150816ce28
Add vsync id to the main trace functions. Test: capture a systrace Bug: 170914689 Change-Id: If17394d1bd75bf8139e82c88783e89c00a30a167
178 lines
5.5 KiB
C++
178 lines
5.5 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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#include "DrawFrameTask.h"
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#include <utils/Log.h>
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#include <utils/TraceUtils.h>
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#include "../DeferredLayerUpdater.h"
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#include "../DisplayList.h"
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#include "../RenderNode.h"
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#include "CanvasContext.h"
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#include "RenderThread.h"
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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DrawFrameTask::DrawFrameTask()
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: mRenderThread(nullptr)
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, mContext(nullptr)
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, mContentDrawBounds(0, 0, 0, 0)
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, mSyncResult(SyncResult::OK) {}
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DrawFrameTask::~DrawFrameTask() {}
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void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context,
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RenderNode* targetNode) {
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mRenderThread = thread;
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mContext = context;
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mTargetNode = targetNode;
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}
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void DrawFrameTask::pushLayerUpdate(DeferredLayerUpdater* layer) {
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LOG_ALWAYS_FATAL_IF(!mContext,
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"Lifecycle violation, there's no context to pushLayerUpdate with!");
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for (size_t i = 0; i < mLayers.size(); i++) {
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if (mLayers[i].get() == layer) {
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return;
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}
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}
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mLayers.push_back(layer);
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}
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void DrawFrameTask::removeLayerUpdate(DeferredLayerUpdater* layer) {
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for (size_t i = 0; i < mLayers.size(); i++) {
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if (mLayers[i].get() == layer) {
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mLayers.erase(mLayers.begin() + i);
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return;
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}
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}
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}
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int DrawFrameTask::drawFrame() {
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LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!");
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mSyncResult = SyncResult::OK;
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mSyncQueued = systemTime(SYSTEM_TIME_MONOTONIC);
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postAndWait();
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return mSyncResult;
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}
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void DrawFrameTask::postAndWait() {
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AutoMutex _lock(mLock);
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mRenderThread->queue().post([this]() { run(); });
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mSignal.wait(mLock);
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}
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void DrawFrameTask::run() {
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const int64_t vsyncId = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameTimelineVsyncId)];
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ATRACE_FORMAT("DrawFrames %" PRId64, vsyncId);
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bool canUnblockUiThread;
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bool canDrawThisFrame;
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{
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TreeInfo info(TreeInfo::MODE_FULL, *mContext);
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canUnblockUiThread = syncFrameState(info);
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canDrawThisFrame = info.out.canDrawThisFrame;
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if (mFrameCompleteCallback) {
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mContext->addFrameCompleteListener(std::move(mFrameCompleteCallback));
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mFrameCompleteCallback = nullptr;
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}
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}
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// Grab a copy of everything we need
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CanvasContext* context = mContext;
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std::function<void(int64_t)> callback = std::move(mFrameCallback);
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mFrameCallback = nullptr;
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// From this point on anything in "this" is *UNSAFE TO ACCESS*
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if (canUnblockUiThread) {
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unblockUiThread();
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}
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// Even if we aren't drawing this vsync pulse the next frame number will still be accurate
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if (CC_UNLIKELY(callback)) {
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context->enqueueFrameWork(
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[callback, frameNr = context->getFrameNumber()]() { callback(frameNr); });
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}
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if (CC_LIKELY(canDrawThisFrame)) {
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context->draw();
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} else {
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// wait on fences so tasks don't overlap next frame
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context->waitOnFences();
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}
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if (!canUnblockUiThread) {
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unblockUiThread();
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}
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}
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bool DrawFrameTask::syncFrameState(TreeInfo& info) {
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ATRACE_CALL();
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int64_t vsync = mFrameInfo[static_cast<int>(FrameInfoIndex::Vsync)];
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int64_t intendedVsync = mFrameInfo[static_cast<int>(FrameInfoIndex::IntendedVsync)];
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int64_t vsyncId = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameTimelineVsyncId)];
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int64_t frameDeadline = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameDeadline)];
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mRenderThread->timeLord().vsyncReceived(vsync, intendedVsync, vsyncId, frameDeadline);
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bool canDraw = mContext->makeCurrent();
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mContext->unpinImages();
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for (size_t i = 0; i < mLayers.size(); i++) {
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mLayers[i]->apply();
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}
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mLayers.clear();
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mContext->setContentDrawBounds(mContentDrawBounds);
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mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
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// This is after the prepareTree so that any pending operations
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// (RenderNode tree state, prefetched layers, etc...) will be flushed.
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if (CC_UNLIKELY(!mContext->hasSurface() || !canDraw)) {
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if (!mContext->hasSurface()) {
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mSyncResult |= SyncResult::LostSurfaceRewardIfFound;
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} else {
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// If we have a surface but can't draw we must be stopped
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mSyncResult |= SyncResult::ContextIsStopped;
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}
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info.out.canDrawThisFrame = false;
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}
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if (info.out.hasAnimations) {
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if (info.out.requiresUiRedraw) {
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mSyncResult |= SyncResult::UIRedrawRequired;
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}
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}
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if (!info.out.canDrawThisFrame) {
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mSyncResult |= SyncResult::FrameDropped;
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}
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// If prepareTextures is false, we ran out of texture cache space
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return info.prepareTextures;
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}
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void DrawFrameTask::unblockUiThread() {
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AutoMutex _lock(mLock);
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mSignal.signal();
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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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