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authorchaviw <chaviw@google.com>2021-08-20 12:15:48 -0500
committerRob Carr <racarr@google.com>2021-11-24 23:38:34 +0000
commite97e296c811d16a3169c99b2b9e14a25cc245356 (patch)
treefe269f7cb38cb43c81e8e77427568eda92c21f00 /libs/hwui/renderthread/DrawFrameTask.cpp
parent27cef855be711db25d8664977de3c92a4ef8c1ea (diff)
Rework blast sync callback model
The previous code waited for a frame complete callback from hwui before notifying WMS that a draw had occurred. However, frame complete callback was not guaranteed to get called since it only invokes a callback if a draw actually occured. VRI really needs a signal that RT has completed, since it just needs to know that a draw was possible so it can notify WMS that the RT completed its pass. Instead, rename frameCompleteCallback to frameCommitCallback since that API is exposed to a public API when a frame was actually drawn. Create a new callback, frameCompleteCallback, that is invoked when the draw has completed, regardless if a frame was actually drawn. When the frameCompleteCallback is invoked, VRI can check to see if a new frame actually drew. VRI can call into BBQ to see if the frame acquired matches the frame that was attempted to draw. If so, VRI can wait on a transaction callback. If not, it can allow VRI to continue. In either case, it will notify WMS that the draw has finished. Test: Split over and over Bug: 195262673 Bug: 193634619 Change-Id: I24dd19ab2746be3fc33e597761abf8c5249f8b5b Merged-In: I24dd19ab2746be3fc33e597761abf8c5249f8b5b
Diffstat (limited to 'libs/hwui/renderthread/DrawFrameTask.cpp')
-rw-r--r--libs/hwui/renderthread/DrawFrameTask.cpp18
1 files changed, 12 insertions, 6 deletions
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index e7081df2b558..94aedd0f43be 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -150,16 +150,18 @@ void DrawFrameTask::run() {
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
- if (mFrameCompleteCallback) {
- mContext->addFrameCompleteListener(std::move(mFrameCompleteCallback));
- mFrameCompleteCallback = nullptr;
+ if (mFrameCommitCallback) {
+ mContext->addFrameCommitListener(std::move(mFrameCommitCallback));
+ mFrameCommitCallback = nullptr;
}
}
// Grab a copy of everything we need
CanvasContext* context = mContext;
- std::function<void(int64_t)> callback = std::move(mFrameCallback);
+ std::function<void(int64_t)> frameCallback = std::move(mFrameCallback);
+ std::function<void()> frameCompleteCallback = std::move(mFrameCompleteCallback);
mFrameCallback = nullptr;
+ mFrameCompleteCallback = nullptr;
int64_t intendedVsync = mFrameInfo[static_cast<int>(FrameInfoIndex::IntendedVsync)];
int64_t frameDeadline = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameDeadline)];
int64_t frameStartTime = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameStartTime)];
@@ -170,9 +172,9 @@ void DrawFrameTask::run() {
}
// Even if we aren't drawing this vsync pulse the next frame number will still be accurate
- if (CC_UNLIKELY(callback)) {
+ if (CC_UNLIKELY(frameCallback)) {
context->enqueueFrameWork(
- [callback, frameNr = context->getFrameNumber()]() { callback(frameNr); });
+ [frameCallback, frameNr = context->getFrameNumber()]() { frameCallback(frameNr); });
}
nsecs_t dequeueBufferDuration = 0;
@@ -189,6 +191,10 @@ void DrawFrameTask::run() {
context->waitOnFences();
}
+ if (CC_UNLIKELY(frameCompleteCallback)) {
+ std::invoke(frameCompleteCallback);
+ }
+
if (!canUnblockUiThread) {
unblockUiThread();
}