| /* |
| * Copyright (C) 2011 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package android.view; |
| |
| import static android.view.DisplayEventReceiver.CONFIG_CHANGED_EVENT_SUPPRESS; |
| import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP; |
| import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER; |
| |
| import android.annotation.TestApi; |
| import android.annotation.UnsupportedAppUsage; |
| import android.graphics.FrameInfo; |
| import android.hardware.display.DisplayManagerGlobal; |
| import android.os.Build; |
| import android.os.Handler; |
| import android.os.Looper; |
| import android.os.Message; |
| import android.os.SystemClock; |
| import android.os.SystemProperties; |
| import android.os.Trace; |
| import android.util.Log; |
| import android.util.TimeUtils; |
| import android.view.animation.AnimationUtils; |
| |
| import java.io.PrintWriter; |
| |
| /** |
| * Coordinates the timing of animations, input and drawing. |
| * <p> |
| * The choreographer receives timing pulses (such as vertical synchronization) |
| * from the display subsystem then schedules work to occur as part of rendering |
| * the next display frame. |
| * </p><p> |
| * Applications typically interact with the choreographer indirectly using |
| * higher level abstractions in the animation framework or the view hierarchy. |
| * Here are some examples of things you can do using the higher-level APIs. |
| * </p> |
| * <ul> |
| * <li>To post an animation to be processed on a regular time basis synchronized with |
| * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li> |
| * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display |
| * frame, use {@link View#postOnAnimation}.</li> |
| * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display |
| * frame after a delay, use {@link View#postOnAnimationDelayed}.</li> |
| * <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the |
| * next display frame, use {@link View#postInvalidateOnAnimation()} or |
| * {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li> |
| * <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in |
| * sync with display frame rendering, do nothing. This already happens automatically. |
| * {@link View#onDraw} will be called at the appropriate time.</li> |
| * </ul> |
| * <p> |
| * However, there are a few cases where you might want to use the functions of the |
| * choreographer directly in your application. Here are some examples. |
| * </p> |
| * <ul> |
| * <li>If your application does its rendering in a different thread, possibly using GL, |
| * or does not use the animation framework or view hierarchy at all |
| * and you want to ensure that it is appropriately synchronized with the display, then use |
| * {@link Choreographer#postFrameCallback}.</li> |
| * <li>... and that's about it.</li> |
| * </ul> |
| * <p> |
| * Each {@link Looper} thread has its own choreographer. Other threads can |
| * post callbacks to run on the choreographer but they will run on the {@link Looper} |
| * to which the choreographer belongs. |
| * </p> |
| */ |
| public final class Choreographer { |
| private static final String TAG = "Choreographer"; |
| |
| // Prints debug messages about jank which was detected (low volume). |
| private static final boolean DEBUG_JANK = false; |
| |
| // Prints debug messages about every frame and callback registered (high volume). |
| private static final boolean DEBUG_FRAMES = false; |
| |
| // The default amount of time in ms between animation frames. |
| // When vsync is not enabled, we want to have some idea of how long we should |
| // wait before posting the next animation message. It is important that the |
| // default value be less than the true inter-frame delay on all devices to avoid |
| // situations where we might skip frames by waiting too long (we must compensate |
| // for jitter and hardware variations). Regardless of this value, the animation |
| // and display loop is ultimately rate-limited by how fast new graphics buffers can |
| // be dequeued. |
| private static final long DEFAULT_FRAME_DELAY = 10; |
| |
| // The number of milliseconds between animation frames. |
| private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY; |
| |
| // Thread local storage for the choreographer. |
| private static final ThreadLocal<Choreographer> sThreadInstance = |
| new ThreadLocal<Choreographer>() { |
| @Override |
| protected Choreographer initialValue() { |
| Looper looper = Looper.myLooper(); |
| if (looper == null) { |
| throw new IllegalStateException("The current thread must have a looper!"); |
| } |
| Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP); |
| if (looper == Looper.getMainLooper()) { |
| mMainInstance = choreographer; |
| } |
| return choreographer; |
| } |
| }; |
| |
| private static volatile Choreographer mMainInstance; |
| |
| // Thread local storage for the SF choreographer. |
| private static final ThreadLocal<Choreographer> sSfThreadInstance = |
| new ThreadLocal<Choreographer>() { |
| @Override |
| protected Choreographer initialValue() { |
| Looper looper = Looper.myLooper(); |
| if (looper == null) { |
| throw new IllegalStateException("The current thread must have a looper!"); |
| } |
| return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER); |
| } |
| }; |
| |
| // Enable/disable vsync for animations and drawing. |
| @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 123769497) |
| private static final boolean USE_VSYNC = SystemProperties.getBoolean( |
| "debug.choreographer.vsync", true); |
| |
| // Enable/disable using the frame time instead of returning now. |
| private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean( |
| "debug.choreographer.frametime", true); |
| |
| // Set a limit to warn about skipped frames. |
| // Skipped frames imply jank. |
| private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt( |
| "debug.choreographer.skipwarning", 30); |
| |
| private static final int MSG_DO_FRAME = 0; |
| private static final int MSG_DO_SCHEDULE_VSYNC = 1; |
| private static final int MSG_DO_SCHEDULE_CALLBACK = 2; |
| |
| // All frame callbacks posted by applications have this token. |
| private static final Object FRAME_CALLBACK_TOKEN = new Object() { |
| public String toString() { return "FRAME_CALLBACK_TOKEN"; } |
| }; |
| |
| @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 115609023) |
| private final Object mLock = new Object(); |
| |
| private final Looper mLooper; |
| private final FrameHandler mHandler; |
| |
| // The display event receiver can only be accessed by the looper thread to which |
| // it is attached. We take care to ensure that we post message to the looper |
| // if appropriate when interacting with the display event receiver. |
| @UnsupportedAppUsage |
| private final FrameDisplayEventReceiver mDisplayEventReceiver; |
| |
| private CallbackRecord mCallbackPool; |
| |
| @UnsupportedAppUsage |
| private final CallbackQueue[] mCallbackQueues; |
| |
| private boolean mFrameScheduled; |
| private boolean mCallbacksRunning; |
| @UnsupportedAppUsage |
| private long mLastFrameTimeNanos; |
| @UnsupportedAppUsage |
| private long mFrameIntervalNanos; |
| private boolean mDebugPrintNextFrameTimeDelta; |
| private int mFPSDivisor = 1; |
| |
| /** |
| * Contains information about the current frame for jank-tracking, |
| * mainly timings of key events along with a bit of metadata about |
| * view tree state |
| * |
| * TODO: Is there a better home for this? Currently Choreographer |
| * is the only one with CALLBACK_ANIMATION start time, hence why this |
| * resides here. |
| * |
| * @hide |
| */ |
| FrameInfo mFrameInfo = new FrameInfo(); |
| |
| /** |
| * Must be kept in sync with CALLBACK_* ints below, used to index into this array. |
| * @hide |
| */ |
| private static final String[] CALLBACK_TRACE_TITLES = { |
| "input", "animation", "insets_animation", "traversal", "commit" |
| }; |
| |
| /** |
| * Callback type: Input callback. Runs first. |
| * @hide |
| */ |
| public static final int CALLBACK_INPUT = 0; |
| |
| /** |
| * Callback type: Animation callback. Runs before {@link #CALLBACK_INSETS_ANIMATION}. |
| * @hide |
| */ |
| @TestApi |
| public static final int CALLBACK_ANIMATION = 1; |
| |
| /** |
| * Callback type: Animation callback to handle inset updates. This is separate from |
| * {@link #CALLBACK_ANIMATION} as we need to "gather" all inset animation updates via |
| * {@link WindowInsetsAnimationController#changeInsets} for multiple ongoing animations but then |
| * update the whole view system with a single callback to {@link View#dispatchWindowInsetsAnimationProgress} |
| * that contains all the combined updated insets. |
| * <p> |
| * Both input and animation may change insets, so we need to run this after these callbacks, but |
| * before traversals. |
| * <p> |
| * Runs before traversals. |
| * @hide |
| */ |
| public static final int CALLBACK_INSETS_ANIMATION = 2; |
| |
| /** |
| * Callback type: Traversal callback. Handles layout and draw. Runs |
| * after all other asynchronous messages have been handled. |
| * @hide |
| */ |
| public static final int CALLBACK_TRAVERSAL = 3; |
| |
| /** |
| * Callback type: Commit callback. Handles post-draw operations for the frame. |
| * Runs after traversal completes. The {@link #getFrameTime() frame time} reported |
| * during this callback may be updated to reflect delays that occurred while |
| * traversals were in progress in case heavy layout operations caused some frames |
| * to be skipped. The frame time reported during this callback provides a better |
| * estimate of the start time of the frame in which animations (and other updates |
| * to the view hierarchy state) actually took effect. |
| * @hide |
| */ |
| public static final int CALLBACK_COMMIT = 4; |
| |
| private static final int CALLBACK_LAST = CALLBACK_COMMIT; |
| |
| private Choreographer(Looper looper, int vsyncSource) { |
| mLooper = looper; |
| mHandler = new FrameHandler(looper); |
| mDisplayEventReceiver = USE_VSYNC |
| ? new FrameDisplayEventReceiver(looper, vsyncSource) |
| : null; |
| mLastFrameTimeNanos = Long.MIN_VALUE; |
| |
| mFrameIntervalNanos = (long)(1000000000 / getRefreshRate()); |
| |
| mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1]; |
| for (int i = 0; i <= CALLBACK_LAST; i++) { |
| mCallbackQueues[i] = new CallbackQueue(); |
| } |
| // b/68769804: For low FPS experiments. |
| setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1)); |
| } |
| |
| private static float getRefreshRate() { |
| DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo( |
| Display.DEFAULT_DISPLAY); |
| return di.getMode().getRefreshRate(); |
| } |
| |
| /** |
| * Gets the choreographer for the calling thread. Must be called from |
| * a thread that already has a {@link android.os.Looper} associated with it. |
| * |
| * @return The choreographer for this thread. |
| * @throws IllegalStateException if the thread does not have a looper. |
| */ |
| public static Choreographer getInstance() { |
| return sThreadInstance.get(); |
| } |
| |
| /** |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| public static Choreographer getSfInstance() { |
| return sSfThreadInstance.get(); |
| } |
| |
| /** |
| * @return The Choreographer of the main thread, if it exists, or {@code null} otherwise. |
| * @hide |
| */ |
| public static Choreographer getMainThreadInstance() { |
| return mMainInstance; |
| } |
| |
| /** Destroys the calling thread's choreographer |
| * @hide |
| */ |
| public static void releaseInstance() { |
| Choreographer old = sThreadInstance.get(); |
| sThreadInstance.remove(); |
| old.dispose(); |
| } |
| |
| private void dispose() { |
| mDisplayEventReceiver.dispose(); |
| } |
| |
| /** |
| * The amount of time, in milliseconds, between each frame of the animation. |
| * <p> |
| * This is a requested time that the animation will attempt to honor, but the actual delay |
| * between frames may be different, depending on system load and capabilities. This is a static |
| * function because the same delay will be applied to all animations, since they are all |
| * run off of a single timing loop. |
| * </p><p> |
| * The frame delay may be ignored when the animation system uses an external timing |
| * source, such as the display refresh rate (vsync), to govern animations. |
| * </p> |
| * |
| * @return the requested time between frames, in milliseconds |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| @TestApi |
| public static long getFrameDelay() { |
| return sFrameDelay; |
| } |
| |
| /** |
| * The amount of time, in milliseconds, between each frame of the animation. |
| * <p> |
| * This is a requested time that the animation will attempt to honor, but the actual delay |
| * between frames may be different, depending on system load and capabilities. This is a static |
| * function because the same delay will be applied to all animations, since they are all |
| * run off of a single timing loop. |
| * </p><p> |
| * The frame delay may be ignored when the animation system uses an external timing |
| * source, such as the display refresh rate (vsync), to govern animations. |
| * </p> |
| * |
| * @param frameDelay the requested time between frames, in milliseconds |
| * @hide |
| */ |
| @TestApi |
| public static void setFrameDelay(long frameDelay) { |
| sFrameDelay = frameDelay; |
| } |
| |
| /** |
| * Subtracts typical frame delay time from a delay interval in milliseconds. |
| * <p> |
| * This method can be used to compensate for animation delay times that have baked |
| * in assumptions about the frame delay. For example, it's quite common for code to |
| * assume a 60Hz frame time and bake in a 16ms delay. When we call |
| * {@link #postAnimationCallbackDelayed} we want to know how long to wait before |
| * posting the animation callback but let the animation timer take care of the remaining |
| * frame delay time. |
| * </p><p> |
| * This method is somewhat conservative about how much of the frame delay it |
| * subtracts. It uses the same value returned by {@link #getFrameDelay} which by |
| * default is 10ms even though many parts of the system assume 16ms. Consequently, |
| * we might still wait 6ms before posting an animation callback that we want to run |
| * on the next frame, but this is much better than waiting a whole 16ms and likely |
| * missing the deadline. |
| * </p> |
| * |
| * @param delayMillis The original delay time including an assumed frame delay. |
| * @return The adjusted delay time with the assumed frame delay subtracted out. |
| * @hide |
| */ |
| public static long subtractFrameDelay(long delayMillis) { |
| final long frameDelay = sFrameDelay; |
| return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay; |
| } |
| |
| /** |
| * @return The refresh rate as the nanoseconds between frames |
| * @hide |
| */ |
| public long getFrameIntervalNanos() { |
| return mFrameIntervalNanos; |
| } |
| |
| void dump(String prefix, PrintWriter writer) { |
| String innerPrefix = prefix + " "; |
| writer.print(prefix); writer.println("Choreographer:"); |
| writer.print(innerPrefix); writer.print("mFrameScheduled="); |
| writer.println(mFrameScheduled); |
| writer.print(innerPrefix); writer.print("mLastFrameTime="); |
| writer.println(TimeUtils.formatUptime(mLastFrameTimeNanos / 1000000)); |
| } |
| |
| /** |
| * Posts a callback to run on the next frame. |
| * <p> |
| * The callback runs once then is automatically removed. |
| * </p> |
| * |
| * @param callbackType The callback type. |
| * @param action The callback action to run during the next frame. |
| * @param token The callback token, or null if none. |
| * |
| * @see #removeCallbacks |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| @TestApi |
| public void postCallback(int callbackType, Runnable action, Object token) { |
| postCallbackDelayed(callbackType, action, token, 0); |
| } |
| |
| /** |
| * Posts a callback to run on the next frame after the specified delay. |
| * <p> |
| * The callback runs once then is automatically removed. |
| * </p> |
| * |
| * @param callbackType The callback type. |
| * @param action The callback action to run during the next frame after the specified delay. |
| * @param token The callback token, or null if none. |
| * @param delayMillis The delay time in milliseconds. |
| * |
| * @see #removeCallback |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| @TestApi |
| public void postCallbackDelayed(int callbackType, |
| Runnable action, Object token, long delayMillis) { |
| if (action == null) { |
| throw new IllegalArgumentException("action must not be null"); |
| } |
| if (callbackType < 0 || callbackType > CALLBACK_LAST) { |
| throw new IllegalArgumentException("callbackType is invalid"); |
| } |
| |
| postCallbackDelayedInternal(callbackType, action, token, delayMillis); |
| } |
| |
| private void postCallbackDelayedInternal(int callbackType, |
| Object action, Object token, long delayMillis) { |
| if (DEBUG_FRAMES) { |
| Log.d(TAG, "PostCallback: type=" + callbackType |
| + ", action=" + action + ", token=" + token |
| + ", delayMillis=" + delayMillis); |
| } |
| |
| synchronized (mLock) { |
| final long now = SystemClock.uptimeMillis(); |
| final long dueTime = now + delayMillis; |
| mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token); |
| |
| if (dueTime <= now) { |
| scheduleFrameLocked(now); |
| } else { |
| Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action); |
| msg.arg1 = callbackType; |
| msg.setAsynchronous(true); |
| mHandler.sendMessageAtTime(msg, dueTime); |
| } |
| } |
| } |
| |
| /** |
| * Removes callbacks that have the specified action and token. |
| * |
| * @param callbackType The callback type. |
| * @param action The action property of the callbacks to remove, or null to remove |
| * callbacks with any action. |
| * @param token The token property of the callbacks to remove, or null to remove |
| * callbacks with any token. |
| * |
| * @see #postCallback |
| * @see #postCallbackDelayed |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| @TestApi |
| public void removeCallbacks(int callbackType, Runnable action, Object token) { |
| if (callbackType < 0 || callbackType > CALLBACK_LAST) { |
| throw new IllegalArgumentException("callbackType is invalid"); |
| } |
| |
| removeCallbacksInternal(callbackType, action, token); |
| } |
| |
| private void removeCallbacksInternal(int callbackType, Object action, Object token) { |
| if (DEBUG_FRAMES) { |
| Log.d(TAG, "RemoveCallbacks: type=" + callbackType |
| + ", action=" + action + ", token=" + token); |
| } |
| |
| synchronized (mLock) { |
| mCallbackQueues[callbackType].removeCallbacksLocked(action, token); |
| if (action != null && token == null) { |
| mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action); |
| } |
| } |
| } |
| |
| /** |
| * Posts a frame callback to run on the next frame. |
| * <p> |
| * The callback runs once then is automatically removed. |
| * </p> |
| * |
| * @param callback The frame callback to run during the next frame. |
| * |
| * @see #postFrameCallbackDelayed |
| * @see #removeFrameCallback |
| */ |
| public void postFrameCallback(FrameCallback callback) { |
| postFrameCallbackDelayed(callback, 0); |
| } |
| |
| /** |
| * Posts a frame callback to run on the next frame after the specified delay. |
| * <p> |
| * The callback runs once then is automatically removed. |
| * </p> |
| * |
| * @param callback The frame callback to run during the next frame. |
| * @param delayMillis The delay time in milliseconds. |
| * |
| * @see #postFrameCallback |
| * @see #removeFrameCallback |
| */ |
| public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) { |
| if (callback == null) { |
| throw new IllegalArgumentException("callback must not be null"); |
| } |
| |
| postCallbackDelayedInternal(CALLBACK_ANIMATION, |
| callback, FRAME_CALLBACK_TOKEN, delayMillis); |
| } |
| |
| /** |
| * Removes a previously posted frame callback. |
| * |
| * @param callback The frame callback to remove. |
| * |
| * @see #postFrameCallback |
| * @see #postFrameCallbackDelayed |
| */ |
| public void removeFrameCallback(FrameCallback callback) { |
| if (callback == null) { |
| throw new IllegalArgumentException("callback must not be null"); |
| } |
| |
| removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN); |
| } |
| |
| /** |
| * Gets the time when the current frame started. |
| * <p> |
| * This method provides the time in milliseconds when the frame started being rendered. |
| * The frame time provides a stable time base for synchronizing animations |
| * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()} |
| * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame |
| * time helps to reduce inter-frame jitter because the frame time is fixed at the time |
| * the frame was scheduled to start, regardless of when the animations or drawing |
| * callback actually runs. All callbacks that run as part of rendering a frame will |
| * observe the same frame time so using the frame time also helps to synchronize effects |
| * that are performed by different callbacks. |
| * </p><p> |
| * Please note that the framework already takes care to process animations and |
| * drawing using the frame time as a stable time base. Most applications should |
| * not need to use the frame time information directly. |
| * </p><p> |
| * This method should only be called from within a callback. |
| * </p> |
| * |
| * @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base. |
| * |
| * @throws IllegalStateException if no frame is in progress. |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| public long getFrameTime() { |
| return getFrameTimeNanos() / TimeUtils.NANOS_PER_MS; |
| } |
| |
| /** |
| * Same as {@link #getFrameTime()} but with nanosecond precision. |
| * |
| * @return The frame start time, in the {@link System#nanoTime()} time base. |
| * |
| * @throws IllegalStateException if no frame is in progress. |
| * @hide |
| */ |
| @UnsupportedAppUsage |
| public long getFrameTimeNanos() { |
| synchronized (mLock) { |
| if (!mCallbacksRunning) { |
| throw new IllegalStateException("This method must only be called as " |
| + "part of a callback while a frame is in progress."); |
| } |
| return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime(); |
| } |
| } |
| |
| /** |
| * Like {@link #getLastFrameTimeNanos}, but always returns the last frame time, not matter |
| * whether callbacks are currently running. |
| * @return The frame start time of the last frame, in the {@link System#nanoTime()} time base. |
| * @hide |
| */ |
| public long getLastFrameTimeNanos() { |
| synchronized (mLock) { |
| return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime(); |
| } |
| } |
| |
| private void scheduleFrameLocked(long now) { |
| if (!mFrameScheduled) { |
| mFrameScheduled = true; |
| if (USE_VSYNC) { |
| if (DEBUG_FRAMES) { |
| Log.d(TAG, "Scheduling next frame on vsync."); |
| } |
| |
| // If running on the Looper thread, then schedule the vsync immediately, |
| // otherwise post a message to schedule the vsync from the UI thread |
| // as soon as possible. |
| if (isRunningOnLooperThreadLocked()) { |
| scheduleVsyncLocked(); |
| } else { |
| Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC); |
| msg.setAsynchronous(true); |
| mHandler.sendMessageAtFrontOfQueue(msg); |
| } |
| } else { |
| final long nextFrameTime = Math.max( |
| mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now); |
| if (DEBUG_FRAMES) { |
| Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms."); |
| } |
| Message msg = mHandler.obtainMessage(MSG_DO_FRAME); |
| msg.setAsynchronous(true); |
| mHandler.sendMessageAtTime(msg, nextFrameTime); |
| } |
| } |
| } |
| |
| void setFPSDivisor(int divisor) { |
| if (divisor <= 0) divisor = 1; |
| mFPSDivisor = divisor; |
| ThreadedRenderer.setFPSDivisor(divisor); |
| } |
| |
| @UnsupportedAppUsage |
| void doFrame(long frameTimeNanos, int frame) { |
| final long startNanos; |
| synchronized (mLock) { |
| if (!mFrameScheduled) { |
| return; // no work to do |
| } |
| |
| if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) { |
| mDebugPrintNextFrameTimeDelta = false; |
| Log.d(TAG, "Frame time delta: " |
| + ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms"); |
| } |
| |
| long intendedFrameTimeNanos = frameTimeNanos; |
| startNanos = System.nanoTime(); |
| final long jitterNanos = startNanos - frameTimeNanos; |
| if (jitterNanos >= mFrameIntervalNanos) { |
| final long skippedFrames = jitterNanos / mFrameIntervalNanos; |
| if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) { |
| Log.i(TAG, "Skipped " + skippedFrames + " frames! " |
| + "The application may be doing too much work on its main thread."); |
| } |
| final long lastFrameOffset = jitterNanos % mFrameIntervalNanos; |
| if (DEBUG_JANK) { |
| Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms " |
| + "which is more than the frame interval of " |
| + (mFrameIntervalNanos * 0.000001f) + " ms! " |
| + "Skipping " + skippedFrames + " frames and setting frame " |
| + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past."); |
| } |
| frameTimeNanos = startNanos - lastFrameOffset; |
| } |
| |
| if (frameTimeNanos < mLastFrameTimeNanos) { |
| if (DEBUG_JANK) { |
| Log.d(TAG, "Frame time appears to be going backwards. May be due to a " |
| + "previously skipped frame. Waiting for next vsync."); |
| } |
| scheduleVsyncLocked(); |
| return; |
| } |
| |
| if (mFPSDivisor > 1) { |
| long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos; |
| if (timeSinceVsync < (mFrameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) { |
| scheduleVsyncLocked(); |
| return; |
| } |
| } |
| |
| mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos); |
| mFrameScheduled = false; |
| mLastFrameTimeNanos = frameTimeNanos; |
| } |
| |
| try { |
| Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame"); |
| AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS); |
| |
| mFrameInfo.markInputHandlingStart(); |
| doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos); |
| |
| mFrameInfo.markAnimationsStart(); |
| doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos); |
| doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameTimeNanos); |
| |
| mFrameInfo.markPerformTraversalsStart(); |
| doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); |
| |
| doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos); |
| } finally { |
| AnimationUtils.unlockAnimationClock(); |
| Trace.traceEnd(Trace.TRACE_TAG_VIEW); |
| } |
| |
| if (DEBUG_FRAMES) { |
| final long endNanos = System.nanoTime(); |
| Log.d(TAG, "Frame " + frame + ": Finished, took " |
| + (endNanos - startNanos) * 0.000001f + " ms, latency " |
| + (startNanos - frameTimeNanos) * 0.000001f + " ms."); |
| } |
| } |
| |
| void doCallbacks(int callbackType, long frameTimeNanos) { |
| CallbackRecord callbacks; |
| synchronized (mLock) { |
| // We use "now" to determine when callbacks become due because it's possible |
| // for earlier processing phases in a frame to post callbacks that should run |
| // in a following phase, such as an input event that causes an animation to start. |
| final long now = System.nanoTime(); |
| callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked( |
| now / TimeUtils.NANOS_PER_MS); |
| if (callbacks == null) { |
| return; |
| } |
| mCallbacksRunning = true; |
| |
| // Update the frame time if necessary when committing the frame. |
| // We only update the frame time if we are more than 2 frames late reaching |
| // the commit phase. This ensures that the frame time which is observed by the |
| // callbacks will always increase from one frame to the next and never repeat. |
| // We never want the next frame's starting frame time to end up being less than |
| // or equal to the previous frame's commit frame time. Keep in mind that the |
| // next frame has most likely already been scheduled by now so we play it |
| // safe by ensuring the commit time is always at least one frame behind. |
| if (callbackType == Choreographer.CALLBACK_COMMIT) { |
| final long jitterNanos = now - frameTimeNanos; |
| Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos); |
| if (jitterNanos >= 2 * mFrameIntervalNanos) { |
| final long lastFrameOffset = jitterNanos % mFrameIntervalNanos |
| + mFrameIntervalNanos; |
| if (DEBUG_JANK) { |
| Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f) |
| + " ms which is more than twice the frame interval of " |
| + (mFrameIntervalNanos * 0.000001f) + " ms! " |
| + "Setting frame time to " + (lastFrameOffset * 0.000001f) |
| + " ms in the past."); |
| mDebugPrintNextFrameTimeDelta = true; |
| } |
| frameTimeNanos = now - lastFrameOffset; |
| mLastFrameTimeNanos = frameTimeNanos; |
| } |
| } |
| } |
| try { |
| Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]); |
| for (CallbackRecord c = callbacks; c != null; c = c.next) { |
| if (DEBUG_FRAMES) { |
| Log.d(TAG, "RunCallback: type=" + callbackType |
| + ", action=" + c.action + ", token=" + c.token |
| + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime)); |
| } |
| c.run(frameTimeNanos); |
| } |
| } finally { |
| synchronized (mLock) { |
| mCallbacksRunning = false; |
| do { |
| final CallbackRecord next = callbacks.next; |
| recycleCallbackLocked(callbacks); |
| callbacks = next; |
| } while (callbacks != null); |
| } |
| Trace.traceEnd(Trace.TRACE_TAG_VIEW); |
| } |
| } |
| |
| void doScheduleVsync() { |
| synchronized (mLock) { |
| if (mFrameScheduled) { |
| scheduleVsyncLocked(); |
| } |
| } |
| } |
| |
| void doScheduleCallback(int callbackType) { |
| synchronized (mLock) { |
| if (!mFrameScheduled) { |
| final long now = SystemClock.uptimeMillis(); |
| if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) { |
| scheduleFrameLocked(now); |
| } |
| } |
| } |
| } |
| |
| @UnsupportedAppUsage |
| private void scheduleVsyncLocked() { |
| mDisplayEventReceiver.scheduleVsync(); |
| } |
| |
| private boolean isRunningOnLooperThreadLocked() { |
| return Looper.myLooper() == mLooper; |
| } |
| |
| private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) { |
| CallbackRecord callback = mCallbackPool; |
| if (callback == null) { |
| callback = new CallbackRecord(); |
| } else { |
| mCallbackPool = callback.next; |
| callback.next = null; |
| } |
| callback.dueTime = dueTime; |
| callback.action = action; |
| callback.token = token; |
| return callback; |
| } |
| |
| private void recycleCallbackLocked(CallbackRecord callback) { |
| callback.action = null; |
| callback.token = null; |
| callback.next = mCallbackPool; |
| mCallbackPool = callback; |
| } |
| |
| /** |
| * Implement this interface to receive a callback when a new display frame is |
| * being rendered. The callback is invoked on the {@link Looper} thread to |
| * which the {@link Choreographer} is attached. |
| */ |
| public interface FrameCallback { |
| /** |
| * Called when a new display frame is being rendered. |
| * <p> |
| * This method provides the time in nanoseconds when the frame started being rendered. |
| * The frame time provides a stable time base for synchronizing animations |
| * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()} |
| * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame |
| * time helps to reduce inter-frame jitter because the frame time is fixed at the time |
| * the frame was scheduled to start, regardless of when the animations or drawing |
| * callback actually runs. All callbacks that run as part of rendering a frame will |
| * observe the same frame time so using the frame time also helps to synchronize effects |
| * that are performed by different callbacks. |
| * </p><p> |
| * Please note that the framework already takes care to process animations and |
| * drawing using the frame time as a stable time base. Most applications should |
| * not need to use the frame time information directly. |
| * </p> |
| * |
| * @param frameTimeNanos The time in nanoseconds when the frame started being rendered, |
| * in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000} |
| * to convert it to the {@link SystemClock#uptimeMillis()} time base. |
| */ |
| public void doFrame(long frameTimeNanos); |
| } |
| |
| private final class FrameHandler extends Handler { |
| public FrameHandler(Looper looper) { |
| super(looper); |
| } |
| |
| @Override |
| public void handleMessage(Message msg) { |
| switch (msg.what) { |
| case MSG_DO_FRAME: |
| doFrame(System.nanoTime(), 0); |
| break; |
| case MSG_DO_SCHEDULE_VSYNC: |
| doScheduleVsync(); |
| break; |
| case MSG_DO_SCHEDULE_CALLBACK: |
| doScheduleCallback(msg.arg1); |
| break; |
| } |
| } |
| } |
| |
| private final class FrameDisplayEventReceiver extends DisplayEventReceiver |
| implements Runnable { |
| private boolean mHavePendingVsync; |
| private long mTimestampNanos; |
| private int mFrame; |
| |
| public FrameDisplayEventReceiver(Looper looper, int vsyncSource) { |
| super(looper, vsyncSource, CONFIG_CHANGED_EVENT_SUPPRESS); |
| } |
| |
| // TODO(b/116025192): physicalDisplayId is ignored because SF only emits VSYNC events for |
| // the internal display and DisplayEventReceiver#scheduleVsync only allows requesting VSYNC |
| // for the internal display implicitly. |
| @Override |
| public void onVsync(long timestampNanos, long physicalDisplayId, int frame) { |
| // Post the vsync event to the Handler. |
| // The idea is to prevent incoming vsync events from completely starving |
| // the message queue. If there are no messages in the queue with timestamps |
| // earlier than the frame time, then the vsync event will be processed immediately. |
| // Otherwise, messages that predate the vsync event will be handled first. |
| long now = System.nanoTime(); |
| if (timestampNanos > now) { |
| Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f) |
| + " ms in the future! Check that graphics HAL is generating vsync " |
| + "timestamps using the correct timebase."); |
| timestampNanos = now; |
| } |
| |
| if (mHavePendingVsync) { |
| Log.w(TAG, "Already have a pending vsync event. There should only be " |
| + "one at a time."); |
| } else { |
| mHavePendingVsync = true; |
| } |
| |
| mTimestampNanos = timestampNanos; |
| mFrame = frame; |
| Message msg = Message.obtain(mHandler, this); |
| msg.setAsynchronous(true); |
| mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); |
| } |
| |
| @Override |
| public void run() { |
| mHavePendingVsync = false; |
| doFrame(mTimestampNanos, mFrame); |
| } |
| } |
| |
| private static final class CallbackRecord { |
| public CallbackRecord next; |
| public long dueTime; |
| public Object action; // Runnable or FrameCallback |
| public Object token; |
| |
| @UnsupportedAppUsage |
| public void run(long frameTimeNanos) { |
| if (token == FRAME_CALLBACK_TOKEN) { |
| ((FrameCallback)action).doFrame(frameTimeNanos); |
| } else { |
| ((Runnable)action).run(); |
| } |
| } |
| } |
| |
| private final class CallbackQueue { |
| private CallbackRecord mHead; |
| |
| public boolean hasDueCallbacksLocked(long now) { |
| return mHead != null && mHead.dueTime <= now; |
| } |
| |
| public CallbackRecord extractDueCallbacksLocked(long now) { |
| CallbackRecord callbacks = mHead; |
| if (callbacks == null || callbacks.dueTime > now) { |
| return null; |
| } |
| |
| CallbackRecord last = callbacks; |
| CallbackRecord next = last.next; |
| while (next != null) { |
| if (next.dueTime > now) { |
| last.next = null; |
| break; |
| } |
| last = next; |
| next = next.next; |
| } |
| mHead = next; |
| return callbacks; |
| } |
| |
| @UnsupportedAppUsage |
| public void addCallbackLocked(long dueTime, Object action, Object token) { |
| CallbackRecord callback = obtainCallbackLocked(dueTime, action, token); |
| CallbackRecord entry = mHead; |
| if (entry == null) { |
| mHead = callback; |
| return; |
| } |
| if (dueTime < entry.dueTime) { |
| callback.next = entry; |
| mHead = callback; |
| return; |
| } |
| while (entry.next != null) { |
| if (dueTime < entry.next.dueTime) { |
| callback.next = entry.next; |
| break; |
| } |
| entry = entry.next; |
| } |
| entry.next = callback; |
| } |
| |
| public void removeCallbacksLocked(Object action, Object token) { |
| CallbackRecord predecessor = null; |
| for (CallbackRecord callback = mHead; callback != null;) { |
| final CallbackRecord next = callback.next; |
| if ((action == null || callback.action == action) |
| && (token == null || callback.token == token)) { |
| if (predecessor != null) { |
| predecessor.next = next; |
| } else { |
| mHead = next; |
| } |
| recycleCallbackLocked(callback); |
| } else { |
| predecessor = callback; |
| } |
| callback = next; |
| } |
| } |
| } |
| } |