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