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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "RenderThread.h"
18 
19 #include "../renderstate/RenderState.h"
20 #include "CanvasContext.h"
21 #include "EglManager.h"
22 #include "RenderProxy.h"
23 
24 #include <gui/DisplayEventReceiver.h>
25 #include <gui/ISurfaceComposer.h>
26 #include <gui/SurfaceComposerClient.h>
27 #include <sys/resource.h>
28 #include <utils/Condition.h>
29 #include <utils/Log.h>
30 #include <utils/Mutex.h>
31 
32 namespace android {
33 namespace uirenderer {
34 namespace renderthread {
35 
36 // Number of events to read at a time from the DisplayEventReceiver pipe.
37 // The value should be large enough that we can quickly drain the pipe
38 // using just a few large reads.
39 static const size_t EVENT_BUFFER_SIZE = 100;
40 
41 // Slight delay to give the UI time to push us a new frame before we replay
42 static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
43 
TaskQueue()44 TaskQueue::TaskQueue() : mHead(nullptr), mTail(nullptr) {}
45 
next()46 RenderTask* TaskQueue::next() {
47     RenderTask* ret = mHead;
48     if (ret) {
49         mHead = ret->mNext;
50         if (!mHead) {
51             mTail = nullptr;
52         }
53         ret->mNext = nullptr;
54     }
55     return ret;
56 }
57 
peek()58 RenderTask* TaskQueue::peek() {
59     return mHead;
60 }
61 
queue(RenderTask * task)62 void TaskQueue::queue(RenderTask* task) {
63     // Since the RenderTask itself forms the linked list it is not allowed
64     // to have the same task queued twice
65     LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
66     if (mTail) {
67         // Fast path if we can just append
68         if (mTail->mRunAt <= task->mRunAt) {
69             mTail->mNext = task;
70             mTail = task;
71         } else {
72             // Need to find the proper insertion point
73             RenderTask* previous = nullptr;
74             RenderTask* next = mHead;
75             while (next && next->mRunAt <= task->mRunAt) {
76                 previous = next;
77                 next = next->mNext;
78             }
79             if (!previous) {
80                 task->mNext = mHead;
81                 mHead = task;
82             } else {
83                 previous->mNext = task;
84                 if (next) {
85                     task->mNext = next;
86                 } else {
87                     mTail = task;
88                 }
89             }
90         }
91     } else {
92         mTail = mHead = task;
93     }
94 }
95 
queueAtFront(RenderTask * task)96 void TaskQueue::queueAtFront(RenderTask* task) {
97     if (mTail) {
98         task->mNext = mHead;
99         mHead = task;
100     } else {
101         mTail = mHead = task;
102     }
103 }
104 
remove(RenderTask * task)105 void TaskQueue::remove(RenderTask* task) {
106     // TaskQueue is strict here to enforce that users are keeping track of
107     // their RenderTasks due to how their memory is managed
108     LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
109             "Cannot remove a task that isn't in the queue!");
110 
111     // If task is the head we can just call next() to pop it off
112     // Otherwise we need to scan through to find the task before it
113     if (peek() == task) {
114         next();
115     } else {
116         RenderTask* previous = mHead;
117         while (previous->mNext != task) {
118             previous = previous->mNext;
119         }
120         previous->mNext = task->mNext;
121         if (mTail == task) {
122             mTail = previous;
123         }
124     }
125 }
126 
127 class DispatchFrameCallbacks : public RenderTask {
128 private:
129     RenderThread* mRenderThread;
130 public:
DispatchFrameCallbacks(RenderThread * rt)131     DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
132 
run()133     virtual void run() override {
134         mRenderThread->dispatchFrameCallbacks();
135     }
136 };
137 
138 static bool gHasRenderThreadInstance = false;
139 
hasInstance()140 bool RenderThread::hasInstance() {
141     return gHasRenderThreadInstance;
142 }
143 
getInstance()144 RenderThread& RenderThread::getInstance() {
145     // This is a pointer because otherwise __cxa_finalize
146     // will try to delete it like a Good Citizen but that causes us to crash
147     // because we don't want to delete the RenderThread normally.
148     static RenderThread* sInstance = new RenderThread();
149     gHasRenderThreadInstance = true;
150     return *sInstance;
151 }
152 
RenderThread()153 RenderThread::RenderThread() : Thread(true)
154         , mNextWakeup(LLONG_MAX)
155         , mDisplayEventReceiver(nullptr)
156         , mVsyncRequested(false)
157         , mFrameCallbackTaskPending(false)
158         , mFrameCallbackTask(nullptr)
159         , mRenderState(nullptr)
160         , mEglManager(nullptr) {
161     Properties::load();
162     mFrameCallbackTask = new DispatchFrameCallbacks(this);
163     mLooper = new Looper(false);
164     run("RenderThread");
165 }
166 
~RenderThread()167 RenderThread::~RenderThread() {
168     LOG_ALWAYS_FATAL("Can't destroy the render thread");
169 }
170 
initializeDisplayEventReceiver()171 void RenderThread::initializeDisplayEventReceiver() {
172     LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
173     mDisplayEventReceiver = new DisplayEventReceiver();
174     status_t status = mDisplayEventReceiver->initCheck();
175     LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
176             "failed with status: %d", status);
177 
178     // Register the FD
179     mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
180             Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
181 }
182 
initThreadLocals()183 void RenderThread::initThreadLocals() {
184     sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
185             ISurfaceComposer::eDisplayIdMain));
186     status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &mDisplayInfo);
187     LOG_ALWAYS_FATAL_IF(status, "Failed to get display info\n");
188     nsecs_t frameIntervalNanos = static_cast<nsecs_t>(1000000000 / mDisplayInfo.fps);
189     mTimeLord.setFrameInterval(frameIntervalNanos);
190     initializeDisplayEventReceiver();
191     mEglManager = new EglManager(*this);
192     mRenderState = new RenderState(*this);
193     mJankTracker = new JankTracker(mDisplayInfo);
194 }
195 
displayEventReceiverCallback(int fd,int events,void * data)196 int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
197     if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
198         ALOGE("Display event receiver pipe was closed or an error occurred.  "
199                 "events=0x%x", events);
200         return 0; // remove the callback
201     }
202 
203     if (!(events & Looper::EVENT_INPUT)) {
204         ALOGW("Received spurious callback for unhandled poll event.  "
205                 "events=0x%x", events);
206         return 1; // keep the callback
207     }
208 
209     reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
210 
211     return 1; // keep the callback
212 }
213 
latestVsyncEvent(DisplayEventReceiver * receiver)214 static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
215     DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
216     nsecs_t latest = 0;
217     ssize_t n;
218     while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
219         for (ssize_t i = 0; i < n; i++) {
220             const DisplayEventReceiver::Event& ev = buf[i];
221             switch (ev.header.type) {
222             case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
223                 latest = ev.header.timestamp;
224                 break;
225             }
226         }
227     }
228     if (n < 0) {
229         ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
230     }
231     return latest;
232 }
233 
drainDisplayEventQueue()234 void RenderThread::drainDisplayEventQueue() {
235     ATRACE_CALL();
236     nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
237     if (vsyncEvent > 0) {
238         mVsyncRequested = false;
239         if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) {
240             ATRACE_NAME("queue mFrameCallbackTask");
241             mFrameCallbackTaskPending = true;
242             nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY);
243             queueAt(mFrameCallbackTask, runAt);
244         }
245     }
246 }
247 
dispatchFrameCallbacks()248 void RenderThread::dispatchFrameCallbacks() {
249     ATRACE_CALL();
250     mFrameCallbackTaskPending = false;
251 
252     std::set<IFrameCallback*> callbacks;
253     mFrameCallbacks.swap(callbacks);
254 
255     if (callbacks.size()) {
256         // Assume one of them will probably animate again so preemptively
257         // request the next vsync in case it occurs mid-frame
258         requestVsync();
259         for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
260             (*it)->doFrame();
261         }
262     }
263 }
264 
requestVsync()265 void RenderThread::requestVsync() {
266     if (!mVsyncRequested) {
267         mVsyncRequested = true;
268         status_t status = mDisplayEventReceiver->requestNextVsync();
269         LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
270                 "requestNextVsync failed with status: %d", status);
271     }
272 }
273 
threadLoop()274 bool RenderThread::threadLoop() {
275     setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
276     initThreadLocals();
277 
278     int timeoutMillis = -1;
279     for (;;) {
280         int result = mLooper->pollOnce(timeoutMillis);
281         LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
282                 "RenderThread Looper POLL_ERROR!");
283 
284         nsecs_t nextWakeup;
285         // Process our queue, if we have anything
286         while (RenderTask* task = nextTask(&nextWakeup)) {
287             task->run();
288             // task may have deleted itself, do not reference it again
289         }
290         if (nextWakeup == LLONG_MAX) {
291             timeoutMillis = -1;
292         } else {
293             nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
294             timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
295             if (timeoutMillis < 0) {
296                 timeoutMillis = 0;
297             }
298         }
299 
300         if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
301             drainDisplayEventQueue();
302             mFrameCallbacks.insert(
303                     mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
304             mPendingRegistrationFrameCallbacks.clear();
305             requestVsync();
306         }
307 
308         if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
309             // TODO: Clean this up. This is working around an issue where a combination
310             // of bad timing and slow drawing can result in dropping a stale vsync
311             // on the floor (correct!) but fails to schedule to listen for the
312             // next vsync (oops), so none of the callbacks are run.
313             requestVsync();
314         }
315     }
316 
317     return false;
318 }
319 
queue(RenderTask * task)320 void RenderThread::queue(RenderTask* task) {
321     AutoMutex _lock(mLock);
322     mQueue.queue(task);
323     if (mNextWakeup && task->mRunAt < mNextWakeup) {
324         mNextWakeup = 0;
325         mLooper->wake();
326     }
327 }
328 
queueAndWait(RenderTask * task)329 void RenderThread::queueAndWait(RenderTask* task) {
330     // These need to be local to the thread to avoid the Condition
331     // signaling the wrong thread. The easiest way to achieve that is to just
332     // make this on the stack, although that has a slight cost to it
333     Mutex mutex;
334     Condition condition;
335     SignalingRenderTask syncTask(task, &mutex, &condition);
336 
337     AutoMutex _lock(mutex);
338     queue(&syncTask);
339     condition.wait(mutex);
340 }
341 
queueAtFront(RenderTask * task)342 void RenderThread::queueAtFront(RenderTask* task) {
343     AutoMutex _lock(mLock);
344     mQueue.queueAtFront(task);
345     mLooper->wake();
346 }
347 
queueAt(RenderTask * task,nsecs_t runAtNs)348 void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
349     task->mRunAt = runAtNs;
350     queue(task);
351 }
352 
remove(RenderTask * task)353 void RenderThread::remove(RenderTask* task) {
354     AutoMutex _lock(mLock);
355     mQueue.remove(task);
356 }
357 
postFrameCallback(IFrameCallback * callback)358 void RenderThread::postFrameCallback(IFrameCallback* callback) {
359     mPendingRegistrationFrameCallbacks.insert(callback);
360 }
361 
removeFrameCallback(IFrameCallback * callback)362 bool RenderThread::removeFrameCallback(IFrameCallback* callback) {
363     size_t erased;
364     erased = mFrameCallbacks.erase(callback);
365     erased |= mPendingRegistrationFrameCallbacks.erase(callback);
366     return erased;
367 }
368 
pushBackFrameCallback(IFrameCallback * callback)369 void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
370     if (mFrameCallbacks.erase(callback)) {
371         mPendingRegistrationFrameCallbacks.insert(callback);
372     }
373 }
374 
nextTask(nsecs_t * nextWakeup)375 RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
376     AutoMutex _lock(mLock);
377     RenderTask* next = mQueue.peek();
378     if (!next) {
379         mNextWakeup = LLONG_MAX;
380     } else {
381         mNextWakeup = next->mRunAt;
382         // Most tasks won't be delayed, so avoid unnecessary systemTime() calls
383         if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
384             next = mQueue.next();
385         } else {
386             next = nullptr;
387         }
388     }
389     if (nextWakeup) {
390         *nextWakeup = mNextWakeup;
391     }
392     return next;
393 }
394 
395 } /* namespace renderthread */
396 } /* namespace uirenderer */
397 } /* namespace android */
398