/*
 * Copyright (C) 2014 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 "CanvasContext.h"

#include <apex/window.h>
#include <fcntl.h>
#include <gui/TraceUtils.h>
#include <strings.h>
#include <sys/stat.h>
#include <ui/Fence.h>

#include <algorithm>
#include <cstdint>
#include <cstdlib>
#include <functional>

#include "../Properties.h"
#include "AnimationContext.h"
#include "Frame.h"
#include "LayerUpdateQueue.h"
#include "Properties.h"
#include "RenderThread.h"
#include "hwui/Canvas.h"
#include "pipeline/skia/SkiaCpuPipeline.h"
#include "pipeline/skia/SkiaGpuPipeline.h"
#include "pipeline/skia/SkiaOpenGLPipeline.h"
#include "pipeline/skia/SkiaVulkanPipeline.h"
#include "thread/CommonPool.h"
#include "utils/GLUtils.h"
#include "utils/TimeUtils.h"

#define LOG_FRAMETIME_MMA 0

#if LOG_FRAMETIME_MMA
static float sBenchMma = 0;
static int sFrameCount = 0;
static const float NANOS_PER_MILLIS_F = 1000000.0f;
#endif

namespace android {
namespace uirenderer {
namespace renderthread {

namespace {
class ScopedActiveContext {
public:
    ScopedActiveContext(CanvasContext* context) { sActiveContext = context; }

    ~ScopedActiveContext() { sActiveContext = nullptr; }

    static CanvasContext* getActiveContext() { return sActiveContext; }

private:
    static CanvasContext* sActiveContext;
};

CanvasContext* ScopedActiveContext::sActiveContext = nullptr;
} /* namespace */

CanvasContext* CanvasContext::create(RenderThread& thread, bool translucent,
                                     RenderNode* rootRenderNode, IContextFactory* contextFactory,
                                     pid_t uiThreadId, pid_t renderThreadId) {
    auto renderType = Properties::getRenderPipelineType();

    switch (renderType) {
        case RenderPipelineType::SkiaGL:
            return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
                                     std::make_unique<skiapipeline::SkiaOpenGLPipeline>(thread),
                                     uiThreadId, renderThreadId);
        case RenderPipelineType::SkiaVulkan:
            return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
                                     std::make_unique<skiapipeline::SkiaVulkanPipeline>(thread),
                                     uiThreadId, renderThreadId);
#ifndef __ANDROID__
        case RenderPipelineType::SkiaCpu:
            return new CanvasContext(thread, translucent, rootRenderNode, contextFactory,
                                     std::make_unique<skiapipeline::SkiaCpuPipeline>(thread),
                                     uiThreadId, renderThreadId);
#endif
        default:
            LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
            break;
    }
    return nullptr;
}

void CanvasContext::invokeFunctor(const RenderThread& thread, Functor* functor) {
    ATRACE_CALL();
    auto renderType = Properties::getRenderPipelineType();
    switch (renderType) {
        case RenderPipelineType::SkiaGL:
            skiapipeline::SkiaOpenGLPipeline::invokeFunctor(thread, functor);
            break;
        case RenderPipelineType::SkiaVulkan:
            skiapipeline::SkiaVulkanPipeline::invokeFunctor(thread, functor);
            break;
        default:
            LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t)renderType);
            break;
    }
}

void CanvasContext::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) {
    skiapipeline::SkiaGpuPipeline::prepareToDraw(thread, bitmap);
}

CanvasContext::CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
                             IContextFactory* contextFactory,
                             std::unique_ptr<IRenderPipeline> renderPipeline, pid_t uiThreadId,
                             pid_t renderThreadId)
        : mRenderThread(thread)
        , mGenerationID(0)
        , mOpaque(!translucent)
        , mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
        , mJankTracker(&thread.globalProfileData())
        , mProfiler(mJankTracker.frames(), thread.timeLord().frameIntervalNanos())
        , mContentDrawBounds(0, 0, 0, 0)
        , mRenderPipeline(std::move(renderPipeline))
        , mHintSessionWrapper(std::make_shared<HintSessionWrapper>(uiThreadId, renderThreadId)) {
    mRenderThread.cacheManager().registerCanvasContext(this);
    mRenderThread.renderState().registerContextCallback(this);
    rootRenderNode->makeRoot();
    mRenderNodes.emplace_back(rootRenderNode);
    mProfiler.setDensity(DeviceInfo::getDensity());
}

CanvasContext::~CanvasContext() {
    destroy();
    for (auto& node : mRenderNodes) {
        node->clearRoot();
    }
    mRenderNodes.clear();
    mRenderThread.cacheManager().unregisterCanvasContext(this);
    mRenderThread.renderState().removeContextCallback(this);
    mHintSessionWrapper->destroy();
}

void CanvasContext::addRenderNode(RenderNode* node, bool placeFront) {
    int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
    node->makeRoot();
    mRenderNodes.emplace(mRenderNodes.begin() + pos, node);
}

void CanvasContext::removeRenderNode(RenderNode* node) {
    node->clearRoot();
    mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
                       mRenderNodes.end());
}

void CanvasContext::destroy() {
    stopDrawing();
    setHardwareBuffer(nullptr);
    setSurface(nullptr);
    setSurfaceControl(nullptr);
    freePrefetchedLayers();
    destroyHardwareResources();
    mAnimationContext->destroy();
    mRenderThread.cacheManager().onContextStopped(this);
    mHintSessionWrapper->delayedDestroy(mRenderThread, 2_s, mHintSessionWrapper);
}

static void setBufferCount(ANativeWindow* window) {
    int query_value;
    int err = window->query(window, NATIVE_WINDOW_MIN_UNDEQUEUED_BUFFERS, &query_value);
    if (err != 0 || query_value < 0) {
        ALOGE("window->query failed: %s (%d) value=%d", strerror(-err), err, query_value);
        return;
    }
    auto min_undequeued_buffers = static_cast<uint32_t>(query_value);

    // We only need to set min_undequeued + 2 because the renderahead amount was already factored into the
    // query for min_undequeued
    int bufferCount = min_undequeued_buffers + 2;
    native_window_set_buffer_count(window, bufferCount);
}

void CanvasContext::setHardwareBuffer(AHardwareBuffer* buffer) {
#ifdef __ANDROID__
    if (mHardwareBuffer) {
        AHardwareBuffer_release(mHardwareBuffer);
        mHardwareBuffer = nullptr;
    }

    if (buffer) {
        AHardwareBuffer_acquire(buffer);
        mHardwareBuffer = buffer;
    }
    mRenderPipeline->setHardwareBuffer(mHardwareBuffer);
#endif
}

void CanvasContext::setSurface(ANativeWindow* window, bool enableTimeout) {
    ATRACE_CALL();

    startHintSession();
    if (window) {
        mNativeSurface = std::make_unique<ReliableSurface>(window);
        mNativeSurface->init();
        if (enableTimeout) {
            // TODO: Fix error handling & re-shorten timeout
            ANativeWindow_setDequeueTimeout(window, 4000_ms);
        }
    } else {
        mNativeSurface = nullptr;
    }
    setupPipelineSurface();
}

void CanvasContext::setSurfaceControl(ASurfaceControl* surfaceControl) {
    if (surfaceControl == mSurfaceControl) return;

    auto funcs = mRenderThread.getASurfaceControlFunctions();

    if (surfaceControl == nullptr) {
        setASurfaceTransactionCallback(nullptr);
        setPrepareSurfaceControlForWebviewCallback(nullptr);
    }

    if (mSurfaceControl != nullptr) {
        funcs.unregisterListenerFunc(this, &onSurfaceStatsAvailable);
        funcs.releaseFunc(mSurfaceControl);
    }
    mSurfaceControl = surfaceControl;
    mSurfaceControlGenerationId++;
    mExpectSurfaceStats = surfaceControl != nullptr;
    if (mExpectSurfaceStats) {
        funcs.acquireFunc(mSurfaceControl);
        funcs.registerListenerFunc(surfaceControl, mSurfaceControlGenerationId, this,
                                   &onSurfaceStatsAvailable);
    }
}

void CanvasContext::setupPipelineSurface() {
    bool hasSurface = mRenderPipeline->setSurface(
            mNativeSurface ? mNativeSurface->getNativeWindow() : nullptr, mSwapBehavior);

    if (mNativeSurface && !mNativeSurface->didSetExtraBuffers()) {
        setBufferCount(mNativeSurface->getNativeWindow());
    }

    mFrameNumber = 0;

    if (mNativeSurface != nullptr && hasSurface) {
        mHaveNewSurface = true;
        mSwapHistory.clear();
        // Enable frame stats after the surface has been bound to the appropriate graphics API.
        // Order is important when new and old surfaces are the same, because old surface has
        // its frame stats disabled automatically.
        native_window_enable_frame_timestamps(mNativeSurface->getNativeWindow(), true);
        native_window_set_scaling_mode(mNativeSurface->getNativeWindow(),
                                       NATIVE_WINDOW_SCALING_MODE_FREEZE);
    } else {
        mRenderThread.removeFrameCallback(this);
        mGenerationID++;
    }
}

void CanvasContext::setSwapBehavior(SwapBehavior swapBehavior) {
    mSwapBehavior = swapBehavior;
}

bool CanvasContext::pauseSurface() {
    mGenerationID++;
    return mRenderThread.removeFrameCallback(this);
}

void CanvasContext::setStopped(bool stopped) {
    if (mStopped != stopped) {
        mStopped = stopped;
        if (mStopped) {
            mGenerationID++;
            mRenderThread.removeFrameCallback(this);
            mRenderPipeline->onStop();
            mRenderThread.cacheManager().onContextStopped(this);
        } else if (mIsDirty && hasOutputTarget()) {
            mRenderThread.postFrameCallback(this);
        }
    }
}

void CanvasContext::allocateBuffers() {
    if (mNativeSurface && Properties::isDrawingEnabled()) {
        ANativeWindow_tryAllocateBuffers(mNativeSurface->getNativeWindow());
    }
}

void CanvasContext::setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) {
    mLightInfo.ambientShadowAlpha = ambientShadowAlpha;
    mLightInfo.spotShadowAlpha = spotShadowAlpha;
}

void CanvasContext::setLightGeometry(const Vector3& lightCenter, float lightRadius) {
    mLightGeometry.center = lightCenter;
    mLightGeometry.radius = lightRadius;
}

void CanvasContext::setOpaque(bool opaque) {
    mOpaque = opaque;
}

float CanvasContext::setColorMode(ColorMode mode) {
    if (mode != mColorMode) {
        mColorMode = mode;
        mRenderPipeline->setSurfaceColorProperties(mode);
        setupPipelineSurface();
    }
    switch (mColorMode) {
        case ColorMode::Hdr:
            return Properties::maxHdrHeadroomOn8bit;
        case ColorMode::Hdr10:
            return 10.f;
        default:
            return 1.f;
    }
}

float CanvasContext::targetSdrHdrRatio() const {
    if (mColorMode == ColorMode::Hdr || mColorMode == ColorMode::Hdr10) {
        return mTargetSdrHdrRatio;
    } else {
        return 1.f;
    }
}

void CanvasContext::setTargetSdrHdrRatio(float ratio) {
    if (mTargetSdrHdrRatio == ratio) return;

    mTargetSdrHdrRatio = ratio;
    mRenderPipeline->setTargetSdrHdrRatio(ratio);
    // We don't actually but we need to behave as if we do. Specifically we need to ensure
    // all buffers in the swapchain are fully re-rendered as any partial updates to them will
    // result in mixed target white points which looks really bad & flickery
    mHaveNewSurface = true;
}

bool CanvasContext::makeCurrent() {
    if (mStopped) return false;

    auto result = mRenderPipeline->makeCurrent();
    switch (result) {
        case MakeCurrentResult::AlreadyCurrent:
            return true;
        case MakeCurrentResult::Failed:
            mHaveNewSurface = true;
            setSurface(nullptr);
            return false;
        case MakeCurrentResult::Succeeded:
            mHaveNewSurface = true;
            return true;
        default:
            LOG_ALWAYS_FATAL("unexpected result %d from IRenderPipeline::makeCurrent",
                             (int32_t)result);
    }

    return true;
}

static std::optional<SkippedFrameReason> wasSkipped(FrameInfo* info) {
    if (info) return info->getSkippedFrameReason();
    return std::nullopt;
}

bool CanvasContext::isSwapChainStuffed() {
    static const auto SLOW_THRESHOLD = 6_ms;

    if (mSwapHistory.size() != mSwapHistory.capacity()) {
        // We want at least 3 frames of history before attempting to
        // guess if the queue is stuffed
        return false;
    }
    nsecs_t frameInterval = mRenderThread.timeLord().frameIntervalNanos();
    auto& swapA = mSwapHistory[0];

    // Was there a happy queue & dequeue time? If so, don't
    // consider it stuffed
    if (swapA.dequeueDuration < SLOW_THRESHOLD && swapA.queueDuration < SLOW_THRESHOLD) {
        return false;
    }

    for (size_t i = 1; i < mSwapHistory.size(); i++) {
        auto& swapB = mSwapHistory[i];

        // If there's a multi-frameInterval gap we effectively already dropped a frame,
        // so consider the queue healthy.
        if (std::abs(swapA.swapCompletedTime - swapB.swapCompletedTime) > frameInterval * 3) {
            return false;
        }

        // Was there a happy queue & dequeue time? If so, don't
        // consider it stuffed
        if (swapB.dequeueDuration < SLOW_THRESHOLD && swapB.queueDuration < SLOW_THRESHOLD) {
            return false;
        }

        swapA = swapB;
    }

    // All signs point to a stuffed swap chain
    ATRACE_NAME("swap chain stuffed");
    return true;
}

void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued,
                                RenderNode* target) {
    mRenderThread.removeFrameCallback(this);

    // If the previous frame was dropped we don't need to hold onto it, so
    // just keep using the previous frame's structure instead
    const auto reason = wasSkipped(mCurrentFrameInfo);
    if (reason.has_value()) {
        // Use the oldest skipped frame in case we skip more than a single frame
        if (!mSkippedFrameInfo) {
            switch (*reason) {
                case SkippedFrameReason::AlreadyDrawn:
                case SkippedFrameReason::NoBuffer:
                case SkippedFrameReason::NoOutputTarget:
                    mSkippedFrameInfo.emplace();
                    mSkippedFrameInfo->vsyncId =
                            mCurrentFrameInfo->get(FrameInfoIndex::FrameTimelineVsyncId);
                    mSkippedFrameInfo->startTime =
                            mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime);
                    break;
                case SkippedFrameReason::DrawingOff:
                case SkippedFrameReason::ContextIsStopped:
                case SkippedFrameReason::NothingToDraw:
                    // Do not report those as skipped frames as there was no frame expected to be
                    // drawn
                    break;
            }
        }
    } else {
        mCurrentFrameInfo = mJankTracker.startFrame();
        mSkippedFrameInfo.reset();
    }

    mCurrentFrameInfo->importUiThreadInfo(uiFrameInfo);
    mCurrentFrameInfo->set(FrameInfoIndex::SyncQueued) = syncQueued;
    mCurrentFrameInfo->markSyncStart();

    info.damageAccumulator = &mDamageAccumulator;
    info.layerUpdateQueue = &mLayerUpdateQueue;
    info.damageGenerationId = mDamageId++;
    info.out.skippedFrameReason = std::nullopt;

    mAnimationContext->startFrame(info.mode);
    for (const sp<RenderNode>& node : mRenderNodes) {
        // Only the primary target node will be drawn full - all other nodes would get drawn in
        // real time mode. In case of a window, the primary node is the window content and the other
        // node(s) are non client / filler nodes.
        info.mode = (node.get() == target ? TreeInfo::MODE_FULL : TreeInfo::MODE_RT_ONLY);
        node->prepareTree(info);
        GL_CHECKPOINT(MODERATE);
    }
    mAnimationContext->runRemainingAnimations(info);
    GL_CHECKPOINT(MODERATE);

    freePrefetchedLayers();
    GL_CHECKPOINT(MODERATE);

    mIsDirty = true;

    if (CC_UNLIKELY(!hasOutputTarget())) {
        info.out.skippedFrameReason = SkippedFrameReason::NoOutputTarget;
        mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
        return;
    }

    if (CC_LIKELY(mSwapHistory.size() && !info.forceDrawFrame)) {
        nsecs_t latestVsync = mRenderThread.timeLord().latestVsync();
        SwapHistory& lastSwap = mSwapHistory.back();
        nsecs_t vsyncDelta = std::abs(lastSwap.vsyncTime - latestVsync);
        // The slight fudge-factor is to deal with cases where
        // the vsync was estimated due to being slow handling the signal.
        // See the logic in TimeLord#computeFrameTimeNanos or in
        // Choreographer.java for details on when this happens
        if (vsyncDelta < 2_ms) {
            // Already drew for this vsync pulse, UI draw request missed
            // the deadline for RT animations
            info.out.skippedFrameReason = SkippedFrameReason::AlreadyDrawn;
        }
    } else {
        info.out.skippedFrameReason = std::nullopt;
    }

    // TODO: Do we need to abort out if the backdrop is added but not ready? Should that even
    // be an allowable combination?
    if (mRenderNodes.size() > 2 && !mRenderNodes[1]->isRenderable()) {
        info.out.skippedFrameReason = SkippedFrameReason::NothingToDraw;
    }

    if (!info.out.skippedFrameReason) {
        int err = mNativeSurface->reserveNext();
        if (err != OK) {
            info.out.skippedFrameReason = SkippedFrameReason::NoBuffer;
            mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
            ALOGW("reserveNext failed, error = %d (%s)", err, strerror(-err));
            if (err != TIMED_OUT) {
                // A timed out surface can still recover, but assume others are permanently dead.
                setSurface(nullptr);
                return;
            }
        }
    } else {
        mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
    }

    bool postedFrameCallback = false;
    if (info.out.hasAnimations || info.out.skippedFrameReason) {
        if (CC_UNLIKELY(!Properties::enableRTAnimations)) {
            info.out.requiresUiRedraw = true;
        }
        if (!info.out.requiresUiRedraw) {
            // If animationsNeedsRedraw is set don't bother posting for an RT anim
            // as we will just end up fighting the UI thread.
            mRenderThread.postFrameCallback(this);
            postedFrameCallback = true;
        }
    }

    if (!postedFrameCallback &&
        info.out.animatedImageDelay != TreeInfo::Out::kNoAnimatedImageDelay) {
        // Subtract the time of one frame so it can be displayed on time.
        const nsecs_t kFrameTime = mRenderThread.timeLord().frameIntervalNanos();
        if (info.out.animatedImageDelay <= kFrameTime) {
            mRenderThread.postFrameCallback(this);
        } else {
            const auto delay = info.out.animatedImageDelay - kFrameTime;
            int genId = mGenerationID;
            mRenderThread.queue().postDelayed(delay, [this, genId]() {
                if (mGenerationID == genId) {
                    mRenderThread.postFrameCallback(this);
                }
            });
        }
    }
}

void CanvasContext::stopDrawing() {
    mRenderThread.removeFrameCallback(this);
    mAnimationContext->pauseAnimators();
    mGenerationID++;
}

void CanvasContext::notifyFramePending() {
    ATRACE_CALL();
    mRenderThread.pushBackFrameCallback(this);
    sendLoadResetHint();
}

Frame CanvasContext::getFrame() {
    if (mHardwareBuffer != nullptr) {
        return {mBufferParams.getLogicalWidth(), mBufferParams.getLogicalHeight(), 0};
    } else {
        return mRenderPipeline->getFrame();
    }
}

void CanvasContext::draw(bool solelyTextureViewUpdates) {
#ifdef __ANDROID__
    if (auto grContext = getGrContext()) {
        if (grContext->abandoned()) {
            if (grContext->isDeviceLost()) {
                LOG_ALWAYS_FATAL("Lost GPU device unexpectedly");
                return;
            }
            LOG_ALWAYS_FATAL("GrContext is abandoned at start of CanvasContext::draw");
            return;
        }
    }
#endif
    SkRect dirty;
    mDamageAccumulator.finish(&dirty);

    // reset syncDelayDuration each time we draw
    nsecs_t syncDelayDuration = mSyncDelayDuration;
    nsecs_t idleDuration = mIdleDuration;
    mSyncDelayDuration = 0;
    mIdleDuration = 0;

    const auto skippedFrameReason = [&]() -> std::optional<SkippedFrameReason> {
        if (!Properties::isDrawingEnabled()) {
            return SkippedFrameReason::DrawingOff;
        }

        if (dirty.isEmpty() && Properties::skipEmptyFrames && !surfaceRequiresRedraw()) {
            return SkippedFrameReason::NothingToDraw;
        }

        return std::nullopt;
    }();
    if (skippedFrameReason) {
        mCurrentFrameInfo->setSkippedFrameReason(*skippedFrameReason);

#ifdef __ANDROID__
        if (auto grContext = getGrContext()) {
            // Submit to ensure that any texture uploads complete and Skia can
            // free its staging buffers.
            grContext->flushAndSubmit();
        }
#endif

        // Notify the callbacks, even if there's nothing to draw so they aren't waiting
        // indefinitely
        waitOnFences();
        for (auto& func : mFrameCommitCallbacks) {
            std::invoke(func, false /* didProduceBuffer */);
        }
        mFrameCommitCallbacks.clear();
        return;
    }

    ScopedActiveContext activeContext(this);
    mCurrentFrameInfo->set(FrameInfoIndex::FrameInterval) =
            mRenderThread.timeLord().frameIntervalNanos();

    mCurrentFrameInfo->markIssueDrawCommandsStart();

    Frame frame = getFrame();

    SkRect windowDirty = computeDirtyRect(frame, &dirty);

    ATRACE_FORMAT("Drawing " RECT_STRING, SK_RECT_ARGS(dirty));

    IRenderPipeline::DrawResult drawResult;
    {
        // FrameInfoVisualizer accesses the frame events, which cannot be mutated mid-draw
        // or it can lead to memory corruption.
        drawResult = mRenderPipeline->draw(
                frame, windowDirty, dirty, mLightGeometry, &mLayerUpdateQueue, mContentDrawBounds,
                mOpaque, mLightInfo, mRenderNodes, &(profiler()), mBufferParams, profilerLock());
    }

    uint64_t frameCompleteNr = getFrameNumber();

    waitOnFences();

    if (mNativeSurface) {
        // TODO(b/165985262): measure performance impact
        const auto vsyncId = mCurrentFrameInfo->get(FrameInfoIndex::FrameTimelineVsyncId);
        if (vsyncId != UiFrameInfoBuilder::INVALID_VSYNC_ID) {
            const auto inputEventId =
                    static_cast<int32_t>(mCurrentFrameInfo->get(FrameInfoIndex::InputEventId));
            const ANativeWindowFrameTimelineInfo ftl = {
                    .frameNumber = frameCompleteNr,
                    .frameTimelineVsyncId = vsyncId,
                    .inputEventId = inputEventId,
                    .startTimeNanos = mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime),
                    .useForRefreshRateSelection = solelyTextureViewUpdates,
                    .skippedFrameVsyncId = mSkippedFrameInfo ? mSkippedFrameInfo->vsyncId
                                                             : UiFrameInfoBuilder::INVALID_VSYNC_ID,
                    .skippedFrameStartTimeNanos =
                            mSkippedFrameInfo ? mSkippedFrameInfo->startTime : 0,
            };
            native_window_set_frame_timeline_info(mNativeSurface->getNativeWindow(), ftl);
        }
    }

    bool requireSwap = false;
    bool didDraw = false;

    int error = OK;
    bool didSwap = mRenderPipeline->swapBuffers(frame, drawResult, windowDirty, mCurrentFrameInfo,
                                                &requireSwap);

    mCurrentFrameInfo->set(FrameInfoIndex::CommandSubmissionCompleted) = std::max(
            drawResult.commandSubmissionTime, mCurrentFrameInfo->get(FrameInfoIndex::SwapBuffers));

    mIsDirty = false;

    if (requireSwap) {
        didDraw = true;
        // Handle any swapchain errors
        error = mNativeSurface->getAndClearError();
        if (error == TIMED_OUT) {
            // Try again
            mRenderThread.postFrameCallback(this);
            // But since this frame didn't happen, we need to mark full damage in the swap
            // history
            didDraw = false;

        } else if (error != OK || !didSwap) {
            // Unknown error, abandon the surface
            setSurface(nullptr);
            didDraw = false;
        }

        SwapHistory& swap = mSwapHistory.next();
        if (didDraw) {
            swap.damage = windowDirty;
        } else {
            float max = static_cast<float>(INT_MAX);
            swap.damage = SkRect::MakeWH(max, max);
        }
        swap.swapCompletedTime = systemTime(SYSTEM_TIME_MONOTONIC);
        swap.vsyncTime = mRenderThread.timeLord().latestVsync();
        if (didDraw) {
            nsecs_t dequeueStart =
                    ANativeWindow_getLastDequeueStartTime(mNativeSurface->getNativeWindow());
            if (dequeueStart < mCurrentFrameInfo->get(FrameInfoIndex::SyncStart)) {
                // Ignoring dequeue duration as it happened prior to frame render start
                // and thus is not part of the frame.
                swap.dequeueDuration = 0;
            } else {
                swap.dequeueDuration =
                        ANativeWindow_getLastDequeueDuration(mNativeSurface->getNativeWindow());
            }
            swap.queueDuration =
                    ANativeWindow_getLastQueueDuration(mNativeSurface->getNativeWindow());
        } else {
            swap.dequeueDuration = 0;
            swap.queueDuration = 0;
        }
        mCurrentFrameInfo->set(FrameInfoIndex::DequeueBufferDuration) = swap.dequeueDuration;
        mCurrentFrameInfo->set(FrameInfoIndex::QueueBufferDuration) = swap.queueDuration;
        mHaveNewSurface = false;
        mFrameNumber = 0;
    } else {
        mCurrentFrameInfo->set(FrameInfoIndex::DequeueBufferDuration) = 0;
        mCurrentFrameInfo->set(FrameInfoIndex::QueueBufferDuration) = 0;
    }

    mCurrentFrameInfo->markSwapBuffersCompleted();

#if LOG_FRAMETIME_MMA
    float thisFrame = mCurrentFrameInfo->duration(FrameInfoIndex::IssueDrawCommandsStart,
                                                  FrameInfoIndex::FrameCompleted) /
                      NANOS_PER_MILLIS_F;
    if (sFrameCount) {
        sBenchMma = ((9 * sBenchMma) + thisFrame) / 10;
    } else {
        sBenchMma = thisFrame;
    }
    if (++sFrameCount == 10) {
        sFrameCount = 1;
        ALOGD("Average frame time: %.4f", sBenchMma);
    }
#endif

    if (didSwap) {
        for (auto& func : mFrameCommitCallbacks) {
            std::invoke(func, true /* didProduceBuffer */);
        }
        mFrameCommitCallbacks.clear();
    }

    if (requireSwap) {
        if (mExpectSurfaceStats) {
            reportMetricsWithPresentTime();
            {  // acquire lock
                std::lock_guard lock(mLast4FrameMetricsInfosMutex);
                FrameMetricsInfo& next = mLast4FrameMetricsInfos.next();
                next.frameInfo = mCurrentFrameInfo;
                next.frameNumber = frameCompleteNr;
                next.surfaceId = mSurfaceControlGenerationId;
            }  // release lock
        } else {
            mCurrentFrameInfo->markFrameCompleted();
            mCurrentFrameInfo->set(FrameInfoIndex::GpuCompleted)
                    = mCurrentFrameInfo->get(FrameInfoIndex::FrameCompleted);
            std::scoped_lock lock(mFrameInfoMutex);
            mJankTracker.finishFrame(*mCurrentFrameInfo, mFrameMetricsReporter, frameCompleteNr,
                                     mSurfaceControlGenerationId);
        }
    }

    int64_t intendedVsync = mCurrentFrameInfo->get(FrameInfoIndex::IntendedVsync);
    int64_t frameDeadline = mCurrentFrameInfo->get(FrameInfoIndex::FrameDeadline);
    int64_t dequeueBufferDuration = mCurrentFrameInfo->get(FrameInfoIndex::DequeueBufferDuration);

    mHintSessionWrapper->updateTargetWorkDuration(frameDeadline - intendedVsync);

    if (didDraw) {
        int64_t frameStartTime = mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime);
        int64_t frameDuration = systemTime(SYSTEM_TIME_MONOTONIC) - frameStartTime;
        int64_t actualDuration = frameDuration -
                                 (std::min(syncDelayDuration, mLastDequeueBufferDuration)) -
                                 dequeueBufferDuration - idleDuration;
        mHintSessionWrapper->reportActualWorkDuration(actualDuration);
        mHintSessionWrapper->setActiveFunctorThreads(
                WebViewFunctorManager::instance().getRenderingThreadsForActiveFunctors());
    }

    mLastDequeueBufferDuration = dequeueBufferDuration;

    mRenderThread.cacheManager().onFrameCompleted();
    return;
}

void CanvasContext::reportMetricsWithPresentTime() {
    {  // acquire lock
        std::scoped_lock lock(mFrameInfoMutex);
        if (mFrameMetricsReporter == nullptr) {
            return;
        }
    }  // release lock
    if (mNativeSurface == nullptr) {
        return;
    }
    ATRACE_CALL();
    FrameInfo* forthBehind;
    int64_t frameNumber;
    int32_t surfaceControlId;

    {  // acquire lock
        std::scoped_lock lock(mLast4FrameMetricsInfosMutex);
        if (mLast4FrameMetricsInfos.size() != mLast4FrameMetricsInfos.capacity()) {
            // Not enough frames yet
            return;
        }
        auto frameMetricsInfo = mLast4FrameMetricsInfos.front();
        forthBehind = frameMetricsInfo.frameInfo;
        frameNumber = frameMetricsInfo.frameNumber;
        surfaceControlId = frameMetricsInfo.surfaceId;
    }  // release lock

    nsecs_t presentTime = 0;
    native_window_get_frame_timestamps(
            mNativeSurface->getNativeWindow(), frameNumber, nullptr /*outRequestedPresentTime*/,
            nullptr /*outAcquireTime*/, nullptr /*outLatchTime*/,
            nullptr /*outFirstRefreshStartTime*/, nullptr /*outLastRefreshStartTime*/,
            nullptr /*outGpuCompositionDoneTime*/, &presentTime, nullptr /*outDequeueReadyTime*/,
            nullptr /*outReleaseTime*/);

    forthBehind->set(FrameInfoIndex::DisplayPresentTime) = presentTime;
    {  // acquire lock
        std::scoped_lock lock(mFrameInfoMutex);
        if (mFrameMetricsReporter != nullptr) {
            mFrameMetricsReporter->reportFrameMetrics(forthBehind->data(), true /*hasPresentTime*/,
                                                      frameNumber, surfaceControlId);
        }
    }  // release lock
}

void CanvasContext::addFrameMetricsObserver(FrameMetricsObserver* observer) {
    std::scoped_lock lock(mFrameInfoMutex);
    if (mFrameMetricsReporter.get() == nullptr) {
        mFrameMetricsReporter.reset(new FrameMetricsReporter());
    }

    // We want to make sure we aren't reporting frames that have already been queued by the
    // BufferQueueProducer on the rendner thread but are still pending the callback to report their
    // their frame metrics.
    uint64_t nextFrameNumber = getFrameNumber();
    observer->reportMetricsFrom(nextFrameNumber, mSurfaceControlGenerationId);
    mFrameMetricsReporter->addObserver(observer);
}

void CanvasContext::removeFrameMetricsObserver(FrameMetricsObserver* observer) {
    std::scoped_lock lock(mFrameInfoMutex);
    if (mFrameMetricsReporter.get() != nullptr) {
        mFrameMetricsReporter->removeObserver(observer);
        if (!mFrameMetricsReporter->hasObservers()) {
            mFrameMetricsReporter.reset(nullptr);
        }
    }
}

FrameInfo* CanvasContext::getFrameInfoFromLast4(uint64_t frameNumber, uint32_t surfaceControlId) {
    std::scoped_lock lock(mLast4FrameMetricsInfosMutex);
    for (size_t i = 0; i < mLast4FrameMetricsInfos.size(); i++) {
        if (mLast4FrameMetricsInfos[i].frameNumber == frameNumber &&
            mLast4FrameMetricsInfos[i].surfaceId == surfaceControlId) {
            return mLast4FrameMetricsInfos[i].frameInfo;
        }
    }

    return nullptr;
}

void CanvasContext::onSurfaceStatsAvailable(void* context, int32_t surfaceControlId,
                                            ASurfaceControlStats* stats) {
    auto* instance = static_cast<CanvasContext*>(context);

    const ASurfaceControlFunctions& functions =
            instance->mRenderThread.getASurfaceControlFunctions();

    nsecs_t gpuCompleteTime = functions.getAcquireTimeFunc(stats);
    if (gpuCompleteTime == Fence::SIGNAL_TIME_PENDING) {
        gpuCompleteTime = -1;
    }
    uint64_t frameNumber = functions.getFrameNumberFunc(stats);

    FrameInfo* frameInfo = instance->getFrameInfoFromLast4(frameNumber, surfaceControlId);

    if (frameInfo != nullptr) {
        std::scoped_lock lock(instance->mFrameInfoMutex);
        frameInfo->set(FrameInfoIndex::FrameCompleted) = std::max(gpuCompleteTime,
                frameInfo->get(FrameInfoIndex::SwapBuffersCompleted));
        frameInfo->set(FrameInfoIndex::GpuCompleted) = std::max(
                gpuCompleteTime, frameInfo->get(FrameInfoIndex::CommandSubmissionCompleted));
        instance->mJankTracker.finishFrame(*frameInfo, instance->mFrameMetricsReporter, frameNumber,
                                           surfaceControlId);
    }
}

// Called by choreographer to do an RT-driven animation
void CanvasContext::doFrame() {
    if (!mRenderPipeline->isSurfaceReady()) return;
    mIdleDuration =
            systemTime(SYSTEM_TIME_MONOTONIC) - mRenderThread.timeLord().computeFrameTimeNanos();
    prepareAndDraw(nullptr);
}

SkISize CanvasContext::getNextFrameSize() const {
    static constexpr SkISize defaultFrameSize = {INT32_MAX, INT32_MAX};
    if (mNativeSurface == nullptr) {
        return defaultFrameSize;
    }
    ANativeWindow* anw = mNativeSurface->getNativeWindow();

    SkISize size;
    size.fWidth = ANativeWindow_getWidth(anw);
    size.fHeight = ANativeWindow_getHeight(anw);
    mRenderThread.cacheManager().notifyNextFrameSize(size.fWidth, size.fHeight);
    return size;
}

const SkM44& CanvasContext::getPixelSnapMatrix() const {
    return mRenderPipeline->getPixelSnapMatrix();
}

void CanvasContext::prepareAndDraw(RenderNode* node) {
    int64_t vsyncId = mRenderThread.timeLord().lastVsyncId();
    ATRACE_FORMAT("%s %" PRId64, __func__, vsyncId);

    nsecs_t vsync = mRenderThread.timeLord().computeFrameTimeNanos();
    int64_t frameDeadline = mRenderThread.timeLord().lastFrameDeadline();
    int64_t frameInterval = mRenderThread.timeLord().frameIntervalNanos();
    int64_t frameInfo[UI_THREAD_FRAME_INFO_SIZE];
    UiFrameInfoBuilder(frameInfo)
        .addFlag(FrameInfoFlags::RTAnimation)
        .setVsync(vsync, vsync, vsyncId, frameDeadline, frameInterval);

    TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
    prepareTree(info, frameInfo, systemTime(SYSTEM_TIME_MONOTONIC), node);
    if (!info.out.skippedFrameReason) {
        draw(info.out.solelyTextureViewUpdates);
    } else {
        // wait on fences so tasks don't overlap next frame
        waitOnFences();
    }
}

void CanvasContext::markLayerInUse(RenderNode* node) {
    if (mPrefetchedLayers.erase(node)) {
        node->decStrong(nullptr);
    }
}

void CanvasContext::freePrefetchedLayers() {
    if (mPrefetchedLayers.size()) {
        for (auto& node : mPrefetchedLayers) {
            ALOGW("Incorrectly called buildLayer on View: %s, destroying layer...",
                  node->getName());
            node->destroyLayers();
            node->decStrong(nullptr);
        }
        mPrefetchedLayers.clear();
    }
}

void CanvasContext::buildLayer(RenderNode* node) {
    ATRACE_CALL();
    if (!mRenderPipeline->isContextReady()) return;

    // buildLayer() will leave the tree in an unknown state, so we must stop drawing
    stopDrawing();

    ScopedActiveContext activeContext(this);
    TreeInfo info(TreeInfo::MODE_FULL, *this);
    info.damageAccumulator = &mDamageAccumulator;
    info.layerUpdateQueue = &mLayerUpdateQueue;
    info.runAnimations = false;
    node->prepareTree(info);
    SkRect ignore;
    mDamageAccumulator.finish(&ignore);
    // Tickle the GENERIC property on node to mark it as dirty for damaging
    // purposes when the frame is actually drawn
    node->setPropertyFieldsDirty(RenderNode::GENERIC);

    mRenderPipeline->renderLayers(mLightGeometry, &mLayerUpdateQueue, mOpaque, mLightInfo);

    node->incStrong(nullptr);
    mPrefetchedLayers.insert(node);
}

void CanvasContext::destroyHardwareResources() {
    stopDrawing();
    if (mRenderPipeline->isContextReady()) {
        freePrefetchedLayers();
        for (const sp<RenderNode>& node : mRenderNodes) {
            node->destroyHardwareResources();
        }
        mRenderPipeline->onDestroyHardwareResources();
    }
}

void CanvasContext::onContextDestroyed() {
    // We don't want to destroyHardwareResources as that will invalidate display lists which
    // the client may not be expecting. Instead just purge all scratch resources
    if (mRenderPipeline->isContextReady()) {
        freePrefetchedLayers();
        for (const sp<RenderNode>& node : mRenderNodes) {
            node->destroyLayers();
        }
        mRenderPipeline->onDestroyHardwareResources();
    }
}

DeferredLayerUpdater* CanvasContext::createTextureLayer() {
    return mRenderPipeline->createTextureLayer();
}

void CanvasContext::dumpFrames(int fd) {
    mJankTracker.dumpStats(fd);
    mJankTracker.dumpFrames(fd);
}

void CanvasContext::resetFrameStats() {
    mJankTracker.reset();
}

void CanvasContext::setName(const std::string&& name) {
    mJankTracker.setDescription(JankTrackerType::Window, std::move(name));
}

void CanvasContext::waitOnFences() {
    if (mFrameFences.size()) {
        ATRACE_CALL();
        for (auto& fence : mFrameFences) {
            fence.get();
        }
        mFrameFences.clear();
    }
}

void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
    mFrameFences.push_back(CommonPool::async(std::move(func)));
}

uint64_t CanvasContext::getFrameNumber() {
    // mFrameNumber is reset to 0 when the surface changes or we swap buffers
    if (mFrameNumber == 0 && mNativeSurface.get()) {
        mFrameNumber = ANativeWindow_getNextFrameId(mNativeSurface->getNativeWindow());
    }
    return mFrameNumber;
}

bool CanvasContext::surfaceRequiresRedraw() {
    if (!mNativeSurface) return false;
    if (mHaveNewSurface) return true;

    ANativeWindow* anw = mNativeSurface->getNativeWindow();
    const int width = ANativeWindow_getWidth(anw);
    const int height = ANativeWindow_getHeight(anw);

    return width != mLastFrameWidth || height != mLastFrameHeight;
}

SkRect CanvasContext::computeDirtyRect(const Frame& frame, SkRect* dirty) {
    if (frame.width() != mLastFrameWidth || frame.height() != mLastFrameHeight) {
        // can't rely on prior content of window if viewport size changes
        dirty->setEmpty();
        mLastFrameWidth = frame.width();
        mLastFrameHeight = frame.height();
    } else if (mHaveNewSurface || frame.bufferAge() == 0) {
        // New surface needs a full draw
        dirty->setEmpty();
    } else {
        if (!dirty->isEmpty() && !dirty->intersect(SkRect::MakeIWH(frame.width(), frame.height()))) {
            ALOGW("Dirty " RECT_STRING " doesn't intersect with 0 0 %d %d ?", SK_RECT_ARGS(*dirty),
                  frame.width(), frame.height());
            dirty->setEmpty();
        }
        profiler().unionDirty(dirty);
    }

    if (dirty->isEmpty()) {
        dirty->setIWH(frame.width(), frame.height());
        return *dirty;
    }

    // At this point dirty is the area of the window to update. However,
    // the area of the frame we need to repaint is potentially different, so
    // stash the screen area for later
    SkRect windowDirty(*dirty);

    // If the buffer age is 0 we do a full-screen repaint (handled above)
    // If the buffer age is 1 the buffer contents are the same as they were
    // last frame so there's nothing to union() against
    // Therefore we only care about the > 1 case.
    if (frame.bufferAge() > 1) {
        if (frame.bufferAge() > (int)mSwapHistory.size()) {
            // We don't have enough history to handle this old of a buffer
            // Just do a full-draw
            dirty->setIWH(frame.width(), frame.height());
        } else {
            // At this point we haven't yet added the latest frame
            // to the damage history (happens below)
            // So we need to damage
            for (int i = mSwapHistory.size() - 1;
                 i > ((int)mSwapHistory.size()) - frame.bufferAge(); i--) {
                dirty->join(mSwapHistory[i].damage);
            }
        }
    }

    return windowDirty;
}

CanvasContext* CanvasContext::getActiveContext() {
    return ScopedActiveContext::getActiveContext();
}

bool CanvasContext::mergeTransaction(ASurfaceTransaction* transaction, ASurfaceControl* control) {
    if (!mASurfaceTransactionCallback) return false;
    return std::invoke(mASurfaceTransactionCallback, reinterpret_cast<int64_t>(transaction),
                       reinterpret_cast<int64_t>(control), getFrameNumber());
}

void CanvasContext::prepareSurfaceControlForWebview() {
    if (mPrepareSurfaceControlForWebviewCallback) {
        std::invoke(mPrepareSurfaceControlForWebviewCallback);
    }
}

void CanvasContext::sendLoadResetHint() {
    mHintSessionWrapper->sendLoadResetHint();
}

void CanvasContext::sendLoadIncreaseHint() {
    mHintSessionWrapper->sendLoadIncreaseHint();
}

void CanvasContext::setSyncDelayDuration(nsecs_t duration) {
    mSyncDelayDuration = duration;
}

void CanvasContext::startHintSession() {
    mHintSessionWrapper->init();
}

bool CanvasContext::shouldDither() {
    CanvasContext* self = getActiveContext();
    if (!self) return false;
    return self->mColorMode != ColorMode::Default;
}

void CanvasContext::visitAllRenderNodes(std::function<void(const RenderNode&)> func) const {
    for (auto node : mRenderNodes) {
        node->visit(func);
    }
}

} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
