/* * 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 */