blob: 778e7689d0f9cce5fe186db916cf1a9e3c9f1b2f [file] [log] [blame]
/*
* Copyright (C) 2014 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.
*/
#include "DrawFrameTask.h"
#include <utils/Log.h>
#include <utils/Trace.h>
#include "../DeferredLayerUpdater.h"
#include "../DisplayList.h"
#include "../RenderNode.h"
#include "CanvasContext.h"
#include "RenderThread.h"
namespace android {
namespace uirenderer {
namespace renderthread {
DrawFrameTask::DrawFrameTask()
: mRenderThread(nullptr)
, mContext(nullptr)
, mContentDrawBounds(0, 0, 0, 0)
, mSyncResult(SyncResult::OK) {}
DrawFrameTask::~DrawFrameTask() {}
void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context,
RenderNode* targetNode) {
mRenderThread = thread;
mContext = context;
mTargetNode = targetNode;
}
void DrawFrameTask::pushLayerUpdate(DeferredLayerUpdater* layer) {
LOG_ALWAYS_FATAL_IF(!mContext,
"Lifecycle violation, there's no context to pushLayerUpdate with!");
for (size_t i = 0; i < mLayers.size(); i++) {
if (mLayers[i].get() == layer) {
return;
}
}
mLayers.push_back(layer);
}
void DrawFrameTask::removeLayerUpdate(DeferredLayerUpdater* layer) {
for (size_t i = 0; i < mLayers.size(); i++) {
if (mLayers[i].get() == layer) {
mLayers.erase(mLayers.begin() + i);
return;
}
}
}
int DrawFrameTask::drawFrame() {
LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!");
mSyncResult = SyncResult::OK;
mSyncQueued = systemTime(CLOCK_MONOTONIC);
postAndWait();
return mSyncResult;
}
void DrawFrameTask::postAndWait() {
AutoMutex _lock(mLock);
mRenderThread->queue().post([this]() { run(); });
mSignal.wait(mLock);
}
void DrawFrameTask::run() {
ATRACE_NAME("DrawFrame");
bool canUnblockUiThread;
bool canDrawThisFrame;
{
TreeInfo info(TreeInfo::MODE_FULL, *mContext);
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
}
// Grab a copy of everything we need
CanvasContext* context = mContext;
std::function<void(int64_t)> callback = std::move(mFrameCallback);
// From this point on anything in "this" is *UNSAFE TO ACCESS*
if (canUnblockUiThread) {
unblockUiThread();
}
// Even if we aren't drawing this vsync pulse the next frame number will still be accurate
if (CC_UNLIKELY(callback)) {
context->enqueueFrameWork([callback, frameNr = context->getFrameNumber()]() {
callback(frameNr);
});
}
if (CC_LIKELY(canDrawThisFrame)) {
context->draw();
} else {
// wait on fences so tasks don't overlap next frame
context->waitOnFences();
}
if (!canUnblockUiThread) {
unblockUiThread();
}
}
bool DrawFrameTask::syncFrameState(TreeInfo& info) {
ATRACE_CALL();
int64_t vsync = mFrameInfo[static_cast<int>(FrameInfoIndex::Vsync)];
mRenderThread->timeLord().vsyncReceived(vsync);
bool canDraw = mContext->makeCurrent();
mContext->unpinImages();
for (size_t i = 0; i < mLayers.size(); i++) {
mLayers[i]->apply();
}
mLayers.clear();
mContext->setContentDrawBounds(mContentDrawBounds);
mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);
// This is after the prepareTree so that any pending operations
// (RenderNode tree state, prefetched layers, etc...) will be flushed.
if (CC_UNLIKELY(!mContext->hasSurface() || !canDraw)) {
if (!mContext->hasSurface()) {
mSyncResult |= SyncResult::LostSurfaceRewardIfFound;
} else {
// If we have a surface but can't draw we must be stopped
mSyncResult |= SyncResult::ContextIsStopped;
}
info.out.canDrawThisFrame = false;
}
if (info.out.hasAnimations) {
if (info.out.requiresUiRedraw) {
mSyncResult |= SyncResult::UIRedrawRequired;
}
}
// If prepareTextures is false, we ran out of texture cache space
return info.prepareTextures;
}
void DrawFrameTask::unblockUiThread() {
AutoMutex _lock(mLock);
mSignal.signal();
}
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */