Bug: 18226391 The issue occurs as a result of a dispatchFrame itself taking longer than 12ms, the alloted budget. The result is that a vsync request (which occured at the end) would miss the vsync that occured 1ms prior to the end of the frame. As a result it would end up waiting for the following vsync, essentially dropping to 30fps even though 60 could have been sustained. Fix this with a few tweaks. First, adjust the UI thread's delay bias from (now + 4ms) to (vsync + 4ms), this prevents RT animators from slowly drifting if the vsync occurs mid-task. Second, request a vsync preemptively prior to running callbacks. This way if any callbacks needs the next vsync and it takes "too long", we will catch that vsync. Finally, fix an issue where the display event queue was always drained & rejected at the end of a task loop. Instead, drain and reject all stale vsyncs. This still prevents the issue of both UI thread & RT thread trying to drive 2 frames in a single pulse, but also allows RT to notice that it missed a vsync pulse it needed and that it should speed-up a bit in response Change-Id: I9d6be037737e9283297898cac2e3563453e797cd
141 lines
3.8 KiB
C++
141 lines
3.8 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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#ifndef RENDERTHREAD_H_
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#define RENDERTHREAD_H_
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#include "RenderTask.h"
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#include <memory>
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#include <set>
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#include <cutils/compiler.h>
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#include <utils/Looper.h>
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#include <utils/Mutex.h>
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#include <utils/Singleton.h>
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#include <utils/Thread.h>
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#include "TimeLord.h"
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namespace android {
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class DisplayEventReceiver;
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namespace uirenderer {
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class RenderState;
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namespace renderthread {
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class CanvasContext;
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class DispatchFrameCallbacks;
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class EglManager;
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class RenderProxy;
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class TaskQueue {
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public:
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TaskQueue();
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RenderTask* next();
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void queue(RenderTask* task);
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void queueAtFront(RenderTask* task);
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RenderTask* peek();
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void remove(RenderTask* task);
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private:
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RenderTask* mHead;
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RenderTask* mTail;
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};
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// Mimics android.view.Choreographer.FrameCallback
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class IFrameCallback {
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public:
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virtual void doFrame() = 0;
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protected:
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~IFrameCallback() {}
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};
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class ANDROID_API RenderThread : public Thread, protected Singleton<RenderThread> {
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public:
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// RenderThread takes complete ownership of tasks that are queued
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// and will delete them after they are run
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ANDROID_API void queue(RenderTask* task);
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ANDROID_API void queueAtFront(RenderTask* task);
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void queueAt(RenderTask* task, nsecs_t runAtNs);
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void remove(RenderTask* task);
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// Mimics android.view.Choreographer
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void postFrameCallback(IFrameCallback* callback);
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bool removeFrameCallback(IFrameCallback* callback);
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// If the callback is currently registered, it will be pushed back until
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// the next vsync. If it is not currently registered this does nothing.
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void pushBackFrameCallback(IFrameCallback* callback);
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TimeLord& timeLord() { return mTimeLord; }
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RenderState& renderState() { return *mRenderState; }
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EglManager& eglManager() { return *mEglManager; }
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protected:
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virtual bool threadLoop();
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private:
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friend class Singleton<RenderThread>;
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friend class DispatchFrameCallbacks;
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friend class RenderProxy;
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RenderThread();
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virtual ~RenderThread();
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void initThreadLocals();
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void initializeDisplayEventReceiver();
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static int displayEventReceiverCallback(int fd, int events, void* data);
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void drainDisplayEventQueue();
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void dispatchFrameCallbacks();
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void requestVsync();
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// Returns the next task to be run. If this returns NULL nextWakeup is set
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// to the time to requery for the nextTask to run. mNextWakeup is also
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// set to this time
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RenderTask* nextTask(nsecs_t* nextWakeup);
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sp<Looper> mLooper;
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Mutex mLock;
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nsecs_t mNextWakeup;
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TaskQueue mQueue;
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DisplayEventReceiver* mDisplayEventReceiver;
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bool mVsyncRequested;
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std::set<IFrameCallback*> mFrameCallbacks;
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// We defer the actual registration of these callbacks until
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// both mQueue *and* mDisplayEventReceiver have been drained off all
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// immediate events. This makes sure that we catch the next vsync, not
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// the previous one
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std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
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bool mFrameCallbackTaskPending;
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DispatchFrameCallbacks* mFrameCallbackTask;
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TimeLord mTimeLord;
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RenderState* mRenderState;
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EglManager* mEglManager;
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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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#endif /* RENDERTHREAD_H_ */
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