/* * Copyright 2019 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. */ // #define LOG_NDEBUG 0 #define ATRACE_TAG ATRACE_TAG_GRAPHICS // TODO(b/129481165): remove the #pragma below and fix conversion issues #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wextra" #include #include #include #include #include #include #include #include #include #include #include #include #include #include "RefreshRateSelector.h" #include #undef LOG_TAG #define LOG_TAG "RefreshRateSelector" namespace android::scheduler { namespace { using namespace com::android::graphics::surfaceflinger; struct RefreshRateScore { FrameRateMode frameRateMode; float overallScore; struct { float modeBelowThreshold; float modeAboveThreshold; } fixedRateBelowThresholdLayersScore; }; constexpr RefreshRateSelector::GlobalSignals kNoSignals; std::string formatLayerInfo(const RefreshRateSelector::LayerRequirement& layer, float weight) { return base::StringPrintf("%s (type=%s, weight=%.2f, seamlessness=%s) %s", layer.name.c_str(), ftl::enum_string(layer.vote).c_str(), weight, ftl::enum_string(layer.seamlessness).c_str(), to_string(layer.desiredRefreshRate).c_str()); } std::vector constructKnownFrameRates(const DisplayModes& modes) { std::vector knownFrameRates = {24_Hz, 30_Hz, 45_Hz, 60_Hz, 72_Hz}; knownFrameRates.reserve(knownFrameRates.size() + modes.size()); // Add all supported refresh rates. for (const auto& [id, mode] : modes) { knownFrameRates.push_back(mode->getPeakFps()); } // Sort and remove duplicates. std::sort(knownFrameRates.begin(), knownFrameRates.end(), isStrictlyLess); knownFrameRates.erase(std::unique(knownFrameRates.begin(), knownFrameRates.end(), isApproxEqual), knownFrameRates.end()); return knownFrameRates; } std::vector sortByRefreshRate(const DisplayModes& modes) { std::vector sortedModes; sortedModes.reserve(modes.size()); for (auto it = modes.begin(); it != modes.end(); ++it) { sortedModes.push_back(it); } std::sort(sortedModes.begin(), sortedModes.end(), [](auto it1, auto it2) { const auto& mode1 = it1->second; const auto& mode2 = it2->second; if (mode1->getVsyncRate().getPeriodNsecs() == mode2->getVsyncRate().getPeriodNsecs()) { return mode1->getGroup() > mode2->getGroup(); } return mode1->getVsyncRate().getPeriodNsecs() > mode2->getVsyncRate().getPeriodNsecs(); }); return sortedModes; } std::pair divisorRange(Fps vsyncRate, Fps peakFps, FpsRange range, RefreshRateSelector::Config::FrameRateOverride config) { if (config != RefreshRateSelector::Config::FrameRateOverride::Enabled) { return {1, 1}; } using fps_approx_ops::operator/; // use signed type as `fps / range.max` might be 0 auto start = std::max(1, static_cast(peakFps / range.max) - 1); if (FlagManager::getInstance().vrr_config()) { start = std::max(1, static_cast(vsyncRate / std::min(range.max, peakFps, fps_approx_ops::operator<)) - 1); } const auto end = vsyncRate / std::max(range.min, RefreshRateSelector::kMinSupportedFrameRate, fps_approx_ops::operator<); return {start, end}; } bool shouldEnableFrameRateOverride(const std::vector& sortedModes) { for (const auto it1 : sortedModes) { const auto& mode1 = it1->second; for (const auto it2 : sortedModes) { const auto& mode2 = it2->second; if (RefreshRateSelector::getFrameRateDivisor(mode1->getPeakFps(), mode2->getPeakFps()) >= 2) { return true; } } } return false; } std::string toString(const RefreshRateSelector::PolicyVariant& policy) { using namespace std::string_literals; return ftl::match( policy, [](const RefreshRateSelector::DisplayManagerPolicy& policy) { return "DisplayManagerPolicy"s + policy.toString(); }, [](const RefreshRateSelector::OverridePolicy& policy) { return "OverridePolicy"s + policy.toString(); }, [](RefreshRateSelector::NoOverridePolicy) { return "NoOverridePolicy"s; }); } } // namespace auto RefreshRateSelector::createFrameRateModes( const Policy& policy, std::function&& filterModes, const FpsRange& renderRange) const -> std::vector { struct Key { Fps fps; int32_t group; }; struct KeyLess { bool operator()(const Key& a, const Key& b) const { using namespace fps_approx_ops; if (a.fps != b.fps) { return a.fps < b.fps; } // For the same fps the order doesn't really matter, but we still // want the behaviour of a strictly less operator. // We use the group id as the secondary ordering for that. return a.group < b.group; } }; std::map ratesMap; for (auto it = mDisplayModes.begin(); it != mDisplayModes.end(); ++it) { const auto& [id, mode] = *it; if (!filterModes(*mode)) { continue; } const auto vsyncRate = mode->getVsyncRate(); const auto peakFps = mode->getPeakFps(); const auto [start, end] = divisorRange(vsyncRate, peakFps, renderRange, mConfig.enableFrameRateOverride); for (auto divisor = start; divisor <= end; divisor++) { const auto fps = vsyncRate / divisor; using fps_approx_ops::operator<; if (divisor > 1 && fps < kMinSupportedFrameRate) { break; } if (mConfig.enableFrameRateOverride == Config::FrameRateOverride::Enabled && !renderRange.includes(fps)) { continue; } if (mConfig.enableFrameRateOverride == Config::FrameRateOverride::AppOverrideNativeRefreshRates && !isNativeRefreshRate(fps)) { continue; } const auto [existingIter, emplaceHappened] = ratesMap.try_emplace(Key{fps, mode->getGroup()}, it); if (emplaceHappened) { ALOGV("%s: including %s (%s(%s))", __func__, to_string(fps).c_str(), to_string(peakFps).c_str(), to_string(vsyncRate).c_str()); } else { // If the primary physical range is a single rate, prefer to stay in that rate // even if there is a lower physical refresh rate available. This would cause more // cases to stay within the primary physical range const Fps existingModeFps = existingIter->second->second->getPeakFps(); const bool existingModeIsPrimaryRange = policy.primaryRangeIsSingleRate() && policy.primaryRanges.physical.includes(existingModeFps); const bool newModeIsPrimaryRange = policy.primaryRangeIsSingleRate() && policy.primaryRanges.physical.includes(mode->getPeakFps()); if (newModeIsPrimaryRange == existingModeIsPrimaryRange) { // We might need to update the map as we found a lower refresh rate if (isStrictlyLess(mode->getPeakFps(), existingModeFps)) { existingIter->second = it; ALOGV("%s: changing %s (%s(%s)) as we found a lower physical rate", __func__, to_string(fps).c_str(), to_string(peakFps).c_str(), to_string(vsyncRate).c_str()); } } else if (newModeIsPrimaryRange) { existingIter->second = it; ALOGV("%s: changing %s (%s(%s)) to stay in the primary range", __func__, to_string(fps).c_str(), to_string(peakFps).c_str(), to_string(vsyncRate).c_str()); } } } } std::vector frameRateModes; frameRateModes.reserve(ratesMap.size()); for (const auto& [key, mode] : ratesMap) { frameRateModes.emplace_back(FrameRateMode{key.fps, ftl::as_non_null(mode->second)}); } // We always want that the lowest frame rate will be corresponding to the // lowest mode for power saving. const auto lowestRefreshRateIt = std::min_element(frameRateModes.begin(), frameRateModes.end(), [](const FrameRateMode& lhs, const FrameRateMode& rhs) { return isStrictlyLess(lhs.modePtr->getVsyncRate(), rhs.modePtr->getVsyncRate()); }); frameRateModes.erase(frameRateModes.begin(), lowestRefreshRateIt); return frameRateModes; } struct RefreshRateSelector::RefreshRateScoreComparator { bool operator()(const RefreshRateScore& lhs, const RefreshRateScore& rhs) const { const auto& [frameRateMode, overallScore, _] = lhs; std::string name = to_string(frameRateMode); ALOGV("%s sorting scores %.2f", name.c_str(), overallScore); if (!ScoredFrameRate::scoresEqual(overallScore, rhs.overallScore)) { return overallScore > rhs.overallScore; } if (refreshRateOrder == RefreshRateOrder::Descending) { using fps_approx_ops::operator>; return frameRateMode.fps > rhs.frameRateMode.fps; } else { using fps_approx_ops::operator<; return frameRateMode.fps < rhs.frameRateMode.fps; } } const RefreshRateOrder refreshRateOrder; }; std::string RefreshRateSelector::Policy::toString() const { return base::StringPrintf("{defaultModeId=%d, allowGroupSwitching=%s" ", primaryRanges=%s, appRequestRanges=%s idleScreenConfig=%s}", ftl::to_underlying(defaultMode), allowGroupSwitching ? "true" : "false", to_string(primaryRanges).c_str(), to_string(appRequestRanges).c_str(), idleScreenConfigOpt ? idleScreenConfigOpt->toString().c_str() : "nullptr"); } std::pair RefreshRateSelector::getDisplayFrames(nsecs_t layerPeriod, nsecs_t displayPeriod) const { auto [quotient, remainder] = std::div(layerPeriod, displayPeriod); if (remainder <= MARGIN_FOR_PERIOD_CALCULATION || std::abs(remainder - displayPeriod) <= MARGIN_FOR_PERIOD_CALCULATION) { quotient++; remainder = 0; } return {quotient, remainder}; } float RefreshRateSelector::calculateNonExactMatchingDefaultLayerScoreLocked( nsecs_t displayPeriod, nsecs_t layerPeriod) const { // Find the actual rate the layer will render, assuming // that layerPeriod is the minimal period to render a frame. // For example if layerPeriod is 20ms and displayPeriod is 16ms, // then the actualLayerPeriod will be 32ms, because it is the // smallest multiple of the display period which is >= layerPeriod. auto actualLayerPeriod = displayPeriod; int multiplier = 1; while (layerPeriod > actualLayerPeriod + MARGIN_FOR_PERIOD_CALCULATION) { multiplier++; actualLayerPeriod = displayPeriod * multiplier; } // Because of the threshold we used above it's possible that score is slightly // above 1. return std::min(1.0f, static_cast(layerPeriod) / static_cast(actualLayerPeriod)); } float RefreshRateSelector::calculateNonExactMatchingLayerScoreLocked(const LayerRequirement& layer, Fps refreshRate) const { constexpr float kScoreForFractionalPairs = .8f; const auto displayPeriod = refreshRate.getPeriodNsecs(); const auto layerPeriod = layer.desiredRefreshRate.getPeriodNsecs(); if (layer.vote == LayerVoteType::ExplicitDefault) { return calculateNonExactMatchingDefaultLayerScoreLocked(displayPeriod, layerPeriod); } if (layer.vote == LayerVoteType::ExplicitGte) { using fps_approx_ops::operator>=; if (refreshRate >= layer.desiredRefreshRate) { return 1.0f; } else { return calculateDistanceScoreLocked(layer.desiredRefreshRate, refreshRate); } } if (layer.vote == LayerVoteType::ExplicitExactOrMultiple || layer.vote == LayerVoteType::Heuristic) { using fps_approx_ops::operator<; if (refreshRate < 60_Hz) { const bool favorsAtLeast60 = std::find_if(mFrameRatesThatFavorsAtLeast60.begin(), mFrameRatesThatFavorsAtLeast60.end(), [&](Fps fps) { using fps_approx_ops::operator==; return fps == layer.desiredRefreshRate; }) != mFrameRatesThatFavorsAtLeast60.end(); if (favorsAtLeast60) { return 0; } } const float multiplier = refreshRate.getValue() / layer.desiredRefreshRate.getValue(); // We only want to score this layer as a fractional pair if the content is not // significantly faster than the display rate, at it would cause a significant frame drop. // It is more appropriate to choose a higher display rate even if // a pull-down will be required. constexpr float kMinMultiplier = 0.75f; if (multiplier >= kMinMultiplier && isFractionalPairOrMultiple(refreshRate, layer.desiredRefreshRate)) { return kScoreForFractionalPairs; } // Calculate how many display vsyncs we need to present a single frame for this // layer const auto [displayFramesQuotient, displayFramesRemainder] = getDisplayFrames(layerPeriod, displayPeriod); static constexpr size_t MAX_FRAMES_TO_FIT = 10; // Stop calculating when score < 0.1 if (displayFramesRemainder == 0) { // Layer desired refresh rate matches the display rate. return 1.0f; } if (displayFramesQuotient == 0) { // Layer desired refresh rate is higher than the display rate. return (static_cast(layerPeriod) / static_cast(displayPeriod)) * (1.0f / (MAX_FRAMES_TO_FIT + 1)); } // Layer desired refresh rate is lower than the display rate. Check how well it fits // the cadence. auto diff = std::abs(displayFramesRemainder - (displayPeriod - displayFramesRemainder)); int iter = 2; while (diff > MARGIN_FOR_PERIOD_CALCULATION && iter < MAX_FRAMES_TO_FIT) { diff = diff - (displayPeriod - diff); iter++; } return (1.0f / iter); } return 0; } float RefreshRateSelector::calculateDistanceScoreLocked(Fps referenceRate, Fps refreshRate) const { using fps_approx_ops::operator>=; const float ratio = referenceRate >= refreshRate ? refreshRate.getValue() / referenceRate.getValue() : referenceRate.getValue() / refreshRate.getValue(); // Use ratio^2 to get a lower score the more we get further from the reference rate. return ratio * ratio; } float RefreshRateSelector::calculateDistanceScoreFromMaxLocked(Fps refreshRate) const { const auto& maxFps = mAppRequestFrameRates.back().fps; return calculateDistanceScoreLocked(maxFps, refreshRate); } float RefreshRateSelector::calculateLayerScoreLocked(const LayerRequirement& layer, Fps refreshRate, bool isSeamlessSwitch) const { // Slightly prefer seamless switches. constexpr float kSeamedSwitchPenalty = 0.95f; const float seamlessness = isSeamlessSwitch ? 1.0f : kSeamedSwitchPenalty; if (layer.vote == LayerVoteType::ExplicitCategory) { // HighHint is considered later for touch boost. if (layer.frameRateCategory == FrameRateCategory::HighHint) { return 0.f; } if (getFrameRateCategoryRange(layer.frameRateCategory).includes(refreshRate)) { return 1.f; } FpsRange categoryRange = getFrameRateCategoryRange(layer.frameRateCategory); using fps_approx_ops::operator<; if (refreshRate < categoryRange.min) { return calculateNonExactMatchingDefaultLayerScoreLocked(refreshRate.getPeriodNsecs(), categoryRange.min .getPeriodNsecs()); } return calculateNonExactMatchingDefaultLayerScoreLocked(refreshRate.getPeriodNsecs(), categoryRange.max.getPeriodNsecs()); } // If the layer wants Max, give higher score to the higher refresh rate if (layer.vote == LayerVoteType::Max) { return calculateDistanceScoreFromMaxLocked(refreshRate); } if (layer.vote == LayerVoteType::ExplicitExact) { const int divisor = getFrameRateDivisor(refreshRate, layer.desiredRefreshRate); if (supportsAppFrameRateOverrideByContent()) { // Since we support frame rate override, allow refresh rates which are // multiples of the layer's request, as those apps would be throttled // down to run at the desired refresh rate. return divisor > 0; } return divisor == 1; } // If the layer frame rate is a divisor of the refresh rate it should score // the highest score. if (layer.desiredRefreshRate.isValid() && getFrameRateDivisor(refreshRate, layer.desiredRefreshRate) > 0) { return 1.0f * seamlessness; } // The layer frame rate is not a divisor of the refresh rate, // there is a small penalty attached to the score to favor the frame rates // the exactly matches the display refresh rate or a multiple. constexpr float kNonExactMatchingPenalty = 0.95f; return calculateNonExactMatchingLayerScoreLocked(layer, refreshRate) * seamlessness * kNonExactMatchingPenalty; } auto RefreshRateSelector::getRankedFrameRates(const std::vector& layers, GlobalSignals signals, Fps pacesetterFps) const -> RankedFrameRates { GetRankedFrameRatesCache cache{layers, signals, pacesetterFps}; std::lock_guard lock(mLock); if (mGetRankedFrameRatesCache && mGetRankedFrameRatesCache->matches(cache)) { return mGetRankedFrameRatesCache->result; } cache.result = getRankedFrameRatesLocked(layers, signals, pacesetterFps); mGetRankedFrameRatesCache = std::move(cache); return mGetRankedFrameRatesCache->result; } auto RefreshRateSelector::getRankedFrameRatesLocked(const std::vector& layers, GlobalSignals signals, Fps pacesetterFps) const -> RankedFrameRates { using namespace fps_approx_ops; ATRACE_CALL(); ALOGV("%s: %zu layers", __func__, layers.size()); const auto& activeMode = *getActiveModeLocked().modePtr; if (pacesetterFps.isValid()) { ALOGV("Follower display"); const auto ranking = rankFrameRates(activeMode.getGroup(), RefreshRateOrder::Descending, std::nullopt, [&](FrameRateMode mode) { return mode.modePtr->getPeakFps() == pacesetterFps; }); if (!ranking.empty()) { ATRACE_FORMAT_INSTANT("%s (Follower display)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, kNoSignals, pacesetterFps}; } ALOGW("Follower display cannot follow the pacesetter"); } // Keep the display at max frame rate for the duration of powering on the display. if (signals.powerOnImminent) { ALOGV("Power On Imminent"); const auto ranking = rankFrameRates(activeMode.getGroup(), RefreshRateOrder::Descending); ATRACE_FORMAT_INSTANT("%s (Power On Imminent)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, GlobalSignals{.powerOnImminent = true}}; } int noVoteLayers = 0; // Layers that prefer the same mode ("no-op"). int noPreferenceLayers = 0; int minVoteLayers = 0; int maxVoteLayers = 0; int explicitDefaultVoteLayers = 0; int explicitExactOrMultipleVoteLayers = 0; int explicitExact = 0; int explicitGteLayers = 0; int explicitCategoryVoteLayers = 0; int interactiveLayers = 0; int seamedFocusedLayers = 0; int categorySmoothSwitchOnlyLayers = 0; for (const auto& layer : layers) { switch (layer.vote) { case LayerVoteType::NoVote: noVoteLayers++; break; case LayerVoteType::Min: minVoteLayers++; break; case LayerVoteType::Max: maxVoteLayers++; break; case LayerVoteType::ExplicitDefault: explicitDefaultVoteLayers++; break; case LayerVoteType::ExplicitExactOrMultiple: explicitExactOrMultipleVoteLayers++; break; case LayerVoteType::ExplicitExact: explicitExact++; break; case LayerVoteType::ExplicitGte: explicitGteLayers++; break; case LayerVoteType::ExplicitCategory: if (layer.frameRateCategory == FrameRateCategory::HighHint) { // HighHint does not count as an explicit signal from an app. It may be // be a touch signal. interactiveLayers++; } else { explicitCategoryVoteLayers++; } if (layer.frameRateCategory == FrameRateCategory::NoPreference) { noPreferenceLayers++; } break; case LayerVoteType::Heuristic: break; } if (layer.seamlessness == Seamlessness::SeamedAndSeamless && layer.focused) { seamedFocusedLayers++; } if (layer.frameRateCategorySmoothSwitchOnly) { categorySmoothSwitchOnlyLayers++; } } const bool hasExplicitVoteLayers = explicitDefaultVoteLayers > 0 || explicitExactOrMultipleVoteLayers > 0 || explicitExact > 0 || explicitGteLayers > 0 || explicitCategoryVoteLayers > 0; const Policy* policy = getCurrentPolicyLocked(); const auto& defaultMode = mDisplayModes.get(policy->defaultMode)->get(); // If the default mode group is different from the group of current mode, // this means a layer requesting a seamed mode switch just disappeared and // we should switch back to the default group. // However if a seamed layer is still present we anchor around the group // of the current mode, in order to prevent unnecessary seamed mode switches // (e.g. when pausing a video playback). const auto anchorGroup = seamedFocusedLayers > 0 ? activeMode.getGroup() : defaultMode->getGroup(); // Consider the touch event if there are no Explicit* layers. Otherwise wait until after we've // selected a refresh rate to see if we should apply touch boost. if (signals.touch && !hasExplicitVoteLayers) { ALOGV("Touch Boost"); const auto ranking = rankFrameRates(anchorGroup, RefreshRateOrder::Descending); ATRACE_FORMAT_INSTANT("%s (Touch Boost)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, GlobalSignals{.touch = true}}; } // If the primary range consists of a single refresh rate then we can only // move out the of range if layers explicitly request a different refresh // rate. if (!signals.touch && signals.idle && !(policy->primaryRangeIsSingleRate() && hasExplicitVoteLayers)) { ALOGV("Idle"); const auto ranking = rankFrameRates(activeMode.getGroup(), RefreshRateOrder::Ascending); ATRACE_FORMAT_INSTANT("%s (Idle)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, GlobalSignals{.idle = true}}; } if (layers.empty() || noVoteLayers == layers.size()) { ALOGV("No layers with votes"); const auto ranking = rankFrameRates(anchorGroup, RefreshRateOrder::Descending); ATRACE_FORMAT_INSTANT("%s (No layers with votes)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, kNoSignals}; } // If all layers are category NoPreference, use the current config. if (noPreferenceLayers + noVoteLayers == layers.size()) { ALOGV("All layers NoPreference"); const auto ascendingWithPreferred = rankFrameRates(anchorGroup, RefreshRateOrder::Ascending, activeMode.getId()); ATRACE_FORMAT_INSTANT("%s (All layers NoPreference)", to_string(ascendingWithPreferred.front().frameRateMode.fps).c_str()); return {ascendingWithPreferred, kNoSignals}; } const bool smoothSwitchOnly = categorySmoothSwitchOnlyLayers > 0; const DisplayModeId activeModeId = activeMode.getId(); // Only if all layers want Min we should return Min if (noVoteLayers + minVoteLayers == layers.size()) { ALOGV("All layers Min"); const auto ranking = rankFrameRates(activeMode.getGroup(), RefreshRateOrder::Ascending, std::nullopt, [&](FrameRateMode mode) { return !smoothSwitchOnly || mode.modePtr->getId() == activeModeId; }); ATRACE_FORMAT_INSTANT("%s (All layers Min)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, kNoSignals}; } // Find the best refresh rate based on score std::vector scores; scores.reserve(mAppRequestFrameRates.size()); for (const FrameRateMode& it : mAppRequestFrameRates) { scores.emplace_back(RefreshRateScore{it, 0.0f}); } for (const auto& layer : layers) { ALOGV("Calculating score for %s (%s, weight %.2f, desired %.2f, category %s) ", layer.name.c_str(), ftl::enum_string(layer.vote).c_str(), layer.weight, layer.desiredRefreshRate.getValue(), ftl::enum_string(layer.frameRateCategory).c_str()); if (layer.isNoVote() || layer.frameRateCategory == FrameRateCategory::NoPreference || layer.vote == LayerVoteType::Min) { ALOGV("%s scoring skipped due to vote", formatLayerInfo(layer, layer.weight).c_str()); continue; } const auto weight = layer.weight; for (auto& [mode, overallScore, fixedRateBelowThresholdLayersScore] : scores) { const auto& [fps, modePtr] = mode; const bool isSeamlessSwitch = modePtr->getGroup() == activeMode.getGroup(); if (layer.seamlessness == Seamlessness::OnlySeamless && !isSeamlessSwitch) { ALOGV("%s ignores %s to avoid non-seamless switch. Current mode = %s", formatLayerInfo(layer, weight).c_str(), to_string(*modePtr).c_str(), to_string(activeMode).c_str()); continue; } if (layer.seamlessness == Seamlessness::SeamedAndSeamless && !isSeamlessSwitch && !layer.focused) { ALOGV("%s ignores %s because it's not focused and the switch is going to be seamed." " Current mode = %s", formatLayerInfo(layer, weight).c_str(), to_string(*modePtr).c_str(), to_string(activeMode).c_str()); continue; } if (smoothSwitchOnly && modePtr->getId() != activeModeId) { ALOGV("%s ignores %s because it's non-VRR and smooth switch only." " Current mode = %s", formatLayerInfo(layer, weight).c_str(), to_string(*modePtr).c_str(), to_string(activeMode).c_str()); continue; } // Layers with default seamlessness vote for the current mode group if // there are layers with seamlessness=SeamedAndSeamless and for the default // mode group otherwise. In second case, if the current mode group is different // from the default, this means a layer with seamlessness=SeamedAndSeamless has just // disappeared. const bool isInPolicyForDefault = modePtr->getGroup() == anchorGroup; if (layer.seamlessness == Seamlessness::Default && !isInPolicyForDefault) { ALOGV("%s ignores %s. Current mode = %s", formatLayerInfo(layer, weight).c_str(), to_string(*modePtr).c_str(), to_string(activeMode).c_str()); continue; } const bool inPrimaryPhysicalRange = policy->primaryRanges.physical.includes(modePtr->getPeakFps()); const bool inPrimaryRenderRange = policy->primaryRanges.render.includes(fps); if (((policy->primaryRangeIsSingleRate() && !inPrimaryPhysicalRange) || !inPrimaryRenderRange) && !(layer.focused && (layer.vote == LayerVoteType::ExplicitDefault || layer.vote == LayerVoteType::ExplicitExact))) { // Only focused layers with ExplicitDefault frame rate settings are allowed to score // refresh rates outside the primary range. continue; } const float layerScore = calculateLayerScoreLocked(layer, fps, isSeamlessSwitch); const float weightedLayerScore = weight * layerScore; // Layer with fixed source has a special consideration which depends on the // mConfig.frameRateMultipleThreshold. We don't want these layers to score // refresh rates above the threshold, but we also don't want to favor the lower // ones by having a greater number of layers scoring them. Instead, we calculate // the score independently for these layers and later decide which // refresh rates to add it. For example, desired 24 fps with 120 Hz threshold should not // score 120 Hz, but desired 60 fps should contribute to the score. const bool fixedSourceLayer = [](LayerVoteType vote) { switch (vote) { case LayerVoteType::ExplicitExactOrMultiple: case LayerVoteType::Heuristic: return true; case LayerVoteType::NoVote: case LayerVoteType::Min: case LayerVoteType::Max: case LayerVoteType::ExplicitDefault: case LayerVoteType::ExplicitExact: case LayerVoteType::ExplicitGte: case LayerVoteType::ExplicitCategory: return false; } }(layer.vote); const bool layerBelowThreshold = mConfig.frameRateMultipleThreshold != 0 && layer.desiredRefreshRate < Fps::fromValue(mConfig.frameRateMultipleThreshold / 2); if (fixedSourceLayer && layerBelowThreshold) { const bool modeAboveThreshold = modePtr->getPeakFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); if (modeAboveThreshold) { ALOGV("%s gives %s (%s(%s)) fixed source (above threshold) score of %.4f", formatLayerInfo(layer, weight).c_str(), to_string(fps).c_str(), to_string(modePtr->getPeakFps()).c_str(), to_string(modePtr->getVsyncRate()).c_str(), layerScore); fixedRateBelowThresholdLayersScore.modeAboveThreshold += weightedLayerScore; } else { ALOGV("%s gives %s (%s(%s)) fixed source (below threshold) score of %.4f", formatLayerInfo(layer, weight).c_str(), to_string(fps).c_str(), to_string(modePtr->getPeakFps()).c_str(), to_string(modePtr->getVsyncRate()).c_str(), layerScore); fixedRateBelowThresholdLayersScore.modeBelowThreshold += weightedLayerScore; } } else { ALOGV("%s gives %s (%s(%s)) score of %.4f", formatLayerInfo(layer, weight).c_str(), to_string(fps).c_str(), to_string(modePtr->getPeakFps()).c_str(), to_string(modePtr->getVsyncRate()).c_str(), layerScore); overallScore += weightedLayerScore; } } } // We want to find the best refresh rate without the fixed source layers, // so we could know whether we should add the modeAboveThreshold scores or not. // If the best refresh rate is already above the threshold, it means that // some non-fixed source layers already scored it, so we can just add the score // for all fixed source layers, even the ones that are above the threshold. const bool maxScoreAboveThreshold = [&] { if (mConfig.frameRateMultipleThreshold == 0 || scores.empty()) { return false; } const auto maxScoreIt = std::max_element(scores.begin(), scores.end(), [](RefreshRateScore max, RefreshRateScore current) { return current.overallScore > max.overallScore; }); ALOGV("%s (%s(%s)) is the best refresh rate without fixed source layers. It is %s the " "threshold for " "refresh rate multiples", to_string(maxScoreIt->frameRateMode.fps).c_str(), to_string(maxScoreIt->frameRateMode.modePtr->getPeakFps()).c_str(), to_string(maxScoreIt->frameRateMode.modePtr->getVsyncRate()).c_str(), maxScoreAboveThreshold ? "above" : "below"); return maxScoreIt->frameRateMode.modePtr->getPeakFps() >= Fps::fromValue(mConfig.frameRateMultipleThreshold); }(); // Now we can add the fixed rate layers score for (auto& [frameRateMode, overallScore, fixedRateBelowThresholdLayersScore] : scores) { overallScore += fixedRateBelowThresholdLayersScore.modeBelowThreshold; if (maxScoreAboveThreshold) { overallScore += fixedRateBelowThresholdLayersScore.modeAboveThreshold; } ALOGV("%s (%s(%s)) adjusted overallScore is %.4f", to_string(frameRateMode.fps).c_str(), to_string(frameRateMode.modePtr->getPeakFps()).c_str(), to_string(frameRateMode.modePtr->getVsyncRate()).c_str(), overallScore); } // Now that we scored all the refresh rates we need to pick the one that got the highest // overallScore. Sort the scores based on their overallScore in descending order of priority. const RefreshRateOrder refreshRateOrder = maxVoteLayers > 0 ? RefreshRateOrder::Descending : RefreshRateOrder::Ascending; std::sort(scores.begin(), scores.end(), RefreshRateScoreComparator{.refreshRateOrder = refreshRateOrder}); FrameRateRanking ranking; ranking.reserve(scores.size()); std::transform(scores.begin(), scores.end(), back_inserter(ranking), [](const RefreshRateScore& score) { return ScoredFrameRate{score.frameRateMode, score.overallScore}; }); const bool noLayerScore = std::all_of(scores.begin(), scores.end(), [](RefreshRateScore score) { return score.overallScore == 0; }); if (policy->primaryRangeIsSingleRate()) { // If we never scored any layers, then choose the rate from the primary // range instead of picking a random score from the app range. if (noLayerScore) { ALOGV("Layers not scored"); const auto descending = rankFrameRates(anchorGroup, RefreshRateOrder::Descending); ATRACE_FORMAT_INSTANT("%s (Layers not scored)", to_string(descending.front().frameRateMode.fps).c_str()); return {descending, kNoSignals}; } else { ALOGV("primaryRangeIsSingleRate"); ATRACE_FORMAT_INSTANT("%s (primaryRangeIsSingleRate)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, kNoSignals}; } } // Consider the touch event if there are no ExplicitDefault layers. ExplicitDefault are mostly // interactive (as opposed to ExplicitExactOrMultiple) and therefore if those posted an explicit // vote we should not change it if we get a touch event. Only apply touch boost if it will // actually increase the refresh rate over the normal selection. const auto isTouchBoostForExplicitExact = [&]() -> bool { if (supportsAppFrameRateOverrideByContent()) { // Enable touch boost if there are other layers besides exact return explicitExact + noVoteLayers + explicitGteLayers != layers.size(); } else { // Enable touch boost if there are no exact layers return explicitExact == 0; } }; const auto isTouchBoostForCategory = [&]() -> bool { return explicitCategoryVoteLayers + noVoteLayers + explicitGteLayers != layers.size(); }; // A method for UI Toolkit to send the touch signal via "HighHint" category vote, // which will touch boost when there are no ExplicitDefault layer votes. This is an // incomplete solution but accounts for cases such as games that use `setFrameRate` with default // compatibility to limit the frame rate, which should not have touch boost. const bool hasInteraction = signals.touch || interactiveLayers > 0; if (hasInteraction && explicitDefaultVoteLayers == 0 && isTouchBoostForExplicitExact() && isTouchBoostForCategory()) { const auto touchRefreshRates = rankFrameRates(anchorGroup, RefreshRateOrder::Descending); using fps_approx_ops::operator<; if (scores.front().frameRateMode.fps < touchRefreshRates.front().frameRateMode.fps) { ALOGV("Touch Boost"); ATRACE_FORMAT_INSTANT("%s (Touch Boost [late])", to_string(touchRefreshRates.front().frameRateMode.fps).c_str()); return {touchRefreshRates, GlobalSignals{.touch = true}}; } } // If we never scored any layers, and we don't favor high refresh rates, prefer to stay with the // current config if (noLayerScore && refreshRateOrder == RefreshRateOrder::Ascending) { ALOGV("preferredDisplayMode"); const auto ascendingWithPreferred = rankFrameRates(anchorGroup, RefreshRateOrder::Ascending, activeMode.getId()); ATRACE_FORMAT_INSTANT("%s (preferredDisplayMode)", to_string(ascendingWithPreferred.front().frameRateMode.fps).c_str()); return {ascendingWithPreferred, kNoSignals}; } ALOGV("%s (scored)", to_string(ranking.front().frameRateMode.fps).c_str()); ATRACE_FORMAT_INSTANT("%s (scored)", to_string(ranking.front().frameRateMode.fps).c_str()); return {ranking, kNoSignals}; } using LayerRequirementPtrs = std::vector; using PerUidLayerRequirements = std::unordered_map; PerUidLayerRequirements groupLayersByUid( const std::vector& layers) { PerUidLayerRequirements layersByUid; for (const auto& layer : layers) { const auto it = layersByUid.emplace(layer.ownerUid, LayerRequirementPtrs()).first; auto& layersWithSameUid = it->second; layersWithSameUid.push_back(&layer); } // Remove uids that can't have a frame rate override for (auto it = layersByUid.begin(); it != layersByUid.end();) { const auto& layersWithSameUid = it->second; bool skipUid = false; for (const auto& layer : layersWithSameUid) { using LayerVoteType = RefreshRateSelector::LayerVoteType; if (layer->vote == LayerVoteType::Max || layer->vote == LayerVoteType::Heuristic) { skipUid = true; break; } } if (skipUid) { it = layersByUid.erase(it); } else { ++it; } } return layersByUid; } auto RefreshRateSelector::getFrameRateOverrides(const std::vector& layers, Fps displayRefreshRate, GlobalSignals globalSignals) const -> UidToFrameRateOverride { ATRACE_CALL(); if (mConfig.enableFrameRateOverride == Config::FrameRateOverride::Disabled) { return {}; } ALOGV("%s: %zu layers", __func__, layers.size()); std::lock_guard lock(mLock); const auto* policyPtr = getCurrentPolicyLocked(); // We don't want to run lower than 30fps // TODO(b/297600226): revise this for dVRR const Fps minFrameRate = std::max(policyPtr->appRequestRanges.render.min, 30_Hz, isApproxLess); using fps_approx_ops::operator/; const unsigned numMultiples = displayRefreshRate / minFrameRate; std::vector> scoredFrameRates; scoredFrameRates.reserve(numMultiples); for (unsigned n = numMultiples; n > 0; n--) { const Fps divisor = displayRefreshRate / n; if (mConfig.enableFrameRateOverride == Config::FrameRateOverride::AppOverrideNativeRefreshRates && !isNativeRefreshRate(divisor)) { continue; } if (policyPtr->appRequestRanges.render.includes(divisor)) { ALOGV("%s: adding %s as a potential frame rate", __func__, to_string(divisor).c_str()); scoredFrameRates.emplace_back(divisor, 0); } } const auto layersByUid = groupLayersByUid(layers); UidToFrameRateOverride frameRateOverrides; for (const auto& [uid, layersWithSameUid] : layersByUid) { // Look for cases that should not have frame rate overrides. bool hasExplicitExactOrMultiple = false; bool hasExplicitDefault = false; bool hasHighHint = false; for (const auto& layer : layersWithSameUid) { switch (layer->vote) { case LayerVoteType::ExplicitExactOrMultiple: hasExplicitExactOrMultiple = true; break; case LayerVoteType::ExplicitDefault: hasExplicitDefault = true; break; case LayerVoteType::ExplicitCategory: if (layer->frameRateCategory == FrameRateCategory::HighHint) { hasHighHint = true; } break; default: // No action break; } if (hasExplicitExactOrMultiple && hasExplicitDefault && hasHighHint) { break; } } // Layers with ExplicitExactOrMultiple expect touch boost if (globalSignals.touch && hasExplicitExactOrMultiple) { continue; } // Mirrors getRankedFrameRates. If there is no ExplicitDefault, expect touch boost and // skip frame rate override. if (hasHighHint && !hasExplicitDefault) { continue; } for (auto& [_, score] : scoredFrameRates) { score = 0; } for (const auto& layer : layersWithSameUid) { if (layer->isNoVote() || layer->frameRateCategory == FrameRateCategory::NoPreference || layer->vote == LayerVoteType::Min) { continue; } LOG_ALWAYS_FATAL_IF(layer->vote != LayerVoteType::ExplicitDefault && layer->vote != LayerVoteType::ExplicitExactOrMultiple && layer->vote != LayerVoteType::ExplicitExact && layer->vote != LayerVoteType::ExplicitGte && layer->vote != LayerVoteType::ExplicitCategory, "Invalid layer vote type for frame rate overrides"); for (auto& [fps, score] : scoredFrameRates) { constexpr bool isSeamlessSwitch = true; const auto layerScore = calculateLayerScoreLocked(*layer, fps, isSeamlessSwitch); score += layer->weight * layerScore; } } // If we never scored any layers, we don't have a preferred frame rate if (std::all_of(scoredFrameRates.begin(), scoredFrameRates.end(), [](const auto& scoredFrameRate) { const auto [_, score] = scoredFrameRate; return score == 0; })) { continue; } // Now that we scored all the refresh rates we need to pick the lowest refresh rate // that got the highest score. const auto [overrideFps, _] = *std::max_element(scoredFrameRates.begin(), scoredFrameRates.end(), [](const auto& lhsPair, const auto& rhsPair) { const float lhs = lhsPair.second; const float rhs = rhsPair.second; return lhs < rhs && !ScoredFrameRate::scoresEqual(lhs, rhs); }); ALOGV("%s: overriding to %s for uid=%d", __func__, to_string(overrideFps).c_str(), uid); ATRACE_FORMAT_INSTANT("%s: overriding to %s for uid=%d", __func__, to_string(overrideFps).c_str(), uid); if (ATRACE_ENABLED() && FlagManager::getInstance().trace_frame_rate_override()) { std::stringstream ss; ss << "FrameRateOverride " << uid; ATRACE_INT(ss.str().c_str(), overrideFps.getIntValue()); } frameRateOverrides.emplace(uid, overrideFps); } return frameRateOverrides; } ftl::Optional RefreshRateSelector::onKernelTimerChanged( ftl::Optional desiredModeIdOpt, bool timerExpired) const { std::lock_guard lock(mLock); const auto current = desiredModeIdOpt .and_then([this](DisplayModeId modeId) REQUIRES(mLock) { return mDisplayModes.get(modeId); }) .transform([](const DisplayModePtr& modePtr) { return FrameRateMode{modePtr->getPeakFps(), ftl::as_non_null(modePtr)}; }) .or_else([this] { ftl::FakeGuard guard(mLock); return std::make_optional(getActiveModeLocked()); }) .value(); const DisplayModePtr& min = mMinRefreshRateModeIt->second; if (current.modePtr->getId() == min->getId()) { return {}; } return timerExpired ? FrameRateMode{min->getPeakFps(), ftl::as_non_null(min)} : current; } const DisplayModePtr& RefreshRateSelector::getMinRefreshRateByPolicyLocked() const { const auto& activeMode = *getActiveModeLocked().modePtr; for (const FrameRateMode& mode : mPrimaryFrameRates) { if (activeMode.getGroup() == mode.modePtr->getGroup()) { return mode.modePtr.get(); } } ALOGE("Can't find min refresh rate by policy with the same mode group as the current mode %s", to_string(activeMode).c_str()); // Default to the lowest refresh rate. return mPrimaryFrameRates.front().modePtr.get(); } const DisplayModePtr& RefreshRateSelector::getMaxRefreshRateByPolicyLocked(int anchorGroup) const { const ftl::NonNull* maxByAnchor = &mPrimaryFrameRates.back().modePtr; const ftl::NonNull* max = &mPrimaryFrameRates.back().modePtr; bool maxByAnchorFound = false; for (auto it = mPrimaryFrameRates.rbegin(); it != mPrimaryFrameRates.rend(); ++it) { using namespace fps_approx_ops; if (it->modePtr->getPeakFps() > (*max)->getPeakFps()) { max = &it->modePtr; } if (anchorGroup == it->modePtr->getGroup() && it->modePtr->getPeakFps() >= (*maxByAnchor)->getPeakFps()) { maxByAnchorFound = true; maxByAnchor = &it->modePtr; } } if (maxByAnchorFound) { return maxByAnchor->get(); } ALOGE("Can't find max refresh rate by policy with the same group %d", anchorGroup); // Default to the highest refresh rate. return max->get(); } auto RefreshRateSelector::rankFrameRates(std::optional anchorGroupOpt, RefreshRateOrder refreshRateOrder, std::optional preferredDisplayModeOpt, const RankFrameRatesPredicate& predicate) const -> FrameRateRanking { using fps_approx_ops::operator<; const char* const whence = __func__; // find the highest frame rate for each display mode ftl::SmallMap maxRenderRateForMode; const bool ascending = (refreshRateOrder == RefreshRateOrder::Ascending); if (ascending) { // TODO(b/266481656): Once this bug is fixed, we can remove this workaround and actually // use a lower frame rate when we want Ascending frame rates. for (const auto& frameRateMode : mPrimaryFrameRates) { if (anchorGroupOpt && frameRateMode.modePtr->getGroup() != anchorGroupOpt) { continue; } const auto [iter, _] = maxRenderRateForMode.try_emplace(frameRateMode.modePtr->getId(), frameRateMode.fps); if (iter->second < frameRateMode.fps) { iter->second = frameRateMode.fps; } } } std::deque ranking; const auto rankFrameRate = [&](const FrameRateMode& frameRateMode) REQUIRES(mLock) { const auto& modePtr = frameRateMode.modePtr; if ((anchorGroupOpt && modePtr->getGroup() != anchorGroupOpt) || !predicate(frameRateMode)) { return; } const bool ascending = (refreshRateOrder == RefreshRateOrder::Ascending); const auto id = modePtr->getId(); if (ascending && frameRateMode.fps < *maxRenderRateForMode.get(id)) { // TODO(b/266481656): Once this bug is fixed, we can remove this workaround and actually // use a lower frame rate when we want Ascending frame rates. return; } float score = calculateDistanceScoreFromMaxLocked(frameRateMode.fps); if (ascending) { score = 1.0f / score; } constexpr float kScore = std::numeric_limits::max(); if (preferredDisplayModeOpt) { if (*preferredDisplayModeOpt == modePtr->getId()) { ranking.emplace_front(ScoredFrameRate{frameRateMode, kScore}); return; } constexpr float kNonPreferredModePenalty = 0.95f; score *= kNonPreferredModePenalty; } else if (ascending && id == getMinRefreshRateByPolicyLocked()->getId()) { // TODO(b/266481656): Once this bug is fixed, we can remove this workaround // and actually use a lower frame rate when we want Ascending frame rates. ranking.emplace_front(ScoredFrameRate{frameRateMode, kScore}); return; } ALOGV("%s(%s) %s (%s(%s)) scored %.2f", whence, ftl::enum_string(refreshRateOrder).c_str(), to_string(frameRateMode.fps).c_str(), to_string(modePtr->getPeakFps()).c_str(), to_string(modePtr->getVsyncRate()).c_str(), score); ranking.emplace_back(ScoredFrameRate{frameRateMode, score}); }; if (refreshRateOrder == RefreshRateOrder::Ascending) { std::for_each(mPrimaryFrameRates.begin(), mPrimaryFrameRates.end(), rankFrameRate); } else { std::for_each(mPrimaryFrameRates.rbegin(), mPrimaryFrameRates.rend(), rankFrameRate); } if (!ranking.empty() || !anchorGroupOpt) { return {ranking.begin(), ranking.end()}; } ALOGW("Can't find %s refresh rate by policy with the same mode group" " as the mode group %d", refreshRateOrder == RefreshRateOrder::Ascending ? "min" : "max", anchorGroupOpt.value()); constexpr std::optional kNoAnchorGroup = std::nullopt; return rankFrameRates(kNoAnchorGroup, refreshRateOrder, preferredDisplayModeOpt); } FrameRateMode RefreshRateSelector::getActiveMode() const { std::lock_guard lock(mLock); return getActiveModeLocked(); } const FrameRateMode& RefreshRateSelector::getActiveModeLocked() const { return *mActiveModeOpt; } void RefreshRateSelector::setActiveMode(DisplayModeId modeId, Fps renderFrameRate) { std::lock_guard lock(mLock); // Invalidate the cached invocation to getRankedFrameRates. This forces // the refresh rate to be recomputed on the next call to getRankedFrameRates. mGetRankedFrameRatesCache.reset(); const auto activeModeOpt = mDisplayModes.get(modeId); LOG_ALWAYS_FATAL_IF(!activeModeOpt); mActiveModeOpt.emplace(FrameRateMode{renderFrameRate, ftl::as_non_null(activeModeOpt->get())}); mIsVrrDevice = FlagManager::getInstance().vrr_config() && activeModeOpt->get()->getVrrConfig().has_value(); } RefreshRateSelector::RefreshRateSelector(DisplayModes modes, DisplayModeId activeModeId, Config config) : mKnownFrameRates(constructKnownFrameRates(modes)), mConfig(config) { initializeIdleTimer(mConfig.legacyIdleTimerTimeout); FTL_FAKE_GUARD(kMainThreadContext, updateDisplayModes(std::move(modes), activeModeId)); } void RefreshRateSelector::initializeIdleTimer(std::chrono::milliseconds timeout) { if (timeout > 0ms) { mIdleTimer.emplace( "IdleTimer", timeout, [this] { std::scoped_lock lock(mIdleTimerCallbacksMutex); if (const auto callbacks = getIdleTimerCallbacks()) { callbacks->onReset(); } }, [this] { std::scoped_lock lock(mIdleTimerCallbacksMutex); if (const auto callbacks = getIdleTimerCallbacks()) { callbacks->onExpired(); } }); } } void RefreshRateSelector::updateDisplayModes(DisplayModes modes, DisplayModeId activeModeId) { std::lock_guard lock(mLock); // Invalidate the cached invocation to getRankedFrameRates. This forces // the refresh rate to be recomputed on the next call to getRankedFrameRates. mGetRankedFrameRatesCache.reset(); mDisplayModes = std::move(modes); const auto activeModeOpt = mDisplayModes.get(activeModeId); LOG_ALWAYS_FATAL_IF(!activeModeOpt); mActiveModeOpt = FrameRateMode{activeModeOpt->get()->getPeakFps(), ftl::as_non_null(activeModeOpt->get())}; const auto sortedModes = sortByRefreshRate(mDisplayModes); mMinRefreshRateModeIt = sortedModes.front(); mMaxRefreshRateModeIt = sortedModes.back(); // Reset the policy because the old one may no longer be valid. mDisplayManagerPolicy = {}; mDisplayManagerPolicy.defaultMode = activeModeId; mFrameRateOverrideConfig = [&] { switch (mConfig.enableFrameRateOverride) { case Config::FrameRateOverride::Disabled: case Config::FrameRateOverride::AppOverride: case Config::FrameRateOverride::Enabled: return mConfig.enableFrameRateOverride; case Config::FrameRateOverride::AppOverrideNativeRefreshRates: return shouldEnableFrameRateOverride(sortedModes) ? Config::FrameRateOverride::AppOverrideNativeRefreshRates : Config::FrameRateOverride::Disabled; } }(); if (mConfig.enableFrameRateOverride == Config::FrameRateOverride::AppOverrideNativeRefreshRates) { for (const auto& [_, mode] : mDisplayModes) { mAppOverrideNativeRefreshRates.try_emplace(mode->getPeakFps(), ftl::unit); } } constructAvailableRefreshRates(); } bool RefreshRateSelector::isPolicyValidLocked(const Policy& policy) const { // defaultMode must be a valid mode, and within the given refresh rate range. if (const auto mode = mDisplayModes.get(policy.defaultMode)) { if (!policy.primaryRanges.physical.includes(mode->get()->getPeakFps())) { ALOGE("Default mode is not in the primary range."); return false; } } else { ALOGE("Default mode is not found."); return false; } const auto& primaryRanges = policy.primaryRanges; const auto& appRequestRanges = policy.appRequestRanges; ALOGE_IF(!appRequestRanges.physical.includes(primaryRanges.physical), "Physical range is invalid: primary: %s appRequest: %s", to_string(primaryRanges.physical).c_str(), to_string(appRequestRanges.physical).c_str()); ALOGE_IF(!appRequestRanges.render.includes(primaryRanges.render), "Render range is invalid: primary: %s appRequest: %s", to_string(primaryRanges.render).c_str(), to_string(appRequestRanges.render).c_str()); return primaryRanges.valid() && appRequestRanges.valid(); } auto RefreshRateSelector::setPolicy(const PolicyVariant& policy) -> SetPolicyResult { Policy oldPolicy; PhysicalDisplayId displayId; { std::lock_guard lock(mLock); oldPolicy = *getCurrentPolicyLocked(); const bool valid = ftl::match( policy, [this](const auto& policy) { ftl::FakeGuard guard(mLock); if (!isPolicyValidLocked(policy)) { ALOGE("Invalid policy: %s", policy.toString().c_str()); return false; } using T = std::decay_t; if constexpr (std::is_same_v) { mDisplayManagerPolicy = policy; } else { static_assert(std::is_same_v); mOverridePolicy = policy; } return true; }, [this](NoOverridePolicy) { ftl::FakeGuard guard(mLock); mOverridePolicy.reset(); return true; }); if (!valid) { return SetPolicyResult::Invalid; } mGetRankedFrameRatesCache.reset(); const auto& idleScreenConfigOpt = getCurrentPolicyLocked()->idleScreenConfigOpt; if (idleScreenConfigOpt != oldPolicy.idleScreenConfigOpt) { if (!idleScreenConfigOpt.has_value()) { // fallback to legacy timer if existed, otherwise pause the old timer LOG_ALWAYS_FATAL_IF(!mIdleTimer); if (mConfig.legacyIdleTimerTimeout > 0ms) { mIdleTimer->setInterval(mConfig.legacyIdleTimerTimeout); mIdleTimer->resume(); } else { mIdleTimer->pause(); } } else if (idleScreenConfigOpt->timeoutMillis > 0) { // create a new timer or reconfigure const auto timeout = std::chrono::milliseconds{idleScreenConfigOpt->timeoutMillis}; if (!mIdleTimer) { initializeIdleTimer(timeout); if (mIdleTimerStarted) { mIdleTimer->start(); } } else { mIdleTimer->setInterval(timeout); mIdleTimer->resume(); } } else { if (mIdleTimer) { mIdleTimer->pause(); } } } if (getCurrentPolicyLocked()->similarExceptIdleConfig(oldPolicy)) { return SetPolicyResult::Unchanged; } constructAvailableRefreshRates(); displayId = getActiveModeLocked().modePtr->getPhysicalDisplayId(); } const unsigned numModeChanges = std::exchange(mNumModeSwitchesInPolicy, 0u); ALOGI("Display %s policy changed\n" "Previous: %s\n" "Current: %s\n" "%u mode changes were performed under the previous policy", to_string(displayId).c_str(), oldPolicy.toString().c_str(), toString(policy).c_str(), numModeChanges); return SetPolicyResult::Changed; } auto RefreshRateSelector::getCurrentPolicyLocked() const -> const Policy* { return mOverridePolicy ? &mOverridePolicy.value() : &mDisplayManagerPolicy; } auto RefreshRateSelector::getCurrentPolicy() const -> Policy { std::lock_guard lock(mLock); return *getCurrentPolicyLocked(); } auto RefreshRateSelector::getDisplayManagerPolicy() const -> Policy { std::lock_guard lock(mLock); return mDisplayManagerPolicy; } bool RefreshRateSelector::isModeAllowed(const FrameRateMode& mode) const { std::lock_guard lock(mLock); return std::find(mAppRequestFrameRates.begin(), mAppRequestFrameRates.end(), mode) != mAppRequestFrameRates.end(); } void RefreshRateSelector::constructAvailableRefreshRates() { // Filter modes based on current policy and sort on refresh rate. const Policy* policy = getCurrentPolicyLocked(); ALOGV("%s: %s ", __func__, policy->toString().c_str()); const auto& defaultMode = mDisplayModes.get(policy->defaultMode)->get(); const auto filterRefreshRates = [&](const FpsRanges& ranges, const char* rangeName) REQUIRES(mLock) { const auto filterModes = [&](const DisplayMode& mode) { return mode.getResolution() == defaultMode->getResolution() && mode.getDpi() == defaultMode->getDpi() && (policy->allowGroupSwitching || mode.getGroup() == defaultMode->getGroup()) && ranges.physical.includes(mode.getPeakFps()) && (supportsFrameRateOverride() || ranges.render.includes(mode.getPeakFps())); }; auto frameRateModes = createFrameRateModes(*policy, filterModes, ranges.render); if (frameRateModes.empty()) { ALOGW("No matching frame rate modes for %s range. policy: %s", rangeName, policy->toString().c_str()); // TODO(b/292105422): Ideally DisplayManager should not send render ranges smaller than // the min supported. See b/292047939. // For not we just ignore the render ranges. frameRateModes = createFrameRateModes(*policy, filterModes, {}); } LOG_ALWAYS_FATAL_IF(frameRateModes.empty(), "No matching frame rate modes for %s range even after ignoring the " "render range. policy: %s", rangeName, policy->toString().c_str()); const auto stringifyModes = [&] { std::string str; for (const auto& frameRateMode : frameRateModes) { str += to_string(frameRateMode) + " "; } return str; }; ALOGV("%s render rates: %s, isVrrDevice? %d", rangeName, stringifyModes().c_str(), mIsVrrDevice.load()); return frameRateModes; }; mPrimaryFrameRates = filterRefreshRates(policy->primaryRanges, "primary"); mAppRequestFrameRates = filterRefreshRates(policy->appRequestRanges, "app request"); } bool RefreshRateSelector::isVrrDevice() const { return mIsVrrDevice; } Fps RefreshRateSelector::findClosestKnownFrameRate(Fps frameRate) const { using namespace fps_approx_ops; if (frameRate <= mKnownFrameRates.front()) { return mKnownFrameRates.front(); } if (frameRate >= mKnownFrameRates.back()) { return mKnownFrameRates.back(); } auto lowerBound = std::lower_bound(mKnownFrameRates.begin(), mKnownFrameRates.end(), frameRate, isStrictlyLess); const auto distance1 = std::abs(frameRate.getValue() - lowerBound->getValue()); const auto distance2 = std::abs(frameRate.getValue() - std::prev(lowerBound)->getValue()); return distance1 < distance2 ? *lowerBound : *std::prev(lowerBound); } auto RefreshRateSelector::getIdleTimerAction() const -> KernelIdleTimerAction { std::lock_guard lock(mLock); const Fps deviceMinFps = mMinRefreshRateModeIt->second->getPeakFps(); const DisplayModePtr& minByPolicy = getMinRefreshRateByPolicyLocked(); // Kernel idle timer will set the refresh rate to the device min. If DisplayManager says that // the min allowed refresh rate is higher than the device min, we do not want to enable the // timer. if (isStrictlyLess(deviceMinFps, minByPolicy->getPeakFps())) { return KernelIdleTimerAction::TurnOff; } const DisplayModePtr& maxByPolicy = getMaxRefreshRateByPolicyLocked(getActiveModeLocked().modePtr->getGroup()); if (minByPolicy == maxByPolicy) { // Turn on the timer when the min of the primary range is below the device min. if (const Policy* currentPolicy = getCurrentPolicyLocked(); isApproxLess(currentPolicy->primaryRanges.physical.min, deviceMinFps)) { return KernelIdleTimerAction::TurnOn; } return KernelIdleTimerAction::TurnOff; } // Turn on the timer in all other cases. return KernelIdleTimerAction::TurnOn; } int RefreshRateSelector::getFrameRateDivisor(Fps displayRefreshRate, Fps layerFrameRate) { // This calculation needs to be in sync with the java code // in DisplayManagerService.getDisplayInfoForFrameRateOverride // The threshold must be smaller than 0.001 in order to differentiate // between the fractional pairs (e.g. 59.94 and 60). constexpr float kThreshold = 0.0009f; const auto numPeriods = displayRefreshRate.getValue() / layerFrameRate.getValue(); const auto numPeriodsRounded = std::round(numPeriods); if (std::abs(numPeriods - numPeriodsRounded) > kThreshold) { return 0; } return static_cast(numPeriodsRounded); } bool RefreshRateSelector::isFractionalPairOrMultiple(Fps smaller, Fps bigger) { if (isStrictlyLess(bigger, smaller)) { return isFractionalPairOrMultiple(bigger, smaller); } const auto multiplier = std::round(bigger.getValue() / smaller.getValue()); constexpr float kCoef = 1000.f / 1001.f; return isApproxEqual(bigger, Fps::fromValue(smaller.getValue() * multiplier / kCoef)) || isApproxEqual(bigger, Fps::fromValue(smaller.getValue() * multiplier * kCoef)); } void RefreshRateSelector::dump(utils::Dumper& dumper) const { using namespace std::string_view_literals; std::lock_guard lock(mLock); const auto activeMode = getActiveModeLocked(); dumper.dump("renderRate"sv, to_string(activeMode.fps)); dumper.dump("activeMode"sv, to_string(*activeMode.modePtr)); dumper.dump("displayModes"sv); { utils::Dumper::Indent indent(dumper); for (const auto& [id, mode] : mDisplayModes) { dumper.dump({}, to_string(*mode)); } } dumper.dump("displayManagerPolicy"sv, mDisplayManagerPolicy.toString()); if (const Policy& currentPolicy = *getCurrentPolicyLocked(); mOverridePolicy && currentPolicy != mDisplayManagerPolicy) { dumper.dump("overridePolicy"sv, currentPolicy.toString()); } dumper.dump("frameRateOverrideConfig"sv, *ftl::enum_name(mFrameRateOverrideConfig)); dumper.dump("idleTimer"sv); { utils::Dumper::Indent indent(dumper); dumper.dump("interval"sv, mIdleTimer.transform(&OneShotTimer::interval)); dumper.dump("controller"sv, mConfig.kernelIdleTimerController .and_then(&ftl::enum_name) .value_or("Platform"sv)); } } std::chrono::milliseconds RefreshRateSelector::getIdleTimerTimeout() { if (FlagManager::getInstance().idle_screen_refresh_rate_timeout() && mIdleTimer) { return std::chrono::duration_cast(mIdleTimer->interval()); } return mConfig.legacyIdleTimerTimeout; } // TODO(b/293651105): Extract category FpsRange mapping to OEM-configurable config. FpsRange RefreshRateSelector::getFrameRateCategoryRange(FrameRateCategory category) { switch (category) { case FrameRateCategory::High: return FpsRange{90_Hz, 120_Hz}; case FrameRateCategory::Normal: return FpsRange{60_Hz, 120_Hz}; case FrameRateCategory::Low: return FpsRange{30_Hz, 120_Hz}; case FrameRateCategory::HighHint: case FrameRateCategory::NoPreference: case FrameRateCategory::Default: LOG_ALWAYS_FATAL("Should not get fps range for frame rate category: %s", ftl::enum_string(category).c_str()); default: LOG_ALWAYS_FATAL("Invalid frame rate category for range: %s", ftl::enum_string(category).c_str()); } } } // namespace android::scheduler // TODO(b/129481165): remove the #pragma below and fix conversion issues #pragma clang diagnostic pop // ignored "-Wextra"