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/*
* Copyright 2018 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.
*/
#pragma once
#include <cstdint>
#include <memory>
#include <gui/ISurfaceComposer.h>
#include <ui/DisplayStatInfo.h>
#include "DispSync.h"
#include "EventControlThread.h"
#include "EventThread.h"
#include "InjectVSyncSource.h"
namespace android {
class EventControlThread;
class Scheduler {
public:
// Enum to indicate whether to start the transaction early, or at vsync time.
enum class TransactionStart { EARLY, NORMAL };
/* The scheduler handle is a BBinder object passed to the client from which we can extract
* an ID for subsequent operations.
*/
class ConnectionHandle : public BBinder {
public:
ConnectionHandle(int64_t id) : id(id) {}
~ConnectionHandle() = default;
const int64_t id;
};
class Connection {
public:
Connection(sp<ConnectionHandle> handle, sp<BnDisplayEventConnection> eventConnection,
std::unique_ptr<EventThread> eventThread)
: handle(handle), eventConnection(eventConnection), thread(std::move(eventThread)) {}
~Connection() = default;
sp<ConnectionHandle> handle;
sp<BnDisplayEventConnection> eventConnection;
const std::unique_ptr<EventThread> thread;
};
explicit Scheduler(impl::EventControlThread::SetVSyncEnabledFunction function);
virtual ~Scheduler();
/** Creates an EventThread connection. */
sp<ConnectionHandle> createConnection(
const std::string& connectionName, int64_t phaseOffsetNs,
impl::EventThread::ResyncWithRateLimitCallback resyncCallback,
impl::EventThread::InterceptVSyncsCallback interceptCallback);
sp<IDisplayEventConnection> createDisplayEventConnection(const sp<ConnectionHandle>& handle);
// Getter methods.
EventThread* getEventThread(const sp<ConnectionHandle>& handle);
sp<BnDisplayEventConnection> getEventConnection(const sp<ConnectionHandle>& handle);
// Should be called when receiving a hotplug event.
void hotplugReceived(const sp<ConnectionHandle>& handle, EventThread::DisplayType displayType,
bool connected);
// Should be called after the screen is turned on.
void onScreenAcquired(const sp<ConnectionHandle>& handle);
// Should be called before the screen is turned off.
void onScreenReleased(const sp<ConnectionHandle>& handle);
// Should be called when dumpsys command is received.
void dump(const sp<ConnectionHandle>& handle, String8& result) const;
// Offers ability to modify phase offset in the event thread.
void setPhaseOffset(const sp<ConnectionHandle>& handle, nsecs_t phaseOffset);
void getDisplayStatInfo(DisplayStatInfo* stats);
void enableHardwareVsync();
void disableHardwareVsync(bool makeUnavailable);
void setVsyncPeriod(const nsecs_t period);
void addResyncSample(const nsecs_t timestamp);
void addPresentFence(const std::shared_ptr<FenceTime>& fenceTime);
void setIgnorePresentFences(bool ignore);
protected:
virtual std::unique_ptr<EventThread> makeEventThread(
const std::string& connectionName, DispSync* dispSync, int64_t phaseOffsetNs,
impl::EventThread::ResyncWithRateLimitCallback resyncCallback,
impl::EventThread::InterceptVSyncsCallback interceptCallback);
private:
// TODO(b/113612090): Instead of letting BufferQueueLayer to access mDispSync directly, it
// should make request to Scheduler to compute next refresh.
friend class BufferQueueLayer;
// If fences from sync Framework are supported.
const bool mHasSyncFramework;
// The offset in nanoseconds to use, when DispSync timestamps present fence
// signaling time.
const nsecs_t mDispSyncPresentTimeOffset;
// Each connection has it's own ID. This variable keeps track of the count.
static std::atomic<int64_t> sNextId;
// Connections are stored in a map <connection ID, connection> for easy retrieval.
std::unordered_map<int64_t, std::unique_ptr<Connection>> mConnections;
std::mutex mHWVsyncLock;
bool mPrimaryHWVsyncEnabled GUARDED_BY(mHWVsyncLock);
bool mHWVsyncAvailable GUARDED_BY(mHWVsyncLock);
std::unique_ptr<DispSync> mPrimaryDispSync;
std::unique_ptr<EventControlThread> mEventControlThread;
};
} // namespace android