硬件加速绘制

硬件加速绘制

Android硬件加速过程分析

理解Android硬件加速原理的小白文

Android硬件加速原理与实现

总结:

  • CPU更擅长复杂逻辑控制,而GPU得益于大量ALU和并行结构设计,更擅长数学运算。
  • 页面由各种基础元素(DisplayList)构成,渲染时需要进行大量浮点运算。
  • 硬件加速条件下,CPU用于控制复杂绘制逻辑,构建或更新DisplayList;GPU用于完成图形计算,渲染DisplayList。
  • 硬件加速条件下,刷新界面尤其是播放动画时,CPU只重建或更新必要的DisplayList,进一步提高渲染效率。

软硬件加速的区别

软硬件加速的区别主要是==图形的绘制究竟是GPU来处理还是CPU,如果是GPU==,就认为是硬件加速绘制,反之,软件绘制。

不仅仅限定在绘制方面,绘制之前,在如何构建绘制区域上,硬件加速也做出了很大优化,因此硬件加速特性可以从下面两部分来分析:

  1. ==前期策略:如何构建需要绘制的区域==
  2. ==后期绘制:单独渲染线程,依赖GPU进行绘制==

无论是软件绘制还是硬件加速,==绘制内存的分配都是类似的,都是需要请求SurfaceFlinger服务分配一块内存==,只不过硬件加速有可能从FrameBuffer硬件缓冲区直接分配内存(SurfaceFlinger一直这么干的),==两者的绘制都是在APP端,绘制完成之后同样需要通知SurfaceFlinger进行合成,在这个流程上没有任何区别==,真正的区别在于在APP端如何完成UI数据绘制

软件绘制同硬件加速的区别主要是在绘制上,内存分配、图层合成等整体流程是一样的,只不过硬件加速相比软件绘制算法更加合理,同时采用单独的渲染线程,减轻了主线程的负担。

软件绘制跟硬件加速的分歧点

image

ViewRootImpl.java

private void draw(boolean fullRedrawNeeded) {
    ...
    if (!dirty.isEmpty() || mIsAnimating || accessibilityFocusDirty) {
        //关键点1 是否开启硬件加速
        if (mAttachInfo.mHardwareRenderer != null && mAttachInfo.mHardwareRenderer.isEnabled()) {
             ...
            dirty.setEmpty();
            mBlockResizeBuffer = false;
            //关键点2 硬件加速绘制
            mAttachInfo.mHardwareRenderer.draw(mView, mAttachInfo, this);
        } else {
          ...
           //关键点3 软件绘制
            if (!drawSoftware(surface, mAttachInfo, xOffset, yOffset, scalingRequired, dirty)) {
                return;
            }
        ...

其实到这里软件绘制跟硬件加速的分歧点已经找到了,就是ViewRootImpl在draw的时候,如果需要硬件加速就利用 HardwareRenderer进行draw,否则走软件绘制流程,drawSoftware其实很简单,利用Surface.lockCanvas,向SurfaceFlinger申请一块匿名共享内存内存分配,同时获取一个普通的SkiaCanvas,用于调用Skia库,进行图形绘制,

private boolean drawSoftware(Surface surface, AttachInfo attachInfo, int xoff, int yoff,
            boolean scalingRequired, Rect dirty) {
        final Canvas canvas;
        try {
            //关键点1
            canvas = mSurface.lockCanvas(dirty);
            ..
            //关键点2 绘制
                 mView.draw(canvas);
             ..
             //关键点3 通知SurfaceFlinger进行图层合成
                surface.unlockCanvasAndPost(canvas);
            }   ...         
           return true;  }

默认情况下Skia的绘制没有采用GPU渲染的方式(虽然Skia也能用GPU渲染),也就说默认drawSoftware工作完全由CPU来完成,不会牵扯到GPU的操作,但是8.0之后,Google逐渐加重了Skia,开始让Skia接手OpenGL,间接统一调用,将来还可能是Skia同Vulkan的结合,不过这里不是重点。重点看下HardwareRenderer所进行的硬件加速绘制。

HardwareRenderer硬件加速绘制模型

开头说过,硬件加速绘制包括两个阶段:==构建阶段+绘制阶段==,所谓构建就是递归遍历所有视图,将需要的操作缓存下来,之后再交给单独的Render线程利用OpenGL渲染。在Android硬件加速框架中,==View视图被抽象成RenderNode节点==,==View中的绘制都会被抽象成一个个DrawOp(DisplayListOp)==,比如View中drawLine,构建中就会被抽象成一个DrawLintOp,drawBitmap操作会被抽象成DrawBitmapOp,==每个子View的绘制被抽象成DrawRenderNodeOp,每个DrawOp有对应的OpenGL绘制命令,同时内部也握着绘图所需要的数据==。如下所示:

image

如此以来,==每个View不仅仅握有自己DrawOp List,同时还拿着子View的绘制入口,如此递归==,便能够统计到所有的绘制Op,很多分析都称==为Display List==,源码中也是这么来命名类的,不过这里其实更像是一个树,而不仅仅是List,示意如下:

image-20200910111000106

构建完成后,就可以==将这个绘图Op树交给Render线程进行绘制==,这里是同软件绘制很不同的地方,软件绘制时,View一般都在主线程中完成绘制,而硬件加速,除非特殊要求,一般都是在单独线程中完成绘制,如此以来就分担了主线程很多压力,提高了UI线程的响应速度。

image-20200910110836342

Android硬件加速(二)-RenderThread与OpenGL GPU渲染

image-20200910110728186

利用HardwareRenderer构建DrawOp集

HardwareRenderer是整个硬件加速绘制的入口,实现是一个ThreadedRenderer对象,从名字能看出,ThreadedRenderer应该跟一个Render线程息息相关,不过ThreadedRenderer是在UI线程中创建的,那么与UI线程也必定相关,其主要作用:

  1. ==在UI线程中完成DrawOp集构建==
  2. ==负责跟渲染线程通信==

可见ThreadedRenderer的作用是很重要的,简单看一下实现:

ThreadedRenderer(Context context, boolean translucent) {
    ...
    //新建native node
    long rootNodePtr = nCreateRootRenderNode();
    mRootNode = RenderNode.adopt(rootNodePtr);
    mRootNode.setClipToBounds(false);
    //新建NativeProxy
    mNativeProxy = nCreateProxy(translucent, rootNodePtr);
    ProcessInitializer.sInstance.init(context, mNativeProxy);
    loadSystemProperties();
}

从上面代码看出,ThreadedRenderer中有一个==RootNode==用来标识整个DrawOp树的根节点,有个这个根节点就可以访问所有的绘制Op,同时还有个==RenderProxy对象,这个对象就是用来跟渲染线程进行通信的句柄==,看一下其构造函数:

RenderProxy::RenderProxy(bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory)
        : mRenderThread(RenderThread::getInstance())
        , mContext(nullptr) {
    SETUP_TASK(createContext);
    args->translucent = translucent;
    args->rootRenderNode = rootRenderNode;
    args->thread = &mRenderThread;
    args->contextFactory = contextFactory;
    mContext = (CanvasContext*) postAndWait(task);
    mDrawFrameTask.setContext(&mRenderThread, mContext);  
   }

从RenderThread::getInstance()可以看出,==RenderThread是一个单例线程==,也就是说,每个进程最多只有一个硬件渲染线程,这样就不会存在多线程并发访问冲突问题。下面就接着看ThreadedRenderer的draw函数,如何构建渲染Op树:

ThreadedRenderer::draw

@Override
void draw(View view, AttachInfo attachInfo, HardwareDrawCallbacks callbacks) {
    attachInfo.mIgnoreDirtyState = true;

    final Choreographer choreographer = attachInfo.mViewRootImpl.mChoreographer;
    choreographer.mFrameInfo.markDrawStart();
    //关键点1:构建View的DrawOp树
    updateRootDisplayList(view, callbacks);

    //关键点2:通知RenderThread线程绘制
    int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
    ...
}

关键点1 updateRootDisplayList,构建RootDisplayList,其实就是构建View的DrawOp树,==updateRootDisplayList会进而调用根View的updateDisplayListIfDirty,让其递归子View的updateDisplayListIfDirty,从而完成DrawOp树的创==建,简述一下流程:

updateRootDisplayList
private void updateRootDisplayList(View view, HardwareDrawCallbacks callbacks) {
    updateViewTreeDisplayList(view);
   if (mRootNodeNeedsUpdate || !mRootNode.isValid()) {
        //获取DisplayListCanvas, 利用View的RenderNode获取一个DisplayListCanvas
        DisplayListCanvas canvas = mRootNode.start(mSurfaceWidth, mSurfaceHeight);
        try {
            //利用canvas缓存Op, 利用DisplayListCanvas构建并缓存所有的DrawOp
            final int saveCount = canvas.save();
            canvas.translate(mInsetLeft, mInsetTop);
            callbacks.onHardwarePreDraw(canvas);

            canvas.insertReorderBarrier();
            canvas.drawRenderNode(view.updateDisplayListIfDirty());
            canvas.insertInorderBarrier();

            callbacks.onHardwarePostDraw(canvas);
            canvas.restoreToCount(saveCount);
            mRootNodeNeedsUpdate = false;
        } finally {
        //将所有Op填充到RootRenderNode, 将DisplayListCanvas缓存的DrawOp填充到RenderNode
            mRootNode.end(canvas);
        }
    }
}

image

View.java递归构建DrawOp
 @NonNull
    public RenderNode updateDisplayListIfDirty() {
        final RenderNode renderNode = mRenderNode;
        ...
            // start 获取一个 DisplayListCanvas 用于绘制 硬件加速 
            final DisplayListCanvas canvas = renderNode.start(width, height);
            try {
                // 是否是textureView
                final HardwareLayer layer = getHardwareLayer();
                if (layer != null && layer.isValid()) {
                    canvas.drawHardwareLayer(layer, 0, 0, mLayerPaint);
                } else if (layerType == LAYER_TYPE_SOFTWARE) {
                    // 是否强制软件绘制
                    buildDrawingCache(true);
                    Bitmap cache = getDrawingCache(true);
                    if (cache != null) {
                        canvas.drawBitmap(cache, 0, 0, mLayerPaint);
                    }
                } else {
                      // 如果仅仅是ViewGroup,并且自身不用绘制,直接递归子View
                    if ((mPrivateFlags & PFLAG_SKIP_DRAW) == PFLAG_SKIP_DRAW) {
                        dispatchDraw(canvas);
                    } else {
                        //调用自己draw,如果是ViewGroup会递归子View
                        draw(canvas);
                    }
                }
            } finally {
                //缓存构建Op
                renderNode.end(canvas);
                setDisplayListProperties(renderNode);
            }
        }  
        return renderNode;
    }
ViewGroup::dispatchDraw
    @Override
    protected void dispatchDraw(Canvas canvas) {
        boolean usingRenderNodeProperties = canvas.isRecordingFor(mRenderNode);
        final int childrenCount = mChildrenCount;
        final View[] children = mChildren;
        int flags = mGroupFlags;
        
        for (int i = 0; i < childrenCount; i++) {
            final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
            final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
            if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
                more |= drawChild(canvas, child, drawingTime);
            }
        }
    }
    
    protected boolean drawChild(Canvas canvas, View child, long drawingTime) {
        return child.draw(canvas, this, drawingTime);
    }
View::draw
boolean draw(Canvas canvas, ViewGroup parent, long drawingTime) {
        boolean drawingWithRenderNode = mAttachInfo != null
                && mAttachInfo.mHardwareAccelerated
                && hardwareAcceleratedCanvas;
       if (drawingWithRenderNode) {
            renderNode = updateDisplayListIfDirty();
      }
    }
drawLine

假如在View onDraw中,有个drawLine,这里就会调用DisplayListCanvas的drawLine函数,DisplayListCanvas及RenderNode类图大概如下 image

DisplayListCanvas的drawLine函数最终会进入DisplayListCanvas.cpp的drawLine,

void DisplayListCanvas::drawLines(const float* points, int count, const SkPaint& paint) {
    points = refBuffer<float>(points, count);

    addDrawOp(new (alloc()) DrawLinesOp(points, count, refPaint(&paint)));
}

可以看到,这里构建了一个DrawLinesOp,并添加到DisplayListCanvas的缓存列表中去,如此递归便可以完成DrawOp树的构建,在构建后利用RenderNode的end函数,将DisplayListCanvas中的数据缓存到RenderNode中去:

public void end(DisplayListCanvas canvas) {
    canvas.onPostDraw();
    long renderNodeData = canvas.finishRecording();
    //将DrawOp缓存到RenderNode中去
    nSetDisplayListData(mNativeRenderNode, renderNodeData);
    // canvas 回收掉]
    canvas.recycle();
    mValid = true;
}

RenderThread渲染UI到Graphic Buffer

DrawOp树构建完毕后,UI线程利用RenderProxy向RenderThread线程发送一个DrawFrameTask任务请求,RenderThread被唤醒,开始渲染,大致流程如下:

  • 首先进行DrawOp的==合并==
  • 接着绘制特殊的Layer
  • 最后==绘制其余所有的DrawOpList==
  • 调用swapBuffers将前面已经绘制好的图形缓冲区提交给Surface Flinger合成和显示。

syncAndDrawFrame

static int android_view_ThreadedRenderer_syncAndDrawFrame(JNIEnv* env, jobject clazz,
        jlong proxyPtr, jlongArray frameInfo, jint frameInfoSize) {
    RenderProxy* proxy = reinterpret_cast<RenderProxy*>(proxyPtr);
    env->GetLongArrayRegion(frameInfo, 0, frameInfoSize, proxy->frameInfo());
    return proxy->syncAndDrawFrame();
}

RenderProxy::syncAndDrawFrame

int RenderProxy::syncAndDrawFrame() {
    return mDrawFrameTask.drawFrame();
}

DrawFrameTask::drawFrame

int DrawFrameTask::drawFrame() {
    postAndWait();
    return mSyncResult;
}

DrawFrameTask::postAndWait

void DrawFrameTask::postAndWait() {
    AutoMutex _lock(mLock);
    mRenderThread->queue().post([this]() { run(); });
    mSignal.wait(mLock);
}

DrawFrameTask::run

void DrawFrameTask::run() {
    canUnblockUiThread = syncFrameState(info);
  
    // Grab a copy of everything we need
    CanvasContext* context = mContext;
  
    // From this point on anything in "this" is *UNSAFE TO ACCESS*
    if (canUnblockUiThread) {
        unblockUiThread();
    }
  
    if (CC_LIKELY(canDrawThisFrame)) {
        context->draw();
    } else {
        // wait on fences so tasks don't overlap next frame
        context->waitOnFences();
    }

    if (!canUnblockUiThread) {
        unblockUiThread();
    }
}

CanvasContext::draw

void CanvasContext::draw() {
    mCurrentFrameInfo->markIssueDrawCommandsStart();
  
    Frame frame = mRenderPipeline->getFrame();

    SkRect windowDirty = computeDirtyRect(frame, &dirty);

    bool drew = mRenderPipeline->draw(frame, windowDirty, dirty, mLightGeometry, &mLayerUpdateQueue,
                                      mContentDrawBounds, mOpaque, mWideColorGamut, mLightInfo,
                                      mRenderNodes, &(profiler()));
  
    bool didSwap =
            mRenderPipeline->swapBuffers(frame, drew, windowDirty, mCurrentFrameInfo, &requireSwap);
}

绘制内存的由来

DrawOp树的构建只是在普通的==用户内存==中,而部分数据对于SurfaceFlinger都是不可见的,之后又绘制到==共享内存==中的数据才会被SurfaceFlinger合成,之前分析过软件绘制的共享内存是来自匿名共享内存,那么硬件加速的共享内存来自何处呢?到这里可能要倒回去看看ViewRootImpl

private void performTraversals() {
        ...
        if (mAttachInfo.mHardwareRenderer != null) {
            try {
                hwInitialized = mAttachInfo.mHardwareRenderer.initialize(mSurface);
                if (hwInitialized && (host.mPrivateFlags
                        & View.PFLAG_REQUEST_TRANSPARENT_REGIONS) == 0) {
                    mSurface.allocateBuffers();
                }
            } catch (OutOfResourcesException e) {
                handleOutOfResourcesException(e);
                return;
            }
        }
      ....
      
/**
 * Allocate buffers ahead of time to avoid allocation delays during rendering
 * @hide
 */
public void allocateBuffers() {
    synchronized (mLock) {
        checkNotReleasedLocked();
        nativeAllocateBuffers(mNativeObject);
    }
}

frameworks/native/libs/gui/include/gui/Surface.h

    /* Allocates buffers based on the current dimensions/format.*/
    void allocateBuffers();

frameworks/native/libs/gui/Surface.cpp

void Surface::allocateBuffers() {
    uint32_t reqWidth = mReqWidth ? mReqWidth : mUserWidth;
    uint32_t reqHeight = mReqHeight ? mReqHeight : mUserHeight;
    mGraphicBufferProducer->allocateBuffers(reqWidth, reqHeight,
            mReqFormat, mReqUsage);
}

frameworks/native/libs/gui/include/gui/IGraphicBufferProducer.h

    // Allocates buffers based on the given dimensions/format.
    //
    // This function will allocate up to the maximum number of buffers
    // permitted by the current BufferQueue configuration. It will use the
    // given format, dimensions, and usage bits, which are interpreted in the
    // same way as for dequeueBuffer, and the async flag must be set the same
    // way as for dequeueBuffer to ensure that the correct number of buffers are
    // allocated. This is most useful to avoid an allocation delay during
    // dequeueBuffer. If there are already the maximum number of buffers
    // allocated, this function has no effect.
    virtual void allocateBuffers(uint32_t width, uint32_t height,
            PixelFormat format, uint64_t usage) = 0;

BufferQueueCore相关属性定义

frameworks/native/libs/gui/include/gui/BufferQueueCore.h

    // mSlots is an array of buffer slots that must be mirrored on the producer
    // side. This allows buffer ownership to be transferred between the producer
    // and consumer without sending a GraphicBuffer over Binder. The entire
    // array is initialized to NULL at construction time, and buffers are
    // allocated for a slot when requestBuffer is called with that slot's index.
    BufferQueueDefs::SlotsType mSlots;

    // mQueue is a FIFO of queued buffers used in synchronous mode.
    Fifo mQueue;

    // mFreeSlots contains all of the slots which are FREE and do not currently
    // have a buffer attached.
    std::set<int> mFreeSlots;

    // mFreeBuffers contains all of the slots which are FREE and currently have
    // a buffer attached.
    std::list<int> mFreeBuffers;

frameworks/native/libs/gui/include/gui/BufferQueueDefs.h

    namespace BufferQueueDefs {
        typedef BufferSlot SlotsType[NUM_BUFFER_SLOTS];
    } // namespace BufferQueueDefs

frameworks/native/libs/ui/include/ui/BufferQueueDefs.h

    namespace BufferQueueDefs {
        // BufferQueue will keep track of at most this value of buffers.
        // Attempts at runtime to increase the number of buffers past this
        // will fail.
        static constexpr int NUM_BUFFER_SLOTS = 64;
    } // namespace BufferQueueDefs

frameworks/native/libs/gui/include/gui/Surface.h

    struct BufferSlot {
        sp<GraphicBuffer> buffer;
        Region dirtyRegion;
    };

对于硬件加速的场景,请求SurfaceFlinger内存分配的时机会稍微提前,而不是像软件绘制,由Surface的lockCanvas发起,主要目的是:预先分配slot位置,避免在渲染的时候再申请,一是避免分配失败,浪费了CPU之前的准备工作,二是也可以将渲染线程个工作简化,减少延时。不过,还是会存在另一个问题,一个APP进程,==同一时刻会有多个Surface绘图界面,但是渲染线程只有一个,那么究竟渲染那个呢==?这个时候就需要将Surface与渲染线程(上下文)绑定。

Surface与渲染线程(上下文)绑定

static jboolean android_view_ThreadedRenderer_initialize(JNIEnv* env, jobject clazz,
        jlong proxyPtr, jobject jsurface) {
    RenderProxy* proxy = reinterpret_cast<RenderProxy*>(proxyPtr);
    sp<ANativeWindow> window = android_view_Surface_getNativeWindow(env, jsurface);
    return proxy->initialize(window);
}

首先通过android_view_Surface_getNativeWindowSurface获取Surface,在Native层,Surface对应一个ANativeWindow,接着,通过RenderProxy类的成员函数initialize将前面获得的ANativeWindow绑定到RenderThread

bool RenderProxy::initialize(const sp<ANativeWindow>& window) {
    SETUP_TASK(initialize);
    args->context = mContext;
    args->window = window.get();
    return (bool) postAndWait(task);
}

仍旧是向渲染线程发送消息,让其绑定当前Window,其实就是调用CanvasContext的initialize函数,让绘图上下文绑定绘图内存:

bool CanvasContext::initialize(ANativeWindow* window) {
    setSurface(window);//main
    if (mCanvas) return false;
    mCanvas = new OpenGLRenderer(mRenderThread.renderState());
    mCanvas->initProperties();
    return true;
}

CanvasContext通过setSurface将当前要渲染的Surface绑定到到RenderThread中,大概流程是通过eglApi获得一个EGLSurface,EGLSurface封装了一个绘图表面,进而,==通过eglApi将EGLSurface设定为当前渲染窗口==,并将绘图内存等信息进行同步,==之后通过RenderThread绘制的时候才能知道是在哪个窗口上进行绘制==。之后,再创建一个OpenGLRenderer对象,后面执行OpenGL相关操作的时候,其实就是通过OpenGLRenderer来进行的。

image-20200910110350423

合并操作和绘制

真正调用OpenGL绘制之前还有一些合并操作,这是Android硬件加速做的优化,回过头继续走draw流程,其实就是走OpenGLRenderer的drawRenderNode进行递归处理:

void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) {
       ... 
        <!--构建deferredList-->
        DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw);
        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
        <!--合并及分组-->
        renderNode->defer(deferStruct, 0);
        <!--绘制layer-->
        flushLayers();
        startFrame();
      <!--绘制 DrawOp树-->
        deferredList.flush(*this, dirty);
        ...
    }

image

先看下renderNode->defer(deferStruct, 0),合并操作,DrawOp树并不是直接被绘制的,而是首先通过DeferredDisplayList进行一个合并优化,这个是Android硬件加速中采用的一种优化手段,不仅可以减少不必要的绘制,还可以将相似的绘制集中处理,提高绘制速度。

void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {  
    DeferOperationHandler handler(deferStruct, level);  
    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);  
}

RenderNode::defer其实内含递归操作,比如,如果当前RenderNode代表DecorView,它就会递归所有的子View进行合并优化处理

合并及优化的流程及算法,其实主要就是根据DrawOp树构建DeferedDisplayList。在合并过程中,DrawOp被分为两种:需要合的与不需要合并的,并分别缓存在不同的列表中,

  1. 无法合并的按照类型分别存放在Batch*mBatchLookup[kOpBatch_Count]中
  2. 可以合并的按照类型及MergeID存储到TinyHashMap<mergeid_t, DrawBatch*>mMergingBatches[kOpBatch_Count]中

合并之后,DeferredDisplayList Vector<Batch * > mBatches 包含全部整合后的绘制命令,之后渲染即可,需要注意的是这里的合并并不是多个变一个,只是做了一个集合,主要是方便使用各资源纹理等,比如绘制文字的时候,需要根据文字的纹理进行渲染,而这个时候就需要查询文字的纹理坐标系,合并到一起方便统一处理,一次渲染,减少资源加载的浪费。

它的主要特点是==在另一个Render线程使用OpenGL进行绘制==,这个是它最重要的特点。而mBatches中所有的DrawOp都会通过OpenGL被绘制到GraphicBuffer中,最后通过swapBuffers通知SurfaceFlinger合成。

frameworks/base/libs/hwui/renderthread/OpenGLPipeline.cpp

OpenGLPipeline.swapBuffers

bool OpenGLPipeline::swapBuffers(const Frame& frame, bool drew, const SkRect& screenDirty,
                                 FrameInfo* currentFrameInfo, bool* requireSwap) {
    ......

    if (*requireSwap && (CC_UNLIKELY(!mEglManager.swapBuffers(frame, screenDirty)))) {
        return false;
    }

    return *requireSwap;
}