/* * Copyright (C) 2014 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 "DrawFrameTask.h" #include #include #include #include "../DeferredLayerUpdater.h" #include "../DisplayList.h" #include "../Properties.h" #include "../RenderNode.h" #include "CanvasContext.h" #include "HardwareBufferRenderParams.h" #include "RenderThread.h" namespace android { namespace uirenderer { namespace renderthread { DrawFrameTask::DrawFrameTask() : mRenderThread(nullptr) , mContext(nullptr) , mContentDrawBounds(0, 0, 0, 0) , mSyncResult(SyncResult::OK) {} DrawFrameTask::~DrawFrameTask() {} void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context, RenderNode* targetNode) { mRenderThread = thread; mContext = context; mTargetNode = targetNode; } void DrawFrameTask::pushLayerUpdate(DeferredLayerUpdater* layer) { LOG_ALWAYS_FATAL_IF(!mContext, "Lifecycle violation, there's no context to pushLayerUpdate with!"); for (size_t i = 0; i < mLayers.size(); i++) { if (mLayers[i].get() == layer) { return; } } mLayers.push_back(layer); } void DrawFrameTask::removeLayerUpdate(DeferredLayerUpdater* layer) { for (size_t i = 0; i < mLayers.size(); i++) { if (mLayers[i].get() == layer) { mLayers.erase(mLayers.begin() + i); return; } } } int DrawFrameTask::drawFrame() { LOG_ALWAYS_FATAL_IF(!mContext, "Cannot drawFrame with no CanvasContext!"); mSyncResult = SyncResult::OK; mSyncQueued = systemTime(SYSTEM_TIME_MONOTONIC); postAndWait(); return mSyncResult; } void DrawFrameTask::postAndWait() { ATRACE_CALL(); AutoMutex _lock(mLock); mRenderThread->queue().post([this]() { run(); }); mSignal.wait(mLock); } void DrawFrameTask::run() { const int64_t vsyncId = mFrameInfo[static_cast(FrameInfoIndex::FrameTimelineVsyncId)]; ATRACE_FORMAT("DrawFrames %" PRId64, vsyncId); mContext->setSyncDelayDuration(systemTime(SYSTEM_TIME_MONOTONIC) - mSyncQueued); mContext->setTargetSdrHdrRatio(mRenderSdrHdrRatio); auto hardwareBufferParams = mHardwareBufferParams; mContext->setHardwareBufferRenderParams(hardwareBufferParams); IRenderPipeline* pipeline = mContext->getRenderPipeline(); bool canUnblockUiThread; bool canDrawThisFrame; bool solelyTextureViewUpdates; { TreeInfo info(TreeInfo::MODE_FULL, *mContext); info.forceDrawFrame = mForceDrawFrame; mForceDrawFrame = false; canUnblockUiThread = syncFrameState(info); canDrawThisFrame = !info.out.skippedFrameReason.has_value(); solelyTextureViewUpdates = info.out.solelyTextureViewUpdates; if (mFrameCommitCallback) { mContext->addFrameCommitListener(std::move(mFrameCommitCallback)); mFrameCommitCallback = nullptr; } } // Grab a copy of everything we need CanvasContext* context = mContext; std::function(int32_t, int64_t)> frameCallback = std::move(mFrameCallback); std::function frameCompleteCallback = std::move(mFrameCompleteCallback); mFrameCallback = nullptr; mFrameCompleteCallback = nullptr; // From this point on anything in "this" is *UNSAFE TO ACCESS* if (canUnblockUiThread) { unblockUiThread(); } // Even if we aren't drawing this vsync pulse the next frame number will still be accurate if (CC_UNLIKELY(frameCallback)) { context->enqueueFrameWork([frameCallback, context, syncResult = mSyncResult, frameNr = context->getFrameNumber()]() { auto frameCommitCallback = frameCallback(syncResult, frameNr); if (frameCommitCallback) { context->addFrameCommitListener(std::move(frameCommitCallback)); } }); } if (CC_LIKELY(canDrawThisFrame)) { context->draw(solelyTextureViewUpdates); } else { #ifdef __ANDROID__ // Do a flush in case syncFrameState performed any texture uploads. Since we skipped // the draw() call, those uploads (or deletes) will end up sitting in the queue. // Do them now if (GrDirectContext* grContext = mRenderThread->getGrContext()) { grContext->flushAndSubmit(); } #endif // wait on fences so tasks don't overlap next frame context->waitOnFences(); } if (CC_UNLIKELY(frameCompleteCallback)) { std::invoke(frameCompleteCallback); } if (!canUnblockUiThread) { unblockUiThread(); } if (pipeline->hasHardwareBuffer()) { auto fence = pipeline->flush(); hardwareBufferParams.invokeRenderCallback(std::move(fence), 0); } } bool DrawFrameTask::syncFrameState(TreeInfo& info) { ATRACE_CALL(); int64_t vsync = mFrameInfo[static_cast(FrameInfoIndex::Vsync)]; int64_t intendedVsync = mFrameInfo[static_cast(FrameInfoIndex::IntendedVsync)]; int64_t vsyncId = mFrameInfo[static_cast(FrameInfoIndex::FrameTimelineVsyncId)]; int64_t frameDeadline = mFrameInfo[static_cast(FrameInfoIndex::FrameDeadline)]; int64_t frameInterval = mFrameInfo[static_cast(FrameInfoIndex::FrameInterval)]; mRenderThread->timeLord().vsyncReceived(vsync, intendedVsync, vsyncId, frameDeadline, frameInterval); bool canDraw = mContext->makeCurrent(); mContext->unpinImages(); #ifdef __ANDROID__ for (size_t i = 0; i < mLayers.size(); i++) { if (mLayers[i]) { mLayers[i]->apply(); } } #endif mLayers.clear(); mContext->setContentDrawBounds(mContentDrawBounds); mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode); // This is after the prepareTree so that any pending operations // (RenderNode tree state, prefetched layers, etc...) will be flushed. bool hasTarget = mContext->hasOutputTarget(); if (CC_UNLIKELY(!hasTarget || !canDraw)) { if (!hasTarget) { mSyncResult |= SyncResult::LostSurfaceRewardIfFound; info.out.skippedFrameReason = SkippedFrameReason::NoOutputTarget; } else { // If we have a surface but can't draw we must be stopped mSyncResult |= SyncResult::ContextIsStopped; info.out.skippedFrameReason = SkippedFrameReason::ContextIsStopped; } } if (info.out.hasAnimations) { if (info.out.requiresUiRedraw) { mSyncResult |= SyncResult::UIRedrawRequired; } } if (info.out.skippedFrameReason) { mSyncResult |= SyncResult::FrameDropped; } // If prepareTextures is false, we ran out of texture cache space return info.prepareTextures; } void DrawFrameTask::unblockUiThread() { AutoMutex _lock(mLock); mSignal.signal(); } } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */