The forceDraw flag in HardwareRenderer will ensure a frame is drawn when requested even if it would end up drawing multiple frames in a single vsync. This is to help blast sync when we want to synchronize the buffer. We want to make sure we are guaranteed a callback since we don't want to wait for retries, especially in the case when trying to synchronize multiple buffers. There was already a global flag to handle this, but would use the flag for all draws. This new function is set per draw so once a frame is drawn it's unset. The global flag was only used for tests so updated the test to set the flag before every draw and deleted the global property. Test: Underlying code was in place. This is just piping a new setter. No usages yet. Test: TestSceneRunner Bug: 200284684 Change-Id: Ie1c9950cabb7331cfed1721564a51a1a15cd1624
146 lines
4.0 KiB
C++
146 lines
4.0 KiB
C++
/*
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* Copyright (C) 2014 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 DRAWFRAMETASK_H
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#define DRAWFRAMETASK_H
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#include <android/performance_hint.h>
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#include <utils/Condition.h>
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#include <utils/Mutex.h>
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#include <utils/StrongPointer.h>
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#include <optional>
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#include <vector>
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#include "../FrameInfo.h"
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#include "../Rect.h"
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#include "../TreeInfo.h"
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#include "RenderTask.h"
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class RenderNode;
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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namespace SyncResult {
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enum {
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OK = 0,
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UIRedrawRequired = 1 << 0,
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LostSurfaceRewardIfFound = 1 << 1,
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ContextIsStopped = 1 << 2,
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FrameDropped = 1 << 3,
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};
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}
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/*
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* This is a special Super Task. It is re-used multiple times by RenderProxy,
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* and contains state (such as layer updaters & new DisplayLists) that is
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* tracked across many frames not just a single frame.
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* It is the sync-state task, and will kick off the post-sync draw
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*/
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class DrawFrameTask {
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public:
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DrawFrameTask();
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virtual ~DrawFrameTask();
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void setContext(RenderThread* thread, CanvasContext* context, RenderNode* targetNode,
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int32_t uiThreadId, int32_t renderThreadId);
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void setContentDrawBounds(int left, int top, int right, int bottom) {
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mContentDrawBounds.set(left, top, right, bottom);
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}
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void pushLayerUpdate(DeferredLayerUpdater* layer);
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void removeLayerUpdate(DeferredLayerUpdater* layer);
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int drawFrame();
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int64_t* frameInfo() { return mFrameInfo; }
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void run();
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void setFrameCallback(std::function<std::function<void(bool)>(int32_t, int64_t)>&& callback) {
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mFrameCallback = std::move(callback);
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}
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void setFrameCommitCallback(std::function<void(bool)>&& callback) {
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mFrameCommitCallback = std::move(callback);
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}
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void setFrameCompleteCallback(std::function<void()>&& callback) {
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mFrameCompleteCallback = std::move(callback);
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}
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void forceDrawNextFrame() { mForceDrawFrame = true; }
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private:
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class HintSessionWrapper {
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public:
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HintSessionWrapper(int32_t uiThreadId, int32_t renderThreadId);
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~HintSessionWrapper();
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void updateTargetWorkDuration(long targetDurationNanos);
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void reportActualWorkDuration(long actualDurationNanos);
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private:
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APerformanceHintSession* mHintSession = nullptr;
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};
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void postAndWait();
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bool syncFrameState(TreeInfo& info);
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void unblockUiThread();
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Mutex mLock;
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Condition mSignal;
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RenderThread* mRenderThread;
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CanvasContext* mContext;
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RenderNode* mTargetNode = nullptr;
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int32_t mUiThreadId = -1;
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int32_t mRenderThreadId = -1;
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Rect mContentDrawBounds;
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/*********************************************
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* Single frame data
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*********************************************/
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std::vector<sp<DeferredLayerUpdater> > mLayers;
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int mSyncResult;
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int64_t mSyncQueued;
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int64_t mFrameInfo[UI_THREAD_FRAME_INFO_SIZE];
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std::function<std::function<void(bool)>(int32_t, int64_t)> mFrameCallback;
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std::function<void(bool)> mFrameCommitCallback;
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std::function<void()> mFrameCompleteCallback;
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nsecs_t mLastDequeueBufferDuration = 0;
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nsecs_t mLastTargetWorkDuration = 0;
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std::optional<HintSessionWrapper> mHintSessionWrapper;
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bool mForceDrawFrame = false;
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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 /* DRAWFRAMETASK_H */
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