2507c34d91
bug:19967854 Separate properties from Caches, into static, RenderThread-only class. Also rewrites the means for java to set properties to correctly handle threading, and adds an override for profile bars so that SysUi doesn't clutter the screen with them. Change-Id: I6e21a96065f52b9ecc49d1a126244804ba106fa9
371 lines
12 KiB
C++
371 lines
12 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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#include "../renderstate/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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#include <gui/DisplayEventReceiver.h>
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#include <gui/ISurfaceComposer.h>
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#include <gui/SurfaceComposerClient.h>
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#include <sys/resource.h>
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#include <utils/Log.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(nullptr), mTail(nullptr) {}
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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 = nullptr;
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}
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ret->mNext = nullptr;
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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 = nullptr;
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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() override {
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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(nullptr)
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, mVsyncRequested(false)
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, mFrameCallbackTaskPending(false)
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, mFrameCallbackTask(nullptr)
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, mRenderState(nullptr)
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, mEglManager(nullptr) {
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Properties::load();
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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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sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
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ISurfaceComposer::eDisplayIdMain));
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status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &mDisplayInfo);
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LOG_ALWAYS_FATAL_IF(status, "Failed to get display info\n");
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nsecs_t frameIntervalNanos = static_cast<nsecs_t>(1000000000 / mDisplayInfo.fps);
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mTimeLord.setFrameInterval(frameIntervalNanos);
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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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mJankTracker = new JankTracker(frameIntervalNanos);
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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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setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
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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 = nullptr;
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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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