Don't use shader disk cache on emulator
bug: 71900691
Emulator user might switch renderers, migrate a snapshot to a different
machine with a different shader binary format, etc.
Plus, program binaries don't seem to work so well on some desktop GPUs.
Change-Id: I0c6239acbd556097494aa903d6603c963d3141cb
diff --git a/libs/hwui/Properties.cpp b/libs/hwui/Properties.cpp
index 4243e7e..6cd283a 100644
--- a/libs/hwui/Properties.cpp
+++ b/libs/hwui/Properties.cpp
@@ -61,6 +61,8 @@
bool Properties::skpCaptureEnabled = false;
bool Properties::enableRTAnimations = true;
+bool Properties::runningInEmulator = false;
+
static int property_get_int(const char* key, int defaultValue) {
char buf[PROPERTY_VALUE_MAX] = {
'\0',
@@ -135,6 +137,8 @@
skpCaptureEnabled = property_get_bool("ro.debuggable", false) &&
property_get_bool(PROPERTY_CAPTURE_SKP_ENABLED, false);
+ runningInEmulator = property_get_bool(PROPERTY_QEMU_KERNEL, false);
+
return (prevDebugLayersUpdates != debugLayersUpdates) || (prevDebugOverdraw != debugOverdraw) ||
(prevDebugStencilClip != debugStencilClip);
}
diff --git a/libs/hwui/Properties.h b/libs/hwui/Properties.h
index af4b694..179b97b 100644
--- a/libs/hwui/Properties.h
+++ b/libs/hwui/Properties.h
@@ -180,6 +180,11 @@
*/
#define PROPERTY_CAPTURE_SKP_FILENAME "debug.hwui.skp_filename"
+/**
+ * Property for whether this is running in the emulator.
+ */
+#define PROPERTY_QEMU_KERNEL "ro.kernel.qemu"
+
///////////////////////////////////////////////////////////////////////////////
// Misc
///////////////////////////////////////////////////////////////////////////////
@@ -261,6 +266,8 @@
// Used for testing only to change the render pipeline.
static void overrideRenderPipelineType(RenderPipelineType);
+ static bool runningInEmulator;
+
private:
static ProfileType sProfileType;
static bool sDisableProfileBars;
diff --git a/libs/hwui/pipeline/skia/ShaderCache.cpp b/libs/hwui/pipeline/skia/ShaderCache.cpp
index c7a3014..2fa56f6 100644
--- a/libs/hwui/pipeline/skia/ShaderCache.cpp
+++ b/libs/hwui/pipeline/skia/ShaderCache.cpp
@@ -19,6 +19,7 @@
#include <log/log.h>
#include <thread>
#include "FileBlobCache.h"
+#include "Properties.h"
#include "utils/TraceUtils.h"
namespace android {
@@ -43,7 +44,11 @@
void ShaderCache::initShaderDiskCache() {
ATRACE_NAME("initShaderDiskCache");
std::lock_guard<std::mutex> lock(mMutex);
- if (mFilename.length() > 0) {
+
+ // Emulators can switch between different renders either as part of config
+ // or snapshot migration. Also, program binaries may not work well on some
+ // desktop / laptop GPUs. Thus, disable the shader disk cache for emulator builds.
+ if (!Properties::runningInEmulator && mFilename.length() > 0) {
mBlobCache.reset(new FileBlobCache(maxKeySize, maxValueSize, maxTotalSize, mFilename));
mInitialized = true;
}