365 lines
11 KiB
C++
365 lines
11 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "RenderThread.h"
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#if defined(HAVE_PTHREADS)
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#include <sys/resource.h>
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#endif
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#include <gui/DisplayEventReceiver.h>
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#include <utils/Log.h>
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#include "../RenderState.h"
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#include "CanvasContext.h"
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#include "EglManager.h"
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#include "RenderProxy.h"
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namespace android {
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using namespace uirenderer::renderthread;
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ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
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namespace uirenderer {
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namespace renderthread {
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// Number of events to read at a time from the DisplayEventReceiver pipe.
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// The value should be large enough that we can quickly drain the pipe
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// using just a few large reads.
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static const size_t EVENT_BUFFER_SIZE = 100;
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// Slight delay to give the UI time to push us a new frame before we replay
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static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
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TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
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RenderTask* TaskQueue::next() {
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RenderTask* ret = mHead;
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if (ret) {
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mHead = ret->mNext;
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if (!mHead) {
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mTail = 0;
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}
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ret->mNext = 0;
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}
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return ret;
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}
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RenderTask* TaskQueue::peek() {
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return mHead;
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}
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void TaskQueue::queue(RenderTask* task) {
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// Since the RenderTask itself forms the linked list it is not allowed
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// to have the same task queued twice
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LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
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if (mTail) {
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// Fast path if we can just append
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if (mTail->mRunAt <= task->mRunAt) {
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mTail->mNext = task;
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mTail = task;
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} else {
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// Need to find the proper insertion point
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RenderTask* previous = 0;
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RenderTask* next = mHead;
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while (next && next->mRunAt <= task->mRunAt) {
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previous = next;
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next = next->mNext;
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}
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if (!previous) {
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task->mNext = mHead;
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mHead = task;
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} else {
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previous->mNext = task;
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if (next) {
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task->mNext = next;
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} else {
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mTail = task;
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}
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}
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}
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} else {
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mTail = mHead = task;
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}
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}
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void TaskQueue::queueAtFront(RenderTask* task) {
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if (mTail) {
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task->mNext = mHead;
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mHead = task;
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} else {
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mTail = mHead = task;
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}
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}
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void TaskQueue::remove(RenderTask* task) {
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// TaskQueue is strict here to enforce that users are keeping track of
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// their RenderTasks due to how their memory is managed
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LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
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"Cannot remove a task that isn't in the queue!");
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// If task is the head we can just call next() to pop it off
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// Otherwise we need to scan through to find the task before it
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if (peek() == task) {
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next();
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} else {
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RenderTask* previous = mHead;
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while (previous->mNext != task) {
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previous = previous->mNext;
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}
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previous->mNext = task->mNext;
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if (mTail == task) {
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mTail = previous;
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}
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}
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}
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class DispatchFrameCallbacks : public RenderTask {
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private:
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RenderThread* mRenderThread;
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public:
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DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
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virtual void run() {
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mRenderThread->dispatchFrameCallbacks();
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}
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};
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RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>()
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, mNextWakeup(LLONG_MAX)
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, mDisplayEventReceiver(0)
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, mVsyncRequested(false)
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, mFrameCallbackTaskPending(false)
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, mFrameCallbackTask(0)
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, mRenderState(NULL)
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, mEglManager(NULL) {
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mFrameCallbackTask = new DispatchFrameCallbacks(this);
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mLooper = new Looper(false);
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run("RenderThread");
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}
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RenderThread::~RenderThread() {
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LOG_ALWAYS_FATAL("Can't destroy the render thread");
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}
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void RenderThread::initializeDisplayEventReceiver() {
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LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
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mDisplayEventReceiver = new DisplayEventReceiver();
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status_t status = mDisplayEventReceiver->initCheck();
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LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
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"failed with status: %d", status);
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// Register the FD
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mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
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Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
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}
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void RenderThread::initThreadLocals() {
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initializeDisplayEventReceiver();
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mEglManager = new EglManager(*this);
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mRenderState = new RenderState(*this);
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}
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int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
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if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
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ALOGE("Display event receiver pipe was closed or an error occurred. "
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"events=0x%x", events);
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return 0; // remove the callback
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}
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if (!(events & Looper::EVENT_INPUT)) {
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ALOGW("Received spurious callback for unhandled poll event. "
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"events=0x%x", events);
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return 1; // keep the callback
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}
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reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
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return 1; // keep the callback
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}
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static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
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DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
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nsecs_t latest = 0;
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ssize_t n;
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while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
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for (ssize_t i = 0; i < n; i++) {
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const DisplayEventReceiver::Event& ev = buf[i];
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switch (ev.header.type) {
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case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
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latest = ev.header.timestamp;
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break;
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}
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}
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}
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if (n < 0) {
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ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
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}
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return latest;
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}
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void RenderThread::drainDisplayEventQueue() {
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ATRACE_CALL();
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nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
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if (vsyncEvent > 0) {
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mVsyncRequested = false;
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if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) {
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ATRACE_NAME("queue mFrameCallbackTask");
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mFrameCallbackTaskPending = true;
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nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY);
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queueAt(mFrameCallbackTask, runAt);
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}
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}
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}
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void RenderThread::dispatchFrameCallbacks() {
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ATRACE_CALL();
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mFrameCallbackTaskPending = false;
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std::set<IFrameCallback*> callbacks;
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mFrameCallbacks.swap(callbacks);
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if (callbacks.size()) {
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// Assume one of them will probably animate again so preemptively
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// request the next vsync in case it occurs mid-frame
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requestVsync();
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for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
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(*it)->doFrame();
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}
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}
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}
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void RenderThread::requestVsync() {
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if (!mVsyncRequested) {
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mVsyncRequested = true;
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status_t status = mDisplayEventReceiver->requestNextVsync();
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LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
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"requestNextVsync failed with status: %d", status);
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}
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}
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bool RenderThread::threadLoop() {
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#if defined(HAVE_PTHREADS)
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setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
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#endif
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initThreadLocals();
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int timeoutMillis = -1;
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for (;;) {
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int result = mLooper->pollOnce(timeoutMillis);
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LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
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"RenderThread Looper POLL_ERROR!");
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nsecs_t nextWakeup;
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// Process our queue, if we have anything
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while (RenderTask* task = nextTask(&nextWakeup)) {
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task->run();
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// task may have deleted itself, do not reference it again
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}
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if (nextWakeup == LLONG_MAX) {
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timeoutMillis = -1;
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} else {
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nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
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timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
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if (timeoutMillis < 0) {
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timeoutMillis = 0;
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}
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}
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if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
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drainDisplayEventQueue();
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mFrameCallbacks.insert(
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mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
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mPendingRegistrationFrameCallbacks.clear();
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requestVsync();
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}
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if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
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// TODO: Clean this up. This is working around an issue where a combination
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// of bad timing and slow drawing can result in dropping a stale vsync
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// on the floor (correct!) but fails to schedule to listen for the
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// next vsync (oops), so none of the callbacks are run.
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requestVsync();
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}
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}
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return false;
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}
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void RenderThread::queue(RenderTask* task) {
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AutoMutex _lock(mLock);
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mQueue.queue(task);
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if (mNextWakeup && task->mRunAt < mNextWakeup) {
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mNextWakeup = 0;
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mLooper->wake();
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}
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}
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void RenderThread::queueAtFront(RenderTask* task) {
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AutoMutex _lock(mLock);
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mQueue.queueAtFront(task);
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mLooper->wake();
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}
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void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
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task->mRunAt = runAtNs;
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queue(task);
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}
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void RenderThread::remove(RenderTask* task) {
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AutoMutex _lock(mLock);
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mQueue.remove(task);
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}
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void RenderThread::postFrameCallback(IFrameCallback* callback) {
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mPendingRegistrationFrameCallbacks.insert(callback);
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}
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bool RenderThread::removeFrameCallback(IFrameCallback* callback) {
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size_t erased;
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erased = mFrameCallbacks.erase(callback);
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erased |= mPendingRegistrationFrameCallbacks.erase(callback);
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return erased;
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}
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void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
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if (mFrameCallbacks.erase(callback)) {
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mPendingRegistrationFrameCallbacks.insert(callback);
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}
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}
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RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
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AutoMutex _lock(mLock);
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RenderTask* next = mQueue.peek();
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if (!next) {
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mNextWakeup = LLONG_MAX;
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} else {
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mNextWakeup = next->mRunAt;
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// Most tasks won't be delayed, so avoid unnecessary systemTime() calls
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if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
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next = mQueue.next();
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} else {
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next = 0;
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}
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}
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if (nextWakeup) {
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*nextWakeup = mNextWakeup;
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}
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return next;
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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