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 "../pipeline/skia/SkiaOpenGLReadback.h"
21 #include "CanvasContext.h"
22 #include "EglManager.h"
23 #include "OpenGLReadback.h"
24 #include "RenderProxy.h"
25 #include "VulkanManager.h"
26 #include "utils/FatVector.h"
27
28 #include <gui/DisplayEventReceiver.h>
29 #include <gui/ISurfaceComposer.h>
30 #include <gui/SurfaceComposerClient.h>
31 #include <sys/resource.h>
32 #include <utils/Condition.h>
33 #include <utils/Log.h>
34 #include <utils/Mutex.h>
35
36 namespace android {
37 namespace uirenderer {
38 namespace renderthread {
39
40 // Number of events to read at a time from the DisplayEventReceiver pipe.
41 // The value should be large enough that we can quickly drain the pipe
42 // using just a few large reads.
43 static const size_t EVENT_BUFFER_SIZE = 100;
44
45 // Slight delay to give the UI time to push us a new frame before we replay
46 static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
47
TaskQueue()48 TaskQueue::TaskQueue() : mHead(nullptr), mTail(nullptr) {}
49
next()50 RenderTask* TaskQueue::next() {
51 RenderTask* ret = mHead;
52 if (ret) {
53 mHead = ret->mNext;
54 if (!mHead) {
55 mTail = nullptr;
56 }
57 ret->mNext = nullptr;
58 }
59 return ret;
60 }
61
peek()62 RenderTask* TaskQueue::peek() {
63 return mHead;
64 }
65
queue(RenderTask * task)66 void TaskQueue::queue(RenderTask* task) {
67 // Since the RenderTask itself forms the linked list it is not allowed
68 // to have the same task queued twice
69 LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
70 if (mTail) {
71 // Fast path if we can just append
72 if (mTail->mRunAt <= task->mRunAt) {
73 mTail->mNext = task;
74 mTail = task;
75 } else {
76 // Need to find the proper insertion point
77 RenderTask* previous = nullptr;
78 RenderTask* next = mHead;
79 while (next && next->mRunAt <= task->mRunAt) {
80 previous = next;
81 next = next->mNext;
82 }
83 if (!previous) {
84 task->mNext = mHead;
85 mHead = task;
86 } else {
87 previous->mNext = task;
88 if (next) {
89 task->mNext = next;
90 } else {
91 mTail = task;
92 }
93 }
94 }
95 } else {
96 mTail = mHead = task;
97 }
98 }
99
queueAtFront(RenderTask * task)100 void TaskQueue::queueAtFront(RenderTask* task) {
101 LOG_ALWAYS_FATAL_IF(task->mNext || mHead == task, "Task is already in the queue!");
102 if (mTail) {
103 task->mNext = mHead;
104 mHead = task;
105 } else {
106 mTail = mHead = task;
107 }
108 }
109
remove(RenderTask * task)110 void TaskQueue::remove(RenderTask* task) {
111 // TaskQueue is strict here to enforce that users are keeping track of
112 // their RenderTasks due to how their memory is managed
113 LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
114 "Cannot remove a task that isn't in the queue!");
115
116 // If task is the head we can just call next() to pop it off
117 // Otherwise we need to scan through to find the task before it
118 if (peek() == task) {
119 next();
120 } else {
121 RenderTask* previous = mHead;
122 while (previous->mNext != task) {
123 previous = previous->mNext;
124 }
125 previous->mNext = task->mNext;
126 if (mTail == task) {
127 mTail = previous;
128 }
129 }
130 }
131
132 class DispatchFrameCallbacks : public RenderTask {
133 private:
134 RenderThread* mRenderThread;
135 public:
DispatchFrameCallbacks(RenderThread * rt)136 explicit DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
137
run()138 virtual void run() override {
139 mRenderThread->dispatchFrameCallbacks();
140 }
141 };
142
143 static bool gHasRenderThreadInstance = false;
144
hasInstance()145 bool RenderThread::hasInstance() {
146 return gHasRenderThreadInstance;
147 }
148
getInstance()149 RenderThread& RenderThread::getInstance() {
150 // This is a pointer because otherwise __cxa_finalize
151 // will try to delete it like a Good Citizen but that causes us to crash
152 // because we don't want to delete the RenderThread normally.
153 static RenderThread* sInstance = new RenderThread();
154 gHasRenderThreadInstance = true;
155 return *sInstance;
156 }
157
RenderThread()158 RenderThread::RenderThread() : Thread(true)
159 , mNextWakeup(LLONG_MAX)
160 , mDisplayEventReceiver(nullptr)
161 , mVsyncRequested(false)
162 , mFrameCallbackTaskPending(false)
163 , mFrameCallbackTask(nullptr)
164 , mRenderState(nullptr)
165 , mEglManager(nullptr)
166 , mVkManager(nullptr) {
167 Properties::load();
168 mFrameCallbackTask = new DispatchFrameCallbacks(this);
169 mLooper = new Looper(false);
170 run("RenderThread");
171 }
172
~RenderThread()173 RenderThread::~RenderThread() {
174 LOG_ALWAYS_FATAL("Can't destroy the render thread");
175 }
176
initializeDisplayEventReceiver()177 void RenderThread::initializeDisplayEventReceiver() {
178 LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
179 mDisplayEventReceiver = new DisplayEventReceiver();
180 status_t status = mDisplayEventReceiver->initCheck();
181 LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
182 "failed with status: %d", status);
183
184 // Register the FD
185 mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
186 Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
187 }
188
initThreadLocals()189 void RenderThread::initThreadLocals() {
190 sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
191 ISurfaceComposer::eDisplayIdMain));
192 status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &mDisplayInfo);
193 LOG_ALWAYS_FATAL_IF(status, "Failed to get display info\n");
194 nsecs_t frameIntervalNanos = static_cast<nsecs_t>(1000000000 / mDisplayInfo.fps);
195 mTimeLord.setFrameInterval(frameIntervalNanos);
196 initializeDisplayEventReceiver();
197 mEglManager = new EglManager(*this);
198 mRenderState = new RenderState(*this);
199 mJankTracker = new JankTracker(mDisplayInfo);
200 mVkManager = new VulkanManager(*this);
201 }
202
readback()203 Readback& RenderThread::readback() {
204
205 if (!mReadback) {
206 auto renderType = Properties::getRenderPipelineType();
207 switch (renderType) {
208 case RenderPipelineType::OpenGL:
209 mReadback = new OpenGLReadbackImpl(*this);
210 break;
211 case RenderPipelineType::SkiaGL:
212 case RenderPipelineType::SkiaVulkan:
213 // It works to use the OpenGL pipeline for Vulkan but this is not
214 // ideal as it causes us to create an OpenGL context in addition
215 // to the Vulkan one.
216 mReadback = new skiapipeline::SkiaOpenGLReadback(*this);
217 break;
218 default:
219 LOG_ALWAYS_FATAL("canvas context type %d not supported", (int32_t) renderType);
220 break;
221 }
222 }
223
224 return *mReadback;
225 }
226
displayEventReceiverCallback(int fd,int events,void * data)227 int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
228 if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
229 ALOGE("Display event receiver pipe was closed or an error occurred. "
230 "events=0x%x", events);
231 return 0; // remove the callback
232 }
233
234 if (!(events & Looper::EVENT_INPUT)) {
235 ALOGW("Received spurious callback for unhandled poll event. "
236 "events=0x%x", events);
237 return 1; // keep the callback
238 }
239
240 reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
241
242 return 1; // keep the callback
243 }
244
latestVsyncEvent(DisplayEventReceiver * receiver)245 static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
246 DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
247 nsecs_t latest = 0;
248 ssize_t n;
249 while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
250 for (ssize_t i = 0; i < n; i++) {
251 const DisplayEventReceiver::Event& ev = buf[i];
252 switch (ev.header.type) {
253 case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
254 latest = ev.header.timestamp;
255 break;
256 }
257 }
258 }
259 if (n < 0) {
260 ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
261 }
262 return latest;
263 }
264
drainDisplayEventQueue()265 void RenderThread::drainDisplayEventQueue() {
266 ATRACE_CALL();
267 nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
268 if (vsyncEvent > 0) {
269 mVsyncRequested = false;
270 if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) {
271 ATRACE_NAME("queue mFrameCallbackTask");
272 mFrameCallbackTaskPending = true;
273 nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY);
274 queueAt(mFrameCallbackTask, runAt);
275 }
276 }
277 }
278
dispatchFrameCallbacks()279 void RenderThread::dispatchFrameCallbacks() {
280 ATRACE_CALL();
281 mFrameCallbackTaskPending = false;
282
283 std::set<IFrameCallback*> callbacks;
284 mFrameCallbacks.swap(callbacks);
285
286 if (callbacks.size()) {
287 // Assume one of them will probably animate again so preemptively
288 // request the next vsync in case it occurs mid-frame
289 requestVsync();
290 for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
291 (*it)->doFrame();
292 }
293 }
294 }
295
requestVsync()296 void RenderThread::requestVsync() {
297 if (!mVsyncRequested) {
298 mVsyncRequested = true;
299 status_t status = mDisplayEventReceiver->requestNextVsync();
300 LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
301 "requestNextVsync failed with status: %d", status);
302 }
303 }
304
threadLoop()305 bool RenderThread::threadLoop() {
306 setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
307 initThreadLocals();
308
309 int timeoutMillis = -1;
310 for (;;) {
311 int result = mLooper->pollOnce(timeoutMillis);
312 LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
313 "RenderThread Looper POLL_ERROR!");
314
315 nsecs_t nextWakeup;
316 {
317 FatVector<RenderTask*, 10> workQueue;
318 // Process our queue, if we have anything. By first acquiring
319 // all the pending events then processing them we avoid vsync
320 // starvation if more tasks are queued while we are processing tasks.
321 while (RenderTask* task = nextTask(&nextWakeup)) {
322 workQueue.push_back(task);
323 }
324 for (auto task : workQueue) {
325 task->run();
326 // task may have deleted itself, do not reference it again
327 }
328 }
329 if (nextWakeup == LLONG_MAX) {
330 timeoutMillis = -1;
331 } else {
332 nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
333 timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
334 if (timeoutMillis < 0) {
335 timeoutMillis = 0;
336 }
337 }
338
339 if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
340 drainDisplayEventQueue();
341 mFrameCallbacks.insert(
342 mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
343 mPendingRegistrationFrameCallbacks.clear();
344 requestVsync();
345 }
346
347 if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
348 // TODO: Clean this up. This is working around an issue where a combination
349 // of bad timing and slow drawing can result in dropping a stale vsync
350 // on the floor (correct!) but fails to schedule to listen for the
351 // next vsync (oops), so none of the callbacks are run.
352 requestVsync();
353 }
354 }
355
356 return false;
357 }
358
queue(RenderTask * task)359 void RenderThread::queue(RenderTask* task) {
360 AutoMutex _lock(mLock);
361 mQueue.queue(task);
362 if (mNextWakeup && task->mRunAt < mNextWakeup) {
363 mNextWakeup = 0;
364 mLooper->wake();
365 }
366 }
367
queueAndWait(RenderTask * task)368 void RenderThread::queueAndWait(RenderTask* task) {
369 // These need to be local to the thread to avoid the Condition
370 // signaling the wrong thread. The easiest way to achieve that is to just
371 // make this on the stack, although that has a slight cost to it
372 Mutex mutex;
373 Condition condition;
374 SignalingRenderTask syncTask(task, &mutex, &condition);
375
376 AutoMutex _lock(mutex);
377 queue(&syncTask);
378 while (!syncTask.hasRun()) {
379 condition.wait(mutex);
380 }
381 }
382
queueAtFront(RenderTask * task)383 void RenderThread::queueAtFront(RenderTask* task) {
384 AutoMutex _lock(mLock);
385 mQueue.queueAtFront(task);
386 mLooper->wake();
387 }
388
queueAt(RenderTask * task,nsecs_t runAtNs)389 void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
390 task->mRunAt = runAtNs;
391 queue(task);
392 }
393
remove(RenderTask * task)394 void RenderThread::remove(RenderTask* task) {
395 AutoMutex _lock(mLock);
396 mQueue.remove(task);
397 }
398
postFrameCallback(IFrameCallback * callback)399 void RenderThread::postFrameCallback(IFrameCallback* callback) {
400 mPendingRegistrationFrameCallbacks.insert(callback);
401 }
402
removeFrameCallback(IFrameCallback * callback)403 bool RenderThread::removeFrameCallback(IFrameCallback* callback) {
404 size_t erased;
405 erased = mFrameCallbacks.erase(callback);
406 erased |= mPendingRegistrationFrameCallbacks.erase(callback);
407 return erased;
408 }
409
pushBackFrameCallback(IFrameCallback * callback)410 void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
411 if (mFrameCallbacks.erase(callback)) {
412 mPendingRegistrationFrameCallbacks.insert(callback);
413 }
414 }
415
nextTask(nsecs_t * nextWakeup)416 RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
417 AutoMutex _lock(mLock);
418 RenderTask* next = mQueue.peek();
419 if (!next) {
420 mNextWakeup = LLONG_MAX;
421 } else {
422 mNextWakeup = next->mRunAt;
423 // Most tasks won't be delayed, so avoid unnecessary systemTime() calls
424 if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
425 next = mQueue.next();
426 } else {
427 next = nullptr;
428 }
429 }
430 if (nextWakeup) {
431 *nextWakeup = mNextWakeup;
432 }
433 return next;
434 }
435
436 } /* namespace renderthread */
437 } /* namespace uirenderer */
438 } /* namespace android */
439