1 /*
2 * Copyright (c) 2022 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 *     http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15 
16 #include "memory_handler.h"
17 #include "render_context_log.h"
18 #include <set>
19 #include <cmath>
20 
21 namespace OHOS {
22 namespace Rosen {
ConfigureContext(Drawing::GPUContextOptions * context,const char * identity,const size_t size,const std::string & cacheFilePath,bool isUni)23 void MemoryHandler::ConfigureContext(Drawing::GPUContextOptions* context, const char* identity,
24     const size_t size, const std::string& cacheFilePath, bool isUni)
25 {
26     context->SetAllowPathMaskCaching(true);
27     auto& cache = ShaderCache::Instance();
28     cache.SetFilePath(cacheFilePath);
29     cache.InitShaderCache(identity, size, isUni);
30     context->SetPersistentCache(&cache);
31 }
32 
ClearRedundantResources(Drawing::GPUContext * gpuContext)33 void MemoryHandler::ClearRedundantResources(Drawing::GPUContext* gpuContext)
34 {
35     if (gpuContext != nullptr) {
36         LOGD("gpuContext clear redundant resources");
37         gpuContext->Flush();
38         // GPU resources that haven't been used in the past 10 seconds
39         gpuContext->PerformDeferredCleanup(std::chrono::seconds(10));
40     }
41 }
42 
QuerryShader()43 std::string MemoryHandler::QuerryShader()
44 {
45     const auto& cache = ShaderCache::Instance();
46     if (!cache.IfInitialized()) {
47         LOGD("ShaderCache is not intialized.");
48     }
49     size_t shaderRam = cache.QuerryShaderSize();
50     size_t shaderNum = cache.QuerryShaderNum();
51     std::string ramString = "ShaderCache RAM used:" + std::to_string(shaderRam / 1024) + " kB\n";
52     ramString += "ShaderCache num is: " + std::to_string(shaderNum);
53     return ramString;
54 }
55 
ClearShader()56 std::string MemoryHandler::ClearShader()
57 {
58     const auto& cache = ShaderCache::Instance();
59     LOGD("All shaders are cleaned");
60     cache.CleanAllShaders();
61     return "All shaders are cleaned, RAM freed: 0";
62 }
63 }   // namespace Rosen
64 }   // namespace OHOS