/* * Copyright (C) 2023 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 com.android.systemui.keyguard import android.annotation.WorkerThread import android.content.ComponentCallbacks2 import android.graphics.HardwareRenderer import android.os.Trace import android.util.Log import com.android.systemui.CoreStartable import com.android.systemui.dagger.SysUISingleton import com.android.systemui.dagger.qualifiers.Application import com.android.systemui.dagger.qualifiers.Background import com.android.systemui.flags.FeatureFlags import com.android.systemui.flags.Flags import com.android.systemui.keyguard.domain.interactor.KeyguardInteractor import com.android.systemui.keyguard.domain.interactor.KeyguardTransitionInteractor import com.android.systemui.keyguard.shared.model.TransitionState import com.android.systemui.keyguard.shared.model.WakefulnessState import com.android.systemui.utils.GlobalWindowManager import javax.inject.Inject import kotlinx.coroutines.CoroutineDispatcher import kotlinx.coroutines.CoroutineScope import kotlinx.coroutines.flow.combine import kotlinx.coroutines.flow.distinctUntilChanged import kotlinx.coroutines.flow.map import kotlinx.coroutines.launch /** * Releases cached resources on allocated by keyguard. * * We release most resources when device goes idle since that's the least likely time it'll cause * jank during use. Idle in this case means after lockscreen -> AoD transition completes or when the * device screen is turned off, depending on settings. */ @SysUISingleton class ResourceTrimmer @Inject constructor( private val keyguardInteractor: KeyguardInteractor, private val keyguardTransitionInteractor: KeyguardTransitionInteractor, private val globalWindowManager: GlobalWindowManager, @Application private val applicationScope: CoroutineScope, @Background private val bgDispatcher: CoroutineDispatcher, private val featureFlags: FeatureFlags, ) : CoreStartable, WakefulnessLifecycle.Observer { override fun start() { Log.d(LOG_TAG, "Resource trimmer registered.") if (featureFlags.isEnabled(Flags.TRIM_RESOURCES_WITH_BACKGROUND_TRIM_AT_LOCK)) { applicationScope.launch(bgDispatcher) { // We need to wait for the AoD transition (and animation) to complete. // This means we're waiting for isDreaming (== implies isDoze) and dozeAmount == 1f // signal. This is to make sure we don't clear font caches during animation which // would jank and leave stale data in memory. val isDozingFully = keyguardInteractor.dozeAmount.map { it == 1f }.distinctUntilChanged() combine( keyguardInteractor.wakefulnessModel.map { it.state }, keyguardInteractor.isDreaming, isDozingFully, ::Triple ) .distinctUntilChanged() .collect { onWakefulnessUpdated(it.first, it.second, it.third) } } } applicationScope.launch(bgDispatcher) { // We drop 1 to avoid triggering on initial collect(). keyguardTransitionInteractor.anyStateToGoneTransition.collect { transition -> if (transition.transitionState == TransitionState.FINISHED) { onKeyguardGone() } } } } @WorkerThread private fun onKeyguardGone() { // We want to clear temporary caches we've created while rendering and animating // lockscreen elements, especially clocks. Log.d(LOG_TAG, "Sending TRIM_MEMORY_UI_HIDDEN.") globalWindowManager.trimMemory(ComponentCallbacks2.TRIM_MEMORY_UI_HIDDEN) if (featureFlags.isEnabled(Flags.TRIM_FONT_CACHES_AT_UNLOCK)) { if (DEBUG) { Log.d(LOG_TAG, "Trimming font caches since keyguard went away.") } globalWindowManager.trimCaches(HardwareRenderer.CACHE_TRIM_FONT) } } @WorkerThread private fun onWakefulnessUpdated( wakefulness: WakefulnessState, isDreaming: Boolean, isDozingFully: Boolean ) { if (!featureFlags.isEnabled(Flags.TRIM_RESOURCES_WITH_BACKGROUND_TRIM_AT_LOCK)) { return } if (DEBUG) { Log.d( LOG_TAG, "Wakefulness: $wakefulness Dreaming: $isDreaming DozeAmount: $isDozingFully" ) } // There are three scenarios: // * No dozing and no AoD at all - where we go directly to ASLEEP with isDreaming = false // and dozeAmount == 0f // * Dozing without Aod - where we go to ASLEEP with isDreaming = true and dozeAmount jumps // to 1f // * AoD - where we go to ASLEEP with iDreaming = true and dozeAmount slowly increases // to 1f val dozeDisabledAndScreenOff = wakefulness == WakefulnessState.ASLEEP && !isDreaming val dozeEnabledAndDozeAnimationCompleted = wakefulness == WakefulnessState.ASLEEP && isDreaming && isDozingFully if (dozeDisabledAndScreenOff || dozeEnabledAndDozeAnimationCompleted) { Trace.beginSection("ResourceTrimmer#trimMemory") Log.d(LOG_TAG, "SysUI asleep, trimming memory.") globalWindowManager.trimMemory(ComponentCallbacks2.TRIM_MEMORY_UI_HIDDEN) globalWindowManager.trimCaches(HardwareRenderer.CACHE_TRIM_ALL) Trace.endSection() } } companion object { private const val LOG_TAG = "ResourceTrimmer" private val DEBUG = Log.isLoggable(LOG_TAG, Log.DEBUG) } }