| /* | 
 |  * 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 */ |