| /* |
| * Copyright (C) 2013 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 "RenderThread.h" |
| |
| #include "../renderstate/RenderState.h" |
| #include "CanvasContext.h" |
| #include "EglManager.h" |
| #include "RenderProxy.h" |
| |
| #include <gui/DisplayEventReceiver.h> |
| #include <gui/ISurfaceComposer.h> |
| #include <gui/SurfaceComposerClient.h> |
| #include <sys/resource.h> |
| #include <utils/Condition.h> |
| #include <utils/Log.h> |
| #include <utils/Mutex.h> |
| |
| namespace android { |
| namespace uirenderer { |
| namespace renderthread { |
| |
| // Number of events to read at a time from the DisplayEventReceiver pipe. |
| // The value should be large enough that we can quickly drain the pipe |
| // using just a few large reads. |
| static const size_t EVENT_BUFFER_SIZE = 100; |
| |
| // Slight delay to give the UI time to push us a new frame before we replay |
| static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4); |
| |
| TaskQueue::TaskQueue() : mHead(nullptr), mTail(nullptr) {} |
| |
| RenderTask* TaskQueue::next() { |
| RenderTask* ret = mHead; |
| if (ret) { |
| mHead = ret->mNext; |
| if (!mHead) { |
| mTail = nullptr; |
| } |
| ret->mNext = nullptr; |
| } |
| return ret; |
| } |
| |
| RenderTask* TaskQueue::peek() { |
| return mHead; |
| } |
| |
| void TaskQueue::queue(RenderTask* task) { |
| // Since the RenderTask itself forms the linked list it is not allowed |
| // to have the same task queued twice |
| LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!"); |
| if (mTail) { |
| // Fast path if we can just append |
| if (mTail->mRunAt <= task->mRunAt) { |
| mTail->mNext = task; |
| mTail = task; |
| } else { |
| // Need to find the proper insertion point |
| RenderTask* previous = nullptr; |
| RenderTask* next = mHead; |
| while (next && next->mRunAt <= task->mRunAt) { |
| previous = next; |
| next = next->mNext; |
| } |
| if (!previous) { |
| task->mNext = mHead; |
| mHead = task; |
| } else { |
| previous->mNext = task; |
| if (next) { |
| task->mNext = next; |
| } else { |
| mTail = task; |
| } |
| } |
| } |
| } else { |
| mTail = mHead = task; |
| } |
| } |
| |
| void TaskQueue::queueAtFront(RenderTask* task) { |
| if (mTail) { |
| task->mNext = mHead; |
| mHead = task; |
| } else { |
| mTail = mHead = task; |
| } |
| } |
| |
| void TaskQueue::remove(RenderTask* task) { |
| // TaskQueue is strict here to enforce that users are keeping track of |
| // their RenderTasks due to how their memory is managed |
| LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task, |
| "Cannot remove a task that isn't in the queue!"); |
| |
| // If task is the head we can just call next() to pop it off |
| // Otherwise we need to scan through to find the task before it |
| if (peek() == task) { |
| next(); |
| } else { |
| RenderTask* previous = mHead; |
| while (previous->mNext != task) { |
| previous = previous->mNext; |
| } |
| previous->mNext = task->mNext; |
| if (mTail == task) { |
| mTail = previous; |
| } |
| } |
| } |
| |
| class DispatchFrameCallbacks : public RenderTask { |
| private: |
| RenderThread* mRenderThread; |
| public: |
| DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {} |
| |
| virtual void run() override { |
| mRenderThread->dispatchFrameCallbacks(); |
| } |
| }; |
| |
| static bool gHasRenderThreadInstance = false; |
| |
| bool RenderThread::hasInstance() { |
| return gHasRenderThreadInstance; |
| } |
| |
| RenderThread& RenderThread::getInstance() { |
| // This is a pointer because otherwise __cxa_finalize |
| // will try to delete it like a Good Citizen but that causes us to crash |
| // because we don't want to delete the RenderThread normally. |
| static RenderThread* sInstance = new RenderThread(); |
| gHasRenderThreadInstance = true; |
| return *sInstance; |
| } |
| |
| RenderThread::RenderThread() : Thread(true) |
| , mNextWakeup(LLONG_MAX) |
| , mDisplayEventReceiver(nullptr) |
| , mVsyncRequested(false) |
| , mFrameCallbackTaskPending(false) |
| , mFrameCallbackTask(nullptr) |
| , mRenderState(nullptr) |
| , mEglManager(nullptr) { |
| Properties::load(); |
| mFrameCallbackTask = new DispatchFrameCallbacks(this); |
| mLooper = new Looper(false); |
| run("RenderThread"); |
| } |
| |
| RenderThread::~RenderThread() { |
| LOG_ALWAYS_FATAL("Can't destroy the render thread"); |
| } |
| |
| void RenderThread::initializeDisplayEventReceiver() { |
| LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?"); |
| mDisplayEventReceiver = new DisplayEventReceiver(); |
| status_t status = mDisplayEventReceiver->initCheck(); |
| LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver " |
| "failed with status: %d", status); |
| |
| // Register the FD |
| mLooper->addFd(mDisplayEventReceiver->getFd(), 0, |
| Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this); |
| } |
| |
| void RenderThread::initThreadLocals() { |
| sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay( |
| ISurfaceComposer::eDisplayIdMain)); |
| status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &mDisplayInfo); |
| LOG_ALWAYS_FATAL_IF(status, "Failed to get display info\n"); |
| nsecs_t frameIntervalNanos = static_cast<nsecs_t>(1000000000 / mDisplayInfo.fps); |
| mTimeLord.setFrameInterval(frameIntervalNanos); |
| initializeDisplayEventReceiver(); |
| mEglManager = new EglManager(*this); |
| mRenderState = new RenderState(*this); |
| mJankTracker = new JankTracker(frameIntervalNanos); |
| } |
| |
| int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) { |
| if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) { |
| ALOGE("Display event receiver pipe was closed or an error occurred. " |
| "events=0x%x", events); |
| return 0; // remove the callback |
| } |
| |
| if (!(events & Looper::EVENT_INPUT)) { |
| ALOGW("Received spurious callback for unhandled poll event. " |
| "events=0x%x", events); |
| return 1; // keep the callback |
| } |
| |
| reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue(); |
| |
| return 1; // keep the callback |
| } |
| |
| static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) { |
| DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE]; |
| nsecs_t latest = 0; |
| ssize_t n; |
| while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) { |
| for (ssize_t i = 0; i < n; i++) { |
| const DisplayEventReceiver::Event& ev = buf[i]; |
| switch (ev.header.type) { |
| case DisplayEventReceiver::DISPLAY_EVENT_VSYNC: |
| latest = ev.header.timestamp; |
| break; |
| } |
| } |
| } |
| if (n < 0) { |
| ALOGW("Failed to get events from display event receiver, status=%d", status_t(n)); |
| } |
| return latest; |
| } |
| |
| void RenderThread::drainDisplayEventQueue() { |
| ATRACE_CALL(); |
| nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver); |
| if (vsyncEvent > 0) { |
| mVsyncRequested = false; |
| if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) { |
| ATRACE_NAME("queue mFrameCallbackTask"); |
| mFrameCallbackTaskPending = true; |
| nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY); |
| queueAt(mFrameCallbackTask, runAt); |
| } |
| } |
| } |
| |
| void RenderThread::dispatchFrameCallbacks() { |
| ATRACE_CALL(); |
| mFrameCallbackTaskPending = false; |
| |
| std::set<IFrameCallback*> callbacks; |
| mFrameCallbacks.swap(callbacks); |
| |
| if (callbacks.size()) { |
| // Assume one of them will probably animate again so preemptively |
| // request the next vsync in case it occurs mid-frame |
| requestVsync(); |
| for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) { |
| (*it)->doFrame(); |
| } |
| } |
| } |
| |
| void RenderThread::requestVsync() { |
| if (!mVsyncRequested) { |
| mVsyncRequested = true; |
| status_t status = mDisplayEventReceiver->requestNextVsync(); |
| LOG_ALWAYS_FATAL_IF(status != NO_ERROR, |
| "requestNextVsync failed with status: %d", status); |
| } |
| } |
| |
| bool RenderThread::threadLoop() { |
| setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY); |
| initThreadLocals(); |
| |
| int timeoutMillis = -1; |
| for (;;) { |
| int result = mLooper->pollOnce(timeoutMillis); |
| LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR, |
| "RenderThread Looper POLL_ERROR!"); |
| |
| nsecs_t nextWakeup; |
| // Process our queue, if we have anything |
| while (RenderTask* task = nextTask(&nextWakeup)) { |
| task->run(); |
| // task may have deleted itself, do not reference it again |
| } |
| if (nextWakeup == LLONG_MAX) { |
| timeoutMillis = -1; |
| } else { |
| nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC); |
| timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos); |
| if (timeoutMillis < 0) { |
| timeoutMillis = 0; |
| } |
| } |
| |
| if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) { |
| drainDisplayEventQueue(); |
| mFrameCallbacks.insert( |
| mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end()); |
| mPendingRegistrationFrameCallbacks.clear(); |
| requestVsync(); |
| } |
| |
| if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) { |
| // TODO: Clean this up. This is working around an issue where a combination |
| // of bad timing and slow drawing can result in dropping a stale vsync |
| // on the floor (correct!) but fails to schedule to listen for the |
| // next vsync (oops), so none of the callbacks are run. |
| requestVsync(); |
| } |
| } |
| |
| return false; |
| } |
| |
| void RenderThread::queue(RenderTask* task) { |
| AutoMutex _lock(mLock); |
| mQueue.queue(task); |
| if (mNextWakeup && task->mRunAt < mNextWakeup) { |
| mNextWakeup = 0; |
| mLooper->wake(); |
| } |
| } |
| |
| void RenderThread::queueAndWait(RenderTask* task) { |
| // These need to be local to the thread to avoid the Condition |
| // signaling the wrong thread. The easiest way to achieve that is to just |
| // make this on the stack, although that has a slight cost to it |
| Mutex mutex; |
| Condition condition; |
| SignalingRenderTask syncTask(task, &mutex, &condition); |
| |
| AutoMutex _lock(mutex); |
| queue(&syncTask); |
| condition.wait(mutex); |
| } |
| |
| void RenderThread::queueAtFront(RenderTask* task) { |
| AutoMutex _lock(mLock); |
| mQueue.queueAtFront(task); |
| mLooper->wake(); |
| } |
| |
| void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) { |
| task->mRunAt = runAtNs; |
| queue(task); |
| } |
| |
| void RenderThread::remove(RenderTask* task) { |
| AutoMutex _lock(mLock); |
| mQueue.remove(task); |
| } |
| |
| void RenderThread::postFrameCallback(IFrameCallback* callback) { |
| mPendingRegistrationFrameCallbacks.insert(callback); |
| } |
| |
| bool RenderThread::removeFrameCallback(IFrameCallback* callback) { |
| size_t erased; |
| erased = mFrameCallbacks.erase(callback); |
| erased |= mPendingRegistrationFrameCallbacks.erase(callback); |
| return erased; |
| } |
| |
| void RenderThread::pushBackFrameCallback(IFrameCallback* callback) { |
| if (mFrameCallbacks.erase(callback)) { |
| mPendingRegistrationFrameCallbacks.insert(callback); |
| } |
| } |
| |
| RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) { |
| AutoMutex _lock(mLock); |
| RenderTask* next = mQueue.peek(); |
| if (!next) { |
| mNextWakeup = LLONG_MAX; |
| } else { |
| mNextWakeup = next->mRunAt; |
| // Most tasks won't be delayed, so avoid unnecessary systemTime() calls |
| if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) { |
| next = mQueue.next(); |
| } else { |
| next = nullptr; |
| } |
| } |
| if (nextWakeup) { |
| *nextWakeup = mNextWakeup; |
| } |
| return next; |
| } |
| |
| } /* namespace renderthread */ |
| } /* namespace uirenderer */ |
| } /* namespace android */ |