RenderThread.cpp revision 0e89e2b7bcb2c035e8cee77f93120e7c5617f8d2
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#if defined(HAVE_PTHREADS)
20#include <sys/resource.h>
21#endif
22#include <gui/DisplayEventReceiver.h>
23#include <utils/Log.h>
24
25#include "../RenderState.h"
26#include "CanvasContext.h"
27#include "EglManager.h"
28#include "RenderProxy.h"
29
30namespace android {
31using namespace uirenderer::renderthread;
32ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
33
34namespace uirenderer {
35namespace 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.
40static 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
43static const int DISPATCH_FRAME_CALLBACKS_DELAY = 4;
44
45TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
46
47RenderTask* TaskQueue::next() {
48    RenderTask* ret = mHead;
49    if (ret) {
50        mHead = ret->mNext;
51        if (!mHead) {
52            mTail = 0;
53        }
54        ret->mNext = 0;
55    }
56    return ret;
57}
58
59RenderTask* TaskQueue::peek() {
60    return mHead;
61}
62
63void 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 = 0;
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
97void TaskQueue::queueAtFront(RenderTask* task) {
98    if (mTail) {
99        task->mNext = mHead;
100        mHead = task;
101    } else {
102        mTail = mHead = task;
103    }
104}
105
106void 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
128class DispatchFrameCallbacks : public RenderTask {
129private:
130    RenderThread* mRenderThread;
131public:
132    DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
133
134    virtual void run() {
135        mRenderThread->dispatchFrameCallbacks();
136    }
137};
138
139RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>()
140        , mNextWakeup(LLONG_MAX)
141        , mDisplayEventReceiver(0)
142        , mVsyncRequested(false)
143        , mFrameCallbackTaskPending(false)
144        , mFrameCallbackTask(0)
145        , mRenderState(NULL)
146        , mEglManager(NULL) {
147    mFrameCallbackTask = new DispatchFrameCallbacks(this);
148    mLooper = new Looper(false);
149    run("RenderThread");
150}
151
152RenderThread::~RenderThread() {
153    LOG_ALWAYS_FATAL("Can't destroy the render thread");
154}
155
156void RenderThread::initializeDisplayEventReceiver() {
157    LOG_ALWAYS_FATAL_IF(mDisplayEventReceiver, "Initializing a second DisplayEventReceiver?");
158    mDisplayEventReceiver = new DisplayEventReceiver();
159    status_t status = mDisplayEventReceiver->initCheck();
160    LOG_ALWAYS_FATAL_IF(status != NO_ERROR, "Initialization of DisplayEventReceiver "
161            "failed with status: %d", status);
162
163    // Register the FD
164    mLooper->addFd(mDisplayEventReceiver->getFd(), 0,
165            Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this);
166}
167
168void RenderThread::initThreadLocals() {
169    initializeDisplayEventReceiver();
170    mEglManager = new EglManager(*this);
171    mRenderState = new RenderState(*this);
172}
173
174int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {
175    if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
176        ALOGE("Display event receiver pipe was closed or an error occurred.  "
177                "events=0x%x", events);
178        return 0; // remove the callback
179    }
180
181    if (!(events & Looper::EVENT_INPUT)) {
182        ALOGW("Received spurious callback for unhandled poll event.  "
183                "events=0x%x", events);
184        return 1; // keep the callback
185    }
186
187    reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue();
188
189    return 1; // keep the callback
190}
191
192static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
193    DisplayEventReceiver::Event buf[EVENT_BUFFER_SIZE];
194    nsecs_t latest = 0;
195    ssize_t n;
196    while ((n = receiver->getEvents(buf, EVENT_BUFFER_SIZE)) > 0) {
197        for (ssize_t i = 0; i < n; i++) {
198            const DisplayEventReceiver::Event& ev = buf[i];
199            switch (ev.header.type) {
200            case DisplayEventReceiver::DISPLAY_EVENT_VSYNC:
201                latest = ev.header.timestamp;
202                break;
203            }
204        }
205    }
206    if (n < 0) {
207        ALOGW("Failed to get events from display event receiver, status=%d", status_t(n));
208    }
209    return latest;
210}
211
212void RenderThread::drainDisplayEventQueue(bool skipCallbacks) {
213    ATRACE_CALL();
214    nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
215    if (vsyncEvent > 0) {
216        mVsyncRequested = false;
217        mTimeLord.vsyncReceived(vsyncEvent);
218        if (!skipCallbacks && !mFrameCallbackTaskPending) {
219            ATRACE_NAME("queue mFrameCallbackTask");
220            mFrameCallbackTaskPending = true;
221            queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
222        }
223    }
224}
225
226void RenderThread::dispatchFrameCallbacks() {
227    ATRACE_CALL();
228    mFrameCallbackTaskPending = false;
229
230    std::set<IFrameCallback*> callbacks;
231    mFrameCallbacks.swap(callbacks);
232
233    for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
234        (*it)->doFrame();
235    }
236}
237
238void RenderThread::requestVsync() {
239    if (!mVsyncRequested) {
240        mVsyncRequested = true;
241        status_t status = mDisplayEventReceiver->requestNextVsync();
242        LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
243                "requestNextVsync failed with status: %d", status);
244    }
245}
246
247bool RenderThread::threadLoop() {
248#if defined(HAVE_PTHREADS)
249    setpriority(PRIO_PROCESS, 0, PRIORITY_DISPLAY);
250#endif
251    initThreadLocals();
252
253    int timeoutMillis = -1;
254    for (;;) {
255        int result = mLooper->pollOnce(timeoutMillis);
256        LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
257                "RenderThread Looper POLL_ERROR!");
258
259        nsecs_t nextWakeup;
260        // Process our queue, if we have anything
261        while (RenderTask* task = nextTask(&nextWakeup)) {
262            task->run();
263            // task may have deleted itself, do not reference it again
264        }
265        if (nextWakeup == LLONG_MAX) {
266            timeoutMillis = -1;
267        } else {
268            nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
269            timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
270            if (timeoutMillis < 0) {
271                timeoutMillis = 0;
272            }
273        }
274
275        if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
276            drainDisplayEventQueue(true);
277            mFrameCallbacks.insert(
278                    mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
279            mPendingRegistrationFrameCallbacks.clear();
280            requestVsync();
281        }
282    }
283
284    return false;
285}
286
287void RenderThread::queue(RenderTask* task) {
288    AutoMutex _lock(mLock);
289    mQueue.queue(task);
290    if (mNextWakeup && task->mRunAt < mNextWakeup) {
291        mNextWakeup = 0;
292        mLooper->wake();
293    }
294}
295
296void RenderThread::queueAtFront(RenderTask* task) {
297    AutoMutex _lock(mLock);
298    mQueue.queueAtFront(task);
299    mLooper->wake();
300}
301
302void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
303    nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
304    task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
305    queue(task);
306}
307
308void RenderThread::remove(RenderTask* task) {
309    AutoMutex _lock(mLock);
310    mQueue.remove(task);
311}
312
313void RenderThread::postFrameCallback(IFrameCallback* callback) {
314    mPendingRegistrationFrameCallbacks.insert(callback);
315}
316
317void RenderThread::removeFrameCallback(IFrameCallback* callback) {
318    mFrameCallbacks.erase(callback);
319    mPendingRegistrationFrameCallbacks.erase(callback);
320}
321
322void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
323    if (mFrameCallbacks.erase(callback)) {
324        mPendingRegistrationFrameCallbacks.insert(callback);
325    }
326}
327
328RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
329    AutoMutex _lock(mLock);
330    RenderTask* next = mQueue.peek();
331    if (!next) {
332        mNextWakeup = LLONG_MAX;
333    } else {
334        mNextWakeup = next->mRunAt;
335        // Most tasks won't be delayed, so avoid unnecessary systemTime() calls
336        if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
337            next = mQueue.next();
338        } else {
339            next = 0;
340        }
341    }
342    if (nextWakeup) {
343        *nextWakeup = mNextWakeup;
344    }
345    return next;
346}
347
348} /* namespace renderthread */
349} /* namespace uirenderer */
350} /* namespace android */
351