RenderThread.cpp revision 2f944482ece3aba2068ac71cd9c5067e4bc8424c
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
36namespace android {
37namespace uirenderer {
38namespace 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.
43static 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
46static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
47
48TaskQueue::TaskQueue() : mHead(nullptr), mTail(nullptr) {}
49
50RenderTask* 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
62RenderTask* TaskQueue::peek() {
63    return mHead;
64}
65
66void 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
100void 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
110void 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
132class DispatchFrameCallbacks : public RenderTask {
133private:
134    RenderThread* mRenderThread;
135public:
136    explicit DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {}
137
138    virtual void run() override {
139        mRenderThread->dispatchFrameCallbacks();
140    }
141};
142
143static bool gHasRenderThreadInstance = false;
144
145bool RenderThread::hasInstance() {
146    return gHasRenderThreadInstance;
147}
148
149RenderThread& 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
158RenderThread::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
173RenderThread::~RenderThread() {
174    LOG_ALWAYS_FATAL("Can't destroy the render thread");
175}
176
177void 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
189void 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
203Readback& 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
227int 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
245static 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
265void 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
279void 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
296void 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
305bool 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
359void 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
368void 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
383void RenderThread::queueAtFront(RenderTask* task) {
384    AutoMutex _lock(mLock);
385    mQueue.queueAtFront(task);
386    mLooper->wake();
387}
388
389void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
390    task->mRunAt = runAtNs;
391    queue(task);
392}
393
394void RenderThread::remove(RenderTask* task) {
395    AutoMutex _lock(mLock);
396    mQueue.remove(task);
397}
398
399void RenderThread::postFrameCallback(IFrameCallback* callback) {
400    mPendingRegistrationFrameCallbacks.insert(callback);
401}
402
403bool RenderThread::removeFrameCallback(IFrameCallback* callback) {
404    size_t erased;
405    erased = mFrameCallbacks.erase(callback);
406    erased |= mPendingRegistrationFrameCallbacks.erase(callback);
407    return erased;
408}
409
410void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
411    if (mFrameCallbacks.erase(callback)) {
412        mPendingRegistrationFrameCallbacks.insert(callback);
413    }
414}
415
416RenderTask* 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