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-rw-r--r--libs/hwui/renderthread/RenderThread.cpp335
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diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
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+/*
+ * Copyright (C) 2013 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_TAG "RenderThread"
+
+#include "RenderThread.h"
+
+#include <gui/DisplayEventReceiver.h>
+#include <utils/Log.h>
+
+#include "CanvasContext.h"
+#include "RenderProxy.h"
+
+namespace android {
+using namespace uirenderer::renderthread;
+ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
+
+namespace uirenderer {
+namespace renderthread {
+
+// Number of events to read at a time from the DisplayEventReceiver pipe.
+// The value should be large enough that we can quickly drain the pipe
+// using just a few large reads.
+static const size_t EVENT_BUFFER_SIZE = 100;
+
+// Slight delay to give the UI time to push us a new frame before we replay
+static const int DISPATCH_FRAME_CALLBACKS_DELAY = 4;
+
+TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
+
+RenderTask* TaskQueue::next() {
+ RenderTask* ret = mHead;
+ if (ret) {
+ mHead = ret->mNext;
+ if (!mHead) {
+ mTail = 0;
+ }
+ ret->mNext = 0;
+ }
+ return ret;
+}
+
+RenderTask* TaskQueue::peek() {
+ return mHead;
+}
+
+void TaskQueue::queue(RenderTask* task) {
+ // Since the RenderTask itself forms the linked list it is not allowed
+ // to have the same task queued twice
+ LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
+ if (mTail) {
+ // Fast path if we can just append
+ if (mTail->mRunAt <= task->mRunAt) {
+ mTail->mNext = task;
+ mTail = task;
+ } else {
+ // Need to find the proper insertion point
+ RenderTask* previous = 0;
+ RenderTask* next = mHead;
+ while (next && next->mRunAt <= task->mRunAt) {
+ previous = next;
+ next = next->mNext;
+ }
+ if (!previous) {
+ task->mNext = mHead;
+ mHead = task;
+ } else {
+ previous->mNext = task;
+ if (next) {
+ task->mNext = next;
+ } else {
+ mTail = task;
+ }
+ }
+ }
+ } else {
+ mTail = mHead = task;
+ }
+}
+
+void TaskQueue::queueAtFront(RenderTask* task) {
+ if (mTail) {
+ task->mNext = mHead;
+ mHead = task;
+ } else {
+ mTail = mHead = task;
+ }
+}
+
+void TaskQueue::remove(RenderTask* task) {
+ // TaskQueue is strict here to enforce that users are keeping track of
+ // their RenderTasks due to how their memory is managed
+ LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
+ "Cannot remove a task that isn't in the queue!");
+
+ // If task is the head we can just call next() to pop it off
+ // Otherwise we need to scan through to find the task before it
+ if (peek() == task) {
+ next();
+ } else {
+ RenderTask* previous = mHead;
+ while (previous->mNext != task) {
+ previous = previous->mNext;
+ }
+ previous->mNext = task->mNext;
+ if (mTail == task) {
+ mTail = previous;
+ }
+ }
+}
+
+class DispatchFrameCallbacks : public RenderTask {
+private:
+ RenderThread* mRenderThread;
+public:
+ DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
+
+ virtual void run() {
+ mRenderThread->dispatchFrameCallbacks();
+ }
+};
+
+RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>()
+ , mNextWakeup(LLONG_MAX)
+ , mDisplayEventReceiver(0)
+ , mVsyncRequested(false)
+ , mFrameCallbackTaskPending(false)
+ , mFrameCallbackTask(0) {
+ mFrameCallbackTask = new DispatchFrameCallbacks(this);
+ mLooper = new Looper(false);
+ run("RenderThread");
+}
+
+RenderThread::~RenderThread() {
+}
+
+void RenderThread::initializeDisplayEventReceiver() {
+ LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
+ mDisplayEventReceiver = new DisplayEventReceiver();
+ status_t status = mDisplayEventReceiver->initCheck();
+ LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
+ "failed with status: %d", status);
+
+ // Register the FD
+ mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
+ Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
+}
+
+int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
+ if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
+ ALOGE("Display event receiver pipe was closed or an error occurred. "
+ "events=0x%x", events);
+ return 0; // remove the callback
+ }
+
+ if (!(events & Looper::EVENT_INPUT)) {
+ ALOGW("Received spurious callback for unhandled poll event. "
+ "events=0x%x", events);
+ return 1; // keep the callback
+ }
+
+ reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
+
+ return 1; // keep the callback
+}
+
+static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
+ DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
+ nsecs_t latest = 0;
+ ssize_t n;
+ while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
+ for (ssize_t i = 0; i < n; i++) {
+ const DisplayEventReceiver::Event& ev = buf[i];
+ switch (ev.header.type) {
+ case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
+ latest = ev.header.timestamp;
+ break;
+ }
+ }
+ }
+ if (n < 0) {
+ ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
+ }
+ return latest;
+}
+
+void RenderThread::drainDisplayEventQueue(bool skipCallbacks) {
+ ATRACE_CALL();
+ nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
+ if (vsyncEvent > 0) {
+ mVsyncRequested = false;
+ mTimeLord.vsyncReceived(vsyncEvent);
+ if (!skipCallbacks && !mFrameCallbackTaskPending) {
+ ATRACE_NAME("queue mFrameCallbackTask");
+ mFrameCallbackTaskPending = true;
+ queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
+ }
+ }
+}
+
+void RenderThread::dispatchFrameCallbacks() {
+ ATRACE_CALL();
+ mFrameCallbackTaskPending = false;
+
+ std::set<IFrameCallback*> callbacks;
+ mFrameCallbacks.swap(callbacks);
+
+ for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
+ (*it)->doFrame();
+ }
+}
+
+void RenderThread::requestVsync() {
+ if (!mVsyncRequested) {
+ mVsyncRequested = true;
+ status_t status = mDisplayEventReceiver->requestNextVsync();
+ LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
+ "requestNextVsync failed with status: %d", status);
+ }
+}
+
+bool RenderThread::threadLoop() {
+ initializeDisplayEventReceiver();
+
+ int timeoutMillis = -1;
+ for (;;) {
+ int result = mLooper->pollOnce(timeoutMillis);
+ LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
+ "RenderThread Looper POLL_ERROR!");
+
+ nsecs_t nextWakeup;
+ // Process our queue, if we have anything
+ while (RenderTask* task = nextTask(&nextWakeup)) {
+ task->run();
+ // task may have deleted itself, do not reference it again
+ }
+ if (nextWakeup == LLONG_MAX) {
+ timeoutMillis = -1;
+ } else {
+ nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
+ timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
+ if (timeoutMillis < 0) {
+ timeoutMillis = 0;
+ }
+ }
+
+ if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
+ drainDisplayEventQueue(true);
+ mFrameCallbacks.insert(
+ mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
+ mPendingRegistrationFrameCallbacks.clear();
+ requestVsync();
+ }
+ }
+
+ return false;
+}
+
+void RenderThread::queue(RenderTask* task) {
+ AutoMutex _lock(mLock);
+ mQueue.queue(task);
+ if (mNextWakeup && task->mRunAt < mNextWakeup) {
+ mNextWakeup = 0;
+ mLooper->wake();
+ }
+}
+
+void RenderThread::queueAtFront(RenderTask* task) {
+ AutoMutex _lock(mLock);
+ mQueue.queueAtFront(task);
+ mLooper->wake();
+}
+
+void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
+ nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
+ task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
+ queue(task);
+}
+
+void RenderThread::remove(RenderTask* task) {
+ AutoMutex _lock(mLock);
+ mQueue.remove(task);
+}
+
+void RenderThread::postFrameCallback(IFrameCallback* callback) {
+ mPendingRegistrationFrameCallbacks.insert(callback);
+}
+
+void RenderThread::removeFrameCallback(IFrameCallback* callback) {
+ mFrameCallbacks.erase(callback);
+ mPendingRegistrationFrameCallbacks.erase(callback);
+}
+
+void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
+ if (mFrameCallbacks.erase(callback)) {
+ mPendingRegistrationFrameCallbacks.insert(callback);
+ }
+}
+
+RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
+ AutoMutex _lock(mLock);
+ RenderTask* next = mQueue.peek();
+ if (!next) {
+ mNextWakeup = LLONG_MAX;
+ } else {
+ mNextWakeup = next->mRunAt;
+ // Most tasks won't be delayed, so avoid unnecessary systemTime() calls
+ if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
+ next = mQueue.next();
+ } else {
+ next = 0;
+ }
+ }
+ if (nextWakeup) {
+ *nextWakeup = mNextWakeup;
+ }
+ return next;
+}
+
+} /* namespace renderthread */
+} /* namespace uirenderer */
+} /* namespace android */