/*
 * Copyright 2016 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.
 */

package android.os;

import android.content.Context;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.opengl.EGL14;
import android.os.Build;
import android.os.SystemProperties;
import android.provider.Settings;
import android.util.Log;

import dalvik.system.VMRuntime;

import java.io.File;

@hide
/** @hide */
public class GraphicsEnvironment { private static final GraphicsEnvironment sInstance = new GraphicsEnvironment();
Returns the shared GraphicsEnvironment instance.
/** * Returns the shared {@link GraphicsEnvironment} instance. */
public static GraphicsEnvironment getInstance() { return sInstance; } private static final boolean DEBUG = false; private static final String TAG = "GraphicsEnvironment"; private static final String PROPERTY_GFX_DRIVER = "ro.gfx.driver.0"; private ClassLoader mClassLoader; private String mLayerPath; private String mDebugLayerPath;
Set up GraphicsEnvironment
/** * Set up GraphicsEnvironment */
public void setup(Context context) { setupGpuLayers(context); chooseDriver(context); }
Check whether application is debuggable
/** * Check whether application is debuggable */
private static boolean isDebuggable(Context context) { return (context.getApplicationInfo().flags & ApplicationInfo.FLAG_DEBUGGABLE) > 0; }
Store the layer paths available to the loader.
/** * Store the layer paths available to the loader. */
public void setLayerPaths(ClassLoader classLoader, String layerPath, String debugLayerPath) { // We have to store these in the class because they are set up before we // have access to the Context to properly set up GraphicsEnvironment mClassLoader = classLoader; mLayerPath = layerPath; mDebugLayerPath = debugLayerPath; }
Set up layer search paths for all apps If debuggable, check for additional debug settings
/** * Set up layer search paths for all apps * If debuggable, check for additional debug settings */
private void setupGpuLayers(Context context) { String layerPaths = ""; // Only enable additional debug functionality if the following conditions are met: // 1. App is debuggable // 2. ENABLE_GPU_DEBUG_LAYERS is true // 3. Package name is equal to GPU_DEBUG_APP if (isDebuggable(context)) { int enable = Settings.Global.getInt(context.getContentResolver(), Settings.Global.ENABLE_GPU_DEBUG_LAYERS, 0); if (enable != 0) { String gpuDebugApp = Settings.Global.getString(context.getContentResolver(), Settings.Global.GPU_DEBUG_APP); String packageName = context.getPackageName(); if ((gpuDebugApp != null && packageName != null) && (!gpuDebugApp.isEmpty() && !packageName.isEmpty()) && gpuDebugApp.equals(packageName)) { Log.i(TAG, "GPU debug layers enabled for " + packageName); // Prepend the debug layer path as a searchable path. // This will ensure debug layers added will take precedence over // the layers specified by the app. layerPaths = mDebugLayerPath + ":"; String layers = Settings.Global.getString(context.getContentResolver(), Settings.Global.GPU_DEBUG_LAYERS); Log.i(TAG, "Debug layer list: " + layers); if (layers != null && !layers.isEmpty()) { setDebugLayers(layers); } } } } // Include the app's lib directory in all cases layerPaths += mLayerPath; setLayerPaths(mClassLoader, layerPaths); }
Choose whether the current process should use the builtin or an updated driver.
/** * Choose whether the current process should use the builtin or an updated driver. */
private static void chooseDriver(Context context) { String driverPackageName = SystemProperties.get(PROPERTY_GFX_DRIVER); if (driverPackageName == null || driverPackageName.isEmpty()) { return; } // To minimize risk of driver updates crippling the device beyond user repair, never use an // updated driver for privileged or non-updated system apps. Presumably pre-installed apps // were tested thoroughly with the pre-installed driver. ApplicationInfo ai = context.getApplicationInfo(); if (ai.isPrivilegedApp() || (ai.isSystemApp() && !ai.isUpdatedSystemApp())) { if (DEBUG) Log.v(TAG, "ignoring driver package for privileged/non-updated system app"); return; } ApplicationInfo driverInfo; try { driverInfo = context.getPackageManager().getApplicationInfo(driverPackageName, PackageManager.MATCH_SYSTEM_ONLY); } catch (PackageManager.NameNotFoundException e) { Log.w(TAG, "driver package '" + driverPackageName + "' not installed"); return; } String abi = chooseAbi(driverInfo); if (abi == null) { if (DEBUG) { // This is the normal case for the pre-installed empty driver package, don't spam if (driverInfo.isUpdatedSystemApp()) { Log.w(TAG, "updated driver package has no compatible native libraries"); } } return; } if (driverInfo.targetSdkVersion < Build.VERSION_CODES.O) { // O drivers are restricted to the sphal linker namespace, so don't try to use // packages unless they declare they're compatible with that restriction. Log.w(TAG, "updated driver package is not known to be compatible with O"); return; } StringBuilder sb = new StringBuilder(); sb.append(driverInfo.nativeLibraryDir) .append(File.pathSeparator); sb.append(driverInfo.sourceDir) .append("!/lib/") .append(abi); String paths = sb.toString(); if (DEBUG) Log.v(TAG, "gfx driver package libs: " + paths); setDriverPath(paths); }
Start a background thread to initialize EGL. Initializing EGL involves loading and initializing the graphics driver. Some drivers take several 10s of milliseconds to do this, so doing it on-demand when an app tries to render its first frame adds directly to user-visible app launch latency. By starting it earlier on a separate thread, it can usually be finished well before the UI is ready to be drawn. Should only be called after chooseDriver().
/** * Start a background thread to initialize EGL. * * Initializing EGL involves loading and initializing the graphics driver. Some drivers take * several 10s of milliseconds to do this, so doing it on-demand when an app tries to render * its first frame adds directly to user-visible app launch latency. By starting it earlier * on a separate thread, it can usually be finished well before the UI is ready to be drawn. * * Should only be called after chooseDriver(). */
public static void earlyInitEGL() { Thread eglInitThread = new Thread( () -> { EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY); }, "EGL Init"); eglInitThread.start(); } private static String chooseAbi(ApplicationInfo ai) { String isa = VMRuntime.getCurrentInstructionSet(); if (ai.primaryCpuAbi != null && isa.equals(VMRuntime.getInstructionSet(ai.primaryCpuAbi))) { return ai.primaryCpuAbi; } if (ai.secondaryCpuAbi != null && isa.equals(VMRuntime.getInstructionSet(ai.secondaryCpuAbi))) { return ai.secondaryCpuAbi; } return null; } private static native void setLayerPaths(ClassLoader classLoader, String layerPaths); private static native void setDebugLayers(String layers); private static native void setDriverPath(String path); }