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/*
* Copyright (C) 2013 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 "RenderThread.h"
#include "../renderstate/RenderState.h"
#include "CanvasContext.h"
#include "EglManager.h"
#include "RenderProxy.h"
#include <gui/DisplayEventReceiver.h>
#include <gui/ISurfaceComposer.h>
#include <gui/SurfaceComposerClient.h>
#include <sys/resource.h>
#include <utils/Condition.h>
#include <utils/Log.h>
#include <utils/Mutex.h>
namespace android {
namespace uirenderer {
namespace renderthread {
// Number of events to read at a time from the DisplayEventReceiver pipe.
// The value should be large enough that we can quickly drain the pipe
// using just a few large reads.
static const size_t EVENT_BUFFER_SIZE = 100;
// Slight delay to give the UI time to push us a new frame before we replay
static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
TaskQueue::TaskQueue() : mHead(nullptr), mTail(nullptr) {}
RenderTask* TaskQueue::next() {
RenderTask* ret = mHead;
if (ret) {
mHead = ret->mNext;
if (!mHead) {
mTail = nullptr;
}
ret->mNext = nullptr;
}
return ret;
}
RenderTask* TaskQueue::peek() {
return mHead;
}
void TaskQueue::queue(RenderTask* task) {
// Since the RenderTask itself forms the linked list it is not allowed
// to have the same task queued twice
LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
if (mTail) {
// Fast path if we can just append
if (mTail->mRunAt <= task->mRunAt) {
mTail->mNext = task;
mTail = task;
} else {
// Need to find the proper insertion point
RenderTask* previous = nullptr;
RenderTask* next = mHead;
while (next && next->mRunAt <= task->mRunAt) {
previous = next;
next = next->mNext;
}
if (!previous) {
task->mNext = mHead;
mHead = task;
} else {
previous->mNext = task;
if (next) {
task->mNext = next;
} else {
mTail = task;
}
}
}
} else {
mTail = mHead = task;
}
}
void TaskQueue::queueAtFront(RenderTask* task) {
if (mTail) {
task->mNext = mHead;
mHead = task;
} else {
mTail = mHead = task;
}
}
void TaskQueue::remove(RenderTask* task) {
// TaskQueue is strict here to enforce that users are keeping track of
// their RenderTasks due to how their memory is managed
LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
"Cannot remove a task that isn't in the queue!");
// If task is the head we can just call next() to pop it off
// Otherwise we need to scan through to find the task before it
if (peek() == task) {
next();
} else {
RenderTask* previous = mHead;
while (previous->mNext != task) {
previous = previous->mNext;
}
previous->mNext = task->mNext;
if (mTail == task) {
mTail = previous;
}
}
}
class DispatchFrameCallbacks : public RenderTask {
private:
RenderThread* mRenderThread;
public:
DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
virtual void run() override {
mRenderThread->dispatchFrameCallbacks();
}
};
static bool gHasRenderThreadInstance = false;
bool RenderThread::hasInstance() {
return gHasRenderThreadInstance;
}
RenderThread& RenderThread::getInstance() {
// This is a pointer because otherwise __cxa_finalize
// will try to delete it like a Good Citizen but that causes us to crash
// because we don't want to delete the RenderThread normally.
static RenderThread* sInstance = new RenderThread();
gHasRenderThreadInstance = true;
return *sInstance;
}
RenderThread::RenderThread() : Thread(true)
, mNextWakeup(LLONG_MAX)
, mDisplayEventReceiver(nullptr)
, mVsyncRequested(false)
, mFrameCallbackTaskPending(false)
, mFrameCallbackTask(nullptr)
, mRenderState(nullptr)
, mEglManager(nullptr) {
Properties::load();
mFrameCallbackTask = new DispatchFrameCallbacks(this);
mLooper = new Looper(false);
run("RenderThread");
}
RenderThread::~RenderThread() {
LOG_ALWAYS_FATAL("Can't destroy the render thread");
}
void RenderThread::initializeDisplayEventReceiver() {
LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
mDisplayEventReceiver = new DisplayEventReceiver();
status_t status = mDisplayEventReceiver->initCheck();
LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
"failed with status: %d", status);
// Register the FD
mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
}
void RenderThread::initThreadLocals() {
sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
ISurfaceComposer::eDisplayIdMain));
status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &mDisplayInfo);
LOG_ALWAYS_FATAL_IF(status, "Failed to get display info\n");
nsecs_t frameIntervalNanos = static_cast<nsecs_t>(1000000000 / mDisplayInfo.fps);
mTimeLord.setFrameInterval(frameIntervalNanos);
initializeDisplayEventReceiver();
mEglManager = new EglManager(*this);
mRenderState = new RenderState(*this);
mJankTracker = new JankTracker(frameIntervalNanos);
}
int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
ALOGE("Display event receiver pipe was closed or an error occurred. "
"events=0x%x", events);
return 0; // remove the callback
}
if (!(events & Looper::EVENT_INPUT)) {
ALOGW("Received spurious callback for unhandled poll event. "
"events=0x%x", events);
return 1; // keep the callback
}
reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
return 1; // keep the callback
}
static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
nsecs_t latest = 0;
ssize_t n;
while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
for (ssize_t i = 0; i < n; i++) {
const DisplayEventReceiver::Event& ev = buf[i];
switch (ev.header.type) {
case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
latest = ev.header.timestamp;
break;
}
}
}
if (n < 0) {
ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
}
return latest;
}
void RenderThread::drainDisplayEventQueue() {
ATRACE_CALL();
nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
if (vsyncEvent > 0) {
mVsyncRequested = false;
if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) {
ATRACE_NAME("queue mFrameCallbackTask");
mFrameCallbackTaskPending = true;
nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY);
queueAt(mFrameCallbackTask, runAt);
}
}
}
void RenderThread::dispatchFrameCallbacks() {
ATRACE_CALL();
mFrameCallbackTaskPending = false;
std::set<IFrameCallback*> callbacks;
mFrameCallbacks.swap(callbacks);
if (callbacks.size()) {
// Assume one of them will probably animate again so preemptively
// request the next vsync in case it occurs mid-frame
requestVsync();
for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
(*it)->doFrame();
}
}
}
void RenderThread::requestVsync() {
if (!mVsyncRequested) {
mVsyncRequested = true;
status_t status = mDisplayEventReceiver->requestNextVsync();
LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
"requestNextVsync failed with status: %d", status);
}
}
bool RenderThread::threadLoop() {
setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
initThreadLocals();
int timeoutMillis = -1;
for (;;) {
int result = mLooper->pollOnce(timeoutMillis);
LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
"RenderThread Looper POLL_ERROR!");
nsecs_t nextWakeup;
// Process our queue, if we have anything
while (RenderTask* task = nextTask(&nextWakeup)) {
task->run();
// task may have deleted itself, do not reference it again
}
if (nextWakeup == LLONG_MAX) {
timeoutMillis = -1;
} else {
nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
if (timeoutMillis < 0) {
timeoutMillis = 0;
}
}
if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
drainDisplayEventQueue();
mFrameCallbacks.insert(
mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
mPendingRegistrationFrameCallbacks.clear();
requestVsync();
}
if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
// TODO: Clean this up. This is working around an issue where a combination
// of bad timing and slow drawing can result in dropping a stale vsync
// on the floor (correct!) but fails to schedule to listen for the
// next vsync (oops), so none of the callbacks are run.
requestVsync();
}
}
return false;
}
void RenderThread::queue(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.queue(task);
if (mNextWakeup && task->mRunAt < mNextWakeup) {
mNextWakeup = 0;
mLooper->wake();
}
}
void RenderThread::queueAndWait(RenderTask* task) {
// These need to be local to the thread to avoid the Condition
// signaling the wrong thread. The easiest way to achieve that is to just
// make this on the stack, although that has a slight cost to it
Mutex mutex;
Condition condition;
SignalingRenderTask syncTask(task, &mutex, &condition);
AutoMutex _lock(mutex);
queue(&syncTask);
condition.wait(mutex);
}
void RenderThread::queueAtFront(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.queueAtFront(task);
mLooper->wake();
}
void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
task->mRunAt = runAtNs;
queue(task);
}
void RenderThread::remove(RenderTask* task) {
AutoMutex _lock(mLock);
mQueue.remove(task);
}
void RenderThread::postFrameCallback(IFrameCallback* callback) {
mPendingRegistrationFrameCallbacks.insert(callback);
}
bool RenderThread::removeFrameCallback(IFrameCallback* callback) {
size_t erased;
erased = mFrameCallbacks.erase(callback);
erased |= mPendingRegistrationFrameCallbacks.erase(callback);
return erased;
}
void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
if (mFrameCallbacks.erase(callback)) {
mPendingRegistrationFrameCallbacks.insert(callback);
}
}
RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
AutoMutex _lock(mLock);
RenderTask* next = mQueue.peek();
if (!next) {
mNextWakeup = LLONG_MAX;
} else {
mNextWakeup = next->mRunAt;
// Most tasks won't be delayed, so avoid unnecessary systemTime() calls
if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
next = mQueue.next();
} else {
next = nullptr;
}
}
if (nextWakeup) {
*nextWakeup = mNextWakeup;
}
return next;
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
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