 0.f, 1.f);
+// clang-format on
+// When choosing dataspaces below, whether the match the destination or not determined whether
+// a color correction effect is added to the shader. There may be other additional shader details
+// for particular color spaces.
+// TODO(b/184842383) figure out which color related shaders are necessary
+constexpr auto kDestDataSpace = ui::Dataspace::SRGB;
+} // namespace
+
 static void drawShadowLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
                              sp<GraphicBuffer> dstBuffer) {
     // Somewhat arbitrary dimensions, but on screen and slightly shorter, based
@@ -51,23 +67,29 @@
                             .lightRadius = 2200.0f,
                             .length = 0.955342f,
                     },
+            // important that this matches dest so the general shadow fragment shader doesn't
+            // have color correction added, and important that it be srgb, so the *vertex* shader
+            // doesn't have color correction added.
+            .sourceDataspace = kDestDataSpace,
     };
 
     auto layers = std::vector<const LayerSettings*>{&layer};
-    // The identity matrix will generate the fast shaders, and the second matrix
-    // (based on one seen while going from dialer to the home screen) will
-    // generate the slower (more general case) version. If we also need a
-    // slow version without color correction, we should use this matrix with
-    // display.outputDataspace set to SRGB.
-    bool identity = true;
-    for (const mat4 transform : { mat4(), mat4(0.728872f,   0.f,          0.f, 0.f,
-                                               0.f,         0.727627f,    0.f, 0.f,
-                                               0.f,         0.f,          1.f, 0.f,
-                                               167.355743f, 1852.257812f, 0.f, 1.f) }) {
-        layer.geometry.positionTransform = transform;
+    // The identity matrix will generate the fast shader
+    renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache, base::unique_fd(),
+                             nullptr);
+    // This matrix, which has different scales for x and y, will
+    // generate the slower (more general case) version, which has variants for translucent
+    // casters and rounded rects.
+    // clang-format off
+    layer.geometry.positionTransform = mat4(0.7f, 0.f,  0.f, 0.f,
+                                            0.f, 0.8f, 0.f, 0.f,
+                                            0.f, 0.f,  1.f, 0.f,
+                                            0.f, 0.f,  0.f, 1.f);
+    // clang-format on
+    for (auto translucent : {false, true}) {
+        layer.shadow.casterIsTranslucent = translucent;
         renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache,
                                  base::unique_fd(), nullptr);
-        identity = false;
     }
 }
 
@@ -89,33 +111,25 @@
                                           }},
     };
 
-    // This matrix is based on actual data seen when opening the dialer.
-    //  translate and scale creates new shaders when combined with rounded corners
-    // clang-format off
-    auto scale_and_translate = mat4(.19f,    .0f,  .0f,  .0f,
-                                     .0f,   .19f,  .0f,  .0f,
-                                     .0f,    .0f,  1.f,  .0f,
-                                   169.f, 1527.f,  .0f,  1.f);
-    // clang-format on
+    auto threeCornerRadii = {0.0f, 0.05f, 50.f};
+    auto oneCornerRadius = {50.f};
 
     // Test both drawRect and drawRRect
     auto layers = std::vector<const LayerSettings*>{&layer};
-    for (auto transform : {mat4(), scale_and_translate}) {
-        layer.geometry.positionTransform = transform;
-        // fractional corner radius creates a shader that is used during home button swipe
-        for (float roundedCornersRadius : {0.0f, 0.05f, 500.f}) {
+    for (bool identity : {true, false}) {
+        layer.geometry.positionTransform = identity ? mat4() : kScaleAndTranslate;
+        // Corner radii less than 0.5 creates a special shader. This likely occurs in real usage
+        // due to animating corner radius.
+        // For the non-idenity matrix, only the large corner radius will create a new shader.
+        for (float roundedCornersRadius : identity ? threeCornerRadii : oneCornerRadius) {
             // roundedCornersCrop is always set, but it is this radius that triggers the behavior
             layer.geometry.roundedCornersRadius = roundedCornersRadius;
-            // No need to check UNKNOWN, which is treated as SRGB.
-            for (auto dataspace : {ui::Dataspace::SRGB, ui::Dataspace::DISPLAY_P3}) {
-                layer.sourceDataspace = dataspace;
-                for (bool isOpaque : {true, false}) {
-                    layer.source.buffer.isOpaque = isOpaque;
-                    for (auto alpha : {half(.23999f), half(1.0f)}) {
-                        layer.alpha = alpha;
-                        renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache,
-                                                 base::unique_fd(), nullptr);
-                    }
+            for (bool isOpaque : {true, false}) {
+                layer.source.buffer.isOpaque = isOpaque;
+                for (auto alpha : {half(.23999f), half(1.0f)}) {
+                    layer.alpha = alpha;
+                    renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache,
+                                             base::unique_fd(), nullptr);
                 }
             }
         }
@@ -139,11 +153,89 @@
     };
 
     auto layers = std::vector<const LayerSettings*>{&layer};
-    renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache, base::unique_fd(),
-                             nullptr);
+    for (auto transform : {mat4(), kScaleAndTranslate}) {
+        layer.geometry.positionTransform = transform;
+        for (float roundedCornersRadius : {0.0f, 0.05f, 50.f}) {
+            layer.geometry.roundedCornersRadius = roundedCornersRadius;
+            renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache,
+                                     base::unique_fd(), nullptr);
+        }
+    }
 }
 
+static void drawBlurLayers(SkiaRenderEngine* renderengine, const DisplaySettings& display,
+                           sp<GraphicBuffer> dstBuffer) {
+    const Rect& displayRect = display.physicalDisplay;
+    FloatRect rect(0, 0, displayRect.width(), displayRect.height());
+    LayerSettings layer{
+            .geometry =
+                    Geometry{
+                            .boundaries = rect,
+                    },
+            .alpha = 1,
+    };
+
+    auto layers = std::vector<const LayerSettings*>{&layer};
+    for (int radius : {9, 60}) {
+        layer.backgroundBlurRadius = radius;
+        renderengine->drawLayers(display, layers, dstBuffer, kUseFrameBufferCache,
+                                 base::unique_fd(), nullptr);
+    }
+}
+
+namespace {
+
+struct AHardwareBuffer_deleter {
+    void operator()(AHardwareBuffer* ahb) const { AHardwareBuffer_release(ahb); }
+};
+
+std::unique_ptr<AHardwareBuffer, AHardwareBuffer_deleter> makeAHardwareBuffer() {
+    AHardwareBuffer* buffer = nullptr;
+
+    int w = 32;
+    int h = 32;
+
+    AHardwareBuffer_Desc hwbDesc;
+    hwbDesc.width = w;
+    hwbDesc.height = h;
+    hwbDesc.layers = 1;
+    hwbDesc.usage = AHARDWAREBUFFER_USAGE_CPU_READ_NEVER | AHARDWAREBUFFER_USAGE_CPU_WRITE_NEVER |
+            AHARDWAREBUFFER_USAGE_GPU_SAMPLED_IMAGE;
+    hwbDesc.format = AHARDWAREBUFFER_FORMAT_R8G8B8A8_UNORM;
+    // The following three are not used in the allocate
+    hwbDesc.stride = 0;
+    hwbDesc.rfu0 = 0;
+    hwbDesc.rfu1 = 0;
+
+    if (int error = AHardwareBuffer_allocate(&hwbDesc, &buffer)) {
+        ALOGE("Failed to allocated hardware buffer, error: %d", error);
+        if (buffer) {
+            AHardwareBuffer_release(buffer);
+        }
+        return nullptr;
+    }
+    return std::unique_ptr<AHardwareBuffer, AHardwareBuffer_deleter>(buffer);
+}
+} // namespace
+
+//
+// The collection of shaders cached here were found by using perfetto to record shader compiles
+// during actions that involve RenderEngine, logging the layer settings, and the shader code
+// and reproducing those settings here.
+//
+// It is helpful when debugging this to turn on
+// in SkGLRenderEngine.cpp:
+//    kPrintLayerSettings = true
+//    kFlushAfterEveryLayer = true
+// in external/skia/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
+//    gPrintSKSL = true
+//
+// TODO(b/184631553) cache the shader involved in youtube pip return.
 void Cache::primeShaderCache(SkiaRenderEngine* renderengine) {
+    const int previousCount = renderengine->reportShadersCompiled();
+    if (previousCount) {
+        ALOGD("%d Shaders already compiled before Cache::primeShaderCache ran\n", previousCount);
+    }
     const nsecs_t timeBefore = systemTime();
     // The dimensions should not matter, so long as we draw inside them.
     const Rect displayRect(0, 0, 1080, 2340);
@@ -151,7 +243,7 @@
             .physicalDisplay = displayRect,
             .clip = displayRect,
             .maxLuminance = 500,
-            .outputDataspace = ui::Dataspace::DISPLAY_P3,
+            .outputDataspace = kDestDataSpace,
     };
 
     const int64_t usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE;
@@ -166,12 +258,28 @@
     sp<GraphicBuffer> srcBuffer =
             new GraphicBuffer(displayRect.width(), displayRect.height(), PIXEL_FORMAT_RGBA_8888, 1,
                               usage, "drawImageLayer_src");
+
     drawSolidLayers(renderengine, display, dstBuffer);
     drawShadowLayers(renderengine, display, srcBuffer);
+    drawBlurLayers(renderengine, display, dstBuffer);
+    // The majority of shaders are related to sampling images.
     drawImageLayers(renderengine, display, dstBuffer, srcBuffer);
+
+    // Draw image layers again sampling from an AHardwareBuffer if it is possible to create one.
+    if (auto ahb = makeAHardwareBuffer()) {
+        sp<GraphicBuffer> externalBuffer = GraphicBuffer::fromAHardwareBuffer(ahb.get());
+        // TODO(b/184665179) doubles number of image shader compilations, but only somewhere
+        // between 6 and 8 will occur in real uses.
+        drawImageLayers(renderengine, display, dstBuffer, externalBuffer);
+        renderengine->unbindExternalTextureBuffer(externalBuffer->getId());
+    }
+
+    renderengine->unbindExternalTextureBuffer(srcBuffer->getId());
+
     const nsecs_t timeAfter = systemTime();
     const float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
-    ALOGD("shader cache generated in %f ms\n", compileTimeMs);
+    const int shadersCompiled = renderengine->reportShadersCompiled();
+    ALOGD("Shader cache generated %d shaders in %f ms\n", shadersCompiled, compileTimeMs);
 }
 
 } // namespace android::renderengine::skia
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 94a0dca..fb7e285 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -56,6 +56,12 @@
 #include "skia/debug/SkiaCapture.h"
 #include "system/graphics-base-v1.0.h"
 
+namespace {
+// Debugging settings
+static const bool kPrintLayerSettings = false;
+static const bool kFlushAfterEveryLayer = false;
+} // namespace
+
 bool checkGlError(const char* op, int lineNumber);
 
 namespace android {
@@ -285,6 +291,10 @@
                         numShaders, cached);
 }
 
+int SkiaGLRenderEngine::reportShadersCompiled() {
+    return mSkSLCacheMonitor.shadersCachedSinceLastCall();
+}
+
 SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
                                        EGLContext ctxt, EGLSurface placeholder,
                                        EGLContext protectedContext, EGLSurface protectedPlaceholder)
@@ -735,6 +745,17 @@
     for (const auto& layer : layers) {
         ATRACE_NAME("DrawLayer");
 
+        if (kPrintLayerSettings) {
+            std::stringstream ls;
+            PrintTo(*layer, &ls);
+            auto debugs = ls.str();
+            int pos = 0;
+            while (pos < debugs.size()) {
+                ALOGD("cache_debug %s", debugs.substr(pos, 1000).c_str());
+                pos += 1000;
+            }
+        }
+
         sk_sp<SkImage> blurInput;
         if (blurCompositionLayer == layer) {
             LOG_ALWAYS_FATAL_IF(activeSurface == dstSurface);
@@ -956,6 +977,10 @@
         } else {
             canvas->drawRect(bounds, paint);
         }
+        if (kFlushAfterEveryLayer) {
+            ATRACE_NAME("flush surface");
+            activeSurface->flush();
+        }
     }
     surfaceAutoSaveRestore.restore();
     mCapture->endCapture();
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index 25557f1..8e77c16 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -66,6 +66,7 @@
     bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
     void assertShadersCompiled(int numShaders) override;
     void onPrimaryDisplaySizeChanged(ui::Size size) override;
+    int reportShadersCompiled() override;
 
 protected:
     void dump(std::string& result) override;
diff --git a/libs/renderengine/skia/SkiaRenderEngine.h b/libs/renderengine/skia/SkiaRenderEngine.h
index 59d7e2f..51ef088 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.h
+++ b/libs/renderengine/skia/SkiaRenderEngine.h
@@ -59,6 +59,7 @@
     virtual bool cleanupPostRender(CleanupMode) override { return true; };
     virtual int getContextPriority() override { return 0; }
     virtual void assertShadersCompiled(int numShaders) {}
+    virtual int reportShadersCompiled() { return 0; }
 };
 
 } // namespace skia