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