1/*
2 * Copyright (C) 2011 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
17package android.view;
18
19import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP;
20import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER;
21
22import android.annotation.TestApi;
23import android.hardware.display.DisplayManagerGlobal;
24import android.os.Handler;
25import android.os.Looper;
26import android.os.Message;
27import android.os.SystemClock;
28import android.os.SystemProperties;
29import android.os.Trace;
30import android.util.Log;
31import android.util.TimeUtils;
32import android.view.animation.AnimationUtils;
33
34import java.io.PrintWriter;
35
36/**
37 * Coordinates the timing of animations, input and drawing.
38 * <p>
39 * The choreographer receives timing pulses (such as vertical synchronization)
40 * from the display subsystem then schedules work to occur as part of rendering
41 * the next display frame.
42 * </p><p>
43 * Applications typically interact with the choreographer indirectly using
44 * higher level abstractions in the animation framework or the view hierarchy.
45 * Here are some examples of things you can do using the higher-level APIs.
46 * </p>
47 * <ul>
48 * <li>To post an animation to be processed on a regular time basis synchronized with
49 * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
50 * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
51 * frame, use {@link View#postOnAnimation}.</li>
52 * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
53 * frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
54 * <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the
55 * next display frame, use {@link View#postInvalidateOnAnimation()} or
56 * {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>
57 * <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in
58 * sync with display frame rendering, do nothing.  This already happens automatically.
59 * {@link View#onDraw} will be called at the appropriate time.</li>
60 * </ul>
61 * <p>
62 * However, there are a few cases where you might want to use the functions of the
63 * choreographer directly in your application.  Here are some examples.
64 * </p>
65 * <ul>
66 * <li>If your application does its rendering in a different thread, possibly using GL,
67 * or does not use the animation framework or view hierarchy at all
68 * and you want to ensure that it is appropriately synchronized with the display, then use
69 * {@link Choreographer#postFrameCallback}.</li>
70 * <li>... and that's about it.</li>
71 * </ul>
72 * <p>
73 * Each {@link Looper} thread has its own choreographer.  Other threads can
74 * post callbacks to run on the choreographer but they will run on the {@link Looper}
75 * to which the choreographer belongs.
76 * </p>
77 */
78public final class Choreographer {
79    private static final String TAG = "Choreographer";
80
81    // Prints debug messages about jank which was detected (low volume).
82    private static final boolean DEBUG_JANK = false;
83
84    // Prints debug messages about every frame and callback registered (high volume).
85    private static final boolean DEBUG_FRAMES = false;
86
87    // The default amount of time in ms between animation frames.
88    // When vsync is not enabled, we want to have some idea of how long we should
89    // wait before posting the next animation message.  It is important that the
90    // default value be less than the true inter-frame delay on all devices to avoid
91    // situations where we might skip frames by waiting too long (we must compensate
92    // for jitter and hardware variations).  Regardless of this value, the animation
93    // and display loop is ultimately rate-limited by how fast new graphics buffers can
94    // be dequeued.
95    private static final long DEFAULT_FRAME_DELAY = 10;
96
97    // The number of milliseconds between animation frames.
98    private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY;
99
100    // Thread local storage for the choreographer.
101    private static final ThreadLocal<Choreographer> sThreadInstance =
102            new ThreadLocal<Choreographer>() {
103        @Override
104        protected Choreographer initialValue() {
105            Looper looper = Looper.myLooper();
106            if (looper == null) {
107                throw new IllegalStateException("The current thread must have a looper!");
108            }
109            Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP);
110            if (looper == Looper.getMainLooper()) {
111                mMainInstance = choreographer;
112            }
113            return choreographer;
114        }
115    };
116
117    private static volatile Choreographer mMainInstance;
118
119    // Thread local storage for the SF choreographer.
120    private static final ThreadLocal<Choreographer> sSfThreadInstance =
121            new ThreadLocal<Choreographer>() {
122                @Override
123                protected Choreographer initialValue() {
124                    Looper looper = Looper.myLooper();
125                    if (looper == null) {
126                        throw new IllegalStateException("The current thread must have a looper!");
127                    }
128                    return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER);
129                }
130            };
131
132    // Enable/disable vsync for animations and drawing.
133    private static final boolean USE_VSYNC = SystemProperties.getBoolean(
134            "debug.choreographer.vsync", true);
135
136    // Enable/disable using the frame time instead of returning now.
137    private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean(
138            "debug.choreographer.frametime", true);
139
140    // Set a limit to warn about skipped frames.
141    // Skipped frames imply jank.
142    private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt(
143            "debug.choreographer.skipwarning", 30);
144
145    private static final int MSG_DO_FRAME = 0;
146    private static final int MSG_DO_SCHEDULE_VSYNC = 1;
147    private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
148
149    // All frame callbacks posted by applications have this token.
150    private static final Object FRAME_CALLBACK_TOKEN = new Object() {
151        public String toString() { return "FRAME_CALLBACK_TOKEN"; }
152    };
153
154    private final Object mLock = new Object();
155
156    private final Looper mLooper;
157    private final FrameHandler mHandler;
158
159    // The display event receiver can only be accessed by the looper thread to which
160    // it is attached.  We take care to ensure that we post message to the looper
161    // if appropriate when interacting with the display event receiver.
162    private final FrameDisplayEventReceiver mDisplayEventReceiver;
163
164    private CallbackRecord mCallbackPool;
165
166    private final CallbackQueue[] mCallbackQueues;
167
168    private boolean mFrameScheduled;
169    private boolean mCallbacksRunning;
170    private long mLastFrameTimeNanos;
171    private long mFrameIntervalNanos;
172    private boolean mDebugPrintNextFrameTimeDelta;
173    private int mFPSDivisor = 1;
174
175    /**
176     * Contains information about the current frame for jank-tracking,
177     * mainly timings of key events along with a bit of metadata about
178     * view tree state
179     *
180     * TODO: Is there a better home for this? Currently Choreographer
181     * is the only one with CALLBACK_ANIMATION start time, hence why this
182     * resides here.
183     *
184     * @hide
185     */
186    FrameInfo mFrameInfo = new FrameInfo();
187
188    /**
189     * Must be kept in sync with CALLBACK_* ints below, used to index into this array.
190     * @hide
191     */
192    private static final String[] CALLBACK_TRACE_TITLES = {
193            "input", "animation", "traversal", "commit"
194    };
195
196    /**
197     * Callback type: Input callback.  Runs first.
198     * @hide
199     */
200    public static final int CALLBACK_INPUT = 0;
201
202    /**
203     * Callback type: Animation callback.  Runs before traversals.
204     * @hide
205     */
206    @TestApi
207    public static final int CALLBACK_ANIMATION = 1;
208
209    /**
210     * Callback type: Traversal callback.  Handles layout and draw.  Runs
211     * after all other asynchronous messages have been handled.
212     * @hide
213     */
214    public static final int CALLBACK_TRAVERSAL = 2;
215
216    /**
217     * Callback type: Commit callback.  Handles post-draw operations for the frame.
218     * Runs after traversal completes.  The {@link #getFrameTime() frame time} reported
219     * during this callback may be updated to reflect delays that occurred while
220     * traversals were in progress in case heavy layout operations caused some frames
221     * to be skipped.  The frame time reported during this callback provides a better
222     * estimate of the start time of the frame in which animations (and other updates
223     * to the view hierarchy state) actually took effect.
224     * @hide
225     */
226    public static final int CALLBACK_COMMIT = 3;
227
228    private static final int CALLBACK_LAST = CALLBACK_COMMIT;
229
230    private Choreographer(Looper looper, int vsyncSource) {
231        mLooper = looper;
232        mHandler = new FrameHandler(looper);
233        mDisplayEventReceiver = USE_VSYNC
234                ? new FrameDisplayEventReceiver(looper, vsyncSource)
235                : null;
236        mLastFrameTimeNanos = Long.MIN_VALUE;
237
238        mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
239
240        mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
241        for (int i = 0; i <= CALLBACK_LAST; i++) {
242            mCallbackQueues[i] = new CallbackQueue();
243        }
244        // b/68769804: For low FPS experiments.
245        setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));
246    }
247
248    private static float getRefreshRate() {
249        DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
250                Display.DEFAULT_DISPLAY);
251        return di.getMode().getRefreshRate();
252    }
253
254    /**
255     * Gets the choreographer for the calling thread.  Must be called from
256     * a thread that already has a {@link android.os.Looper} associated with it.
257     *
258     * @return The choreographer for this thread.
259     * @throws IllegalStateException if the thread does not have a looper.
260     */
261    public static Choreographer getInstance() {
262        return sThreadInstance.get();
263    }
264
265    /**
266     * @hide
267     */
268    public static Choreographer getSfInstance() {
269        return sSfThreadInstance.get();
270    }
271
272    /**
273     * @return The Choreographer of the main thread, if it exists, or {@code null} otherwise.
274     * @hide
275     */
276    public static Choreographer getMainThreadInstance() {
277        return mMainInstance;
278    }
279
280    /** Destroys the calling thread's choreographer
281     * @hide
282     */
283    public static void releaseInstance() {
284        Choreographer old = sThreadInstance.get();
285        sThreadInstance.remove();
286        old.dispose();
287    }
288
289    private void dispose() {
290        mDisplayEventReceiver.dispose();
291    }
292
293    /**
294     * The amount of time, in milliseconds, between each frame of the animation.
295     * <p>
296     * This is a requested time that the animation will attempt to honor, but the actual delay
297     * between frames may be different, depending on system load and capabilities. This is a static
298     * function because the same delay will be applied to all animations, since they are all
299     * run off of a single timing loop.
300     * </p><p>
301     * The frame delay may be ignored when the animation system uses an external timing
302     * source, such as the display refresh rate (vsync), to govern animations.
303     * </p>
304     *
305     * @return the requested time between frames, in milliseconds
306     * @hide
307     */
308    @TestApi
309    public static long getFrameDelay() {
310        return sFrameDelay;
311    }
312
313    /**
314     * The amount of time, in milliseconds, between each frame of the animation.
315     * <p>
316     * This is a requested time that the animation will attempt to honor, but the actual delay
317     * between frames may be different, depending on system load and capabilities. This is a static
318     * function because the same delay will be applied to all animations, since they are all
319     * run off of a single timing loop.
320     * </p><p>
321     * The frame delay may be ignored when the animation system uses an external timing
322     * source, such as the display refresh rate (vsync), to govern animations.
323     * </p>
324     *
325     * @param frameDelay the requested time between frames, in milliseconds
326     * @hide
327     */
328    @TestApi
329    public static void setFrameDelay(long frameDelay) {
330        sFrameDelay = frameDelay;
331    }
332
333    /**
334     * Subtracts typical frame delay time from a delay interval in milliseconds.
335     * <p>
336     * This method can be used to compensate for animation delay times that have baked
337     * in assumptions about the frame delay.  For example, it's quite common for code to
338     * assume a 60Hz frame time and bake in a 16ms delay.  When we call
339     * {@link #postAnimationCallbackDelayed} we want to know how long to wait before
340     * posting the animation callback but let the animation timer take care of the remaining
341     * frame delay time.
342     * </p><p>
343     * This method is somewhat conservative about how much of the frame delay it
344     * subtracts.  It uses the same value returned by {@link #getFrameDelay} which by
345     * default is 10ms even though many parts of the system assume 16ms.  Consequently,
346     * we might still wait 6ms before posting an animation callback that we want to run
347     * on the next frame, but this is much better than waiting a whole 16ms and likely
348     * missing the deadline.
349     * </p>
350     *
351     * @param delayMillis The original delay time including an assumed frame delay.
352     * @return The adjusted delay time with the assumed frame delay subtracted out.
353     * @hide
354     */
355    public static long subtractFrameDelay(long delayMillis) {
356        final long frameDelay = sFrameDelay;
357        return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay;
358    }
359
360    /**
361     * @return The refresh rate as the nanoseconds between frames
362     * @hide
363     */
364    public long getFrameIntervalNanos() {
365        return mFrameIntervalNanos;
366    }
367
368    void dump(String prefix, PrintWriter writer) {
369        String innerPrefix = prefix + "  ";
370        writer.print(prefix); writer.println("Choreographer:");
371        writer.print(innerPrefix); writer.print("mFrameScheduled=");
372                writer.println(mFrameScheduled);
373        writer.print(innerPrefix); writer.print("mLastFrameTime=");
374                writer.println(TimeUtils.formatUptime(mLastFrameTimeNanos / 1000000));
375    }
376
377    /**
378     * Posts a callback to run on the next frame.
379     * <p>
380     * The callback runs once then is automatically removed.
381     * </p>
382     *
383     * @param callbackType The callback type.
384     * @param action The callback action to run during the next frame.
385     * @param token The callback token, or null if none.
386     *
387     * @see #removeCallbacks
388     * @hide
389     */
390    @TestApi
391    public void postCallback(int callbackType, Runnable action, Object token) {
392        postCallbackDelayed(callbackType, action, token, 0);
393    }
394
395    /**
396     * Posts a callback to run on the next frame after the specified delay.
397     * <p>
398     * The callback runs once then is automatically removed.
399     * </p>
400     *
401     * @param callbackType The callback type.
402     * @param action The callback action to run during the next frame after the specified delay.
403     * @param token The callback token, or null if none.
404     * @param delayMillis The delay time in milliseconds.
405     *
406     * @see #removeCallback
407     * @hide
408     */
409    @TestApi
410    public void postCallbackDelayed(int callbackType,
411            Runnable action, Object token, long delayMillis) {
412        if (action == null) {
413            throw new IllegalArgumentException("action must not be null");
414        }
415        if (callbackType < 0 || callbackType > CALLBACK_LAST) {
416            throw new IllegalArgumentException("callbackType is invalid");
417        }
418
419        postCallbackDelayedInternal(callbackType, action, token, delayMillis);
420    }
421
422    private void postCallbackDelayedInternal(int callbackType,
423            Object action, Object token, long delayMillis) {
424        if (DEBUG_FRAMES) {
425            Log.d(TAG, "PostCallback: type=" + callbackType
426                    + ", action=" + action + ", token=" + token
427                    + ", delayMillis=" + delayMillis);
428        }
429
430        synchronized (mLock) {
431            final long now = SystemClock.uptimeMillis();
432            final long dueTime = now + delayMillis;
433            mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
434
435            if (dueTime <= now) {
436                scheduleFrameLocked(now);
437            } else {
438                Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
439                msg.arg1 = callbackType;
440                msg.setAsynchronous(true);
441                mHandler.sendMessageAtTime(msg, dueTime);
442            }
443        }
444    }
445
446    /**
447     * Removes callbacks that have the specified action and token.
448     *
449     * @param callbackType The callback type.
450     * @param action The action property of the callbacks to remove, or null to remove
451     * callbacks with any action.
452     * @param token The token property of the callbacks to remove, or null to remove
453     * callbacks with any token.
454     *
455     * @see #postCallback
456     * @see #postCallbackDelayed
457     * @hide
458     */
459    @TestApi
460    public void removeCallbacks(int callbackType, Runnable action, Object token) {
461        if (callbackType < 0 || callbackType > CALLBACK_LAST) {
462            throw new IllegalArgumentException("callbackType is invalid");
463        }
464
465        removeCallbacksInternal(callbackType, action, token);
466    }
467
468    private void removeCallbacksInternal(int callbackType, Object action, Object token) {
469        if (DEBUG_FRAMES) {
470            Log.d(TAG, "RemoveCallbacks: type=" + callbackType
471                    + ", action=" + action + ", token=" + token);
472        }
473
474        synchronized (mLock) {
475            mCallbackQueues[callbackType].removeCallbacksLocked(action, token);
476            if (action != null && token == null) {
477                mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action);
478            }
479        }
480    }
481
482    /**
483     * Posts a frame callback to run on the next frame.
484     * <p>
485     * The callback runs once then is automatically removed.
486     * </p>
487     *
488     * @param callback The frame callback to run during the next frame.
489     *
490     * @see #postFrameCallbackDelayed
491     * @see #removeFrameCallback
492     */
493    public void postFrameCallback(FrameCallback callback) {
494        postFrameCallbackDelayed(callback, 0);
495    }
496
497    /**
498     * Posts a frame callback to run on the next frame after the specified delay.
499     * <p>
500     * The callback runs once then is automatically removed.
501     * </p>
502     *
503     * @param callback The frame callback to run during the next frame.
504     * @param delayMillis The delay time in milliseconds.
505     *
506     * @see #postFrameCallback
507     * @see #removeFrameCallback
508     */
509    public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
510        if (callback == null) {
511            throw new IllegalArgumentException("callback must not be null");
512        }
513
514        postCallbackDelayedInternal(CALLBACK_ANIMATION,
515                callback, FRAME_CALLBACK_TOKEN, delayMillis);
516    }
517
518    /**
519     * Removes a previously posted frame callback.
520     *
521     * @param callback The frame callback to remove.
522     *
523     * @see #postFrameCallback
524     * @see #postFrameCallbackDelayed
525     */
526    public void removeFrameCallback(FrameCallback callback) {
527        if (callback == null) {
528            throw new IllegalArgumentException("callback must not be null");
529        }
530
531        removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN);
532    }
533
534    /**
535     * Gets the time when the current frame started.
536     * <p>
537     * This method provides the time in milliseconds when the frame started being rendered.
538     * The frame time provides a stable time base for synchronizing animations
539     * and drawing.  It should be used instead of {@link SystemClock#uptimeMillis()}
540     * or {@link System#nanoTime()} for animations and drawing in the UI.  Using the frame
541     * time helps to reduce inter-frame jitter because the frame time is fixed at the time
542     * the frame was scheduled to start, regardless of when the animations or drawing
543     * callback actually runs.  All callbacks that run as part of rendering a frame will
544     * observe the same frame time so using the frame time also helps to synchronize effects
545     * that are performed by different callbacks.
546     * </p><p>
547     * Please note that the framework already takes care to process animations and
548     * drawing using the frame time as a stable time base.  Most applications should
549     * not need to use the frame time information directly.
550     * </p><p>
551     * This method should only be called from within a callback.
552     * </p>
553     *
554     * @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
555     *
556     * @throws IllegalStateException if no frame is in progress.
557     * @hide
558     */
559    public long getFrameTime() {
560        return getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;
561    }
562
563    /**
564     * Same as {@link #getFrameTime()} but with nanosecond precision.
565     *
566     * @return The frame start time, in the {@link System#nanoTime()} time base.
567     *
568     * @throws IllegalStateException if no frame is in progress.
569     * @hide
570     */
571    public long getFrameTimeNanos() {
572        synchronized (mLock) {
573            if (!mCallbacksRunning) {
574                throw new IllegalStateException("This method must only be called as "
575                        + "part of a callback while a frame is in progress.");
576            }
577            return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
578        }
579    }
580
581    /**
582     * Like {@link #getLastFrameTimeNanos}, but always returns the last frame time, not matter
583     * whether callbacks are currently running.
584     * @return The frame start time of the last frame, in the {@link System#nanoTime()} time base.
585     * @hide
586     */
587    public long getLastFrameTimeNanos() {
588        synchronized (mLock) {
589            return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
590        }
591    }
592
593    private void scheduleFrameLocked(long now) {
594        if (!mFrameScheduled) {
595            mFrameScheduled = true;
596            if (USE_VSYNC) {
597                if (DEBUG_FRAMES) {
598                    Log.d(TAG, "Scheduling next frame on vsync.");
599                }
600
601                // If running on the Looper thread, then schedule the vsync immediately,
602                // otherwise post a message to schedule the vsync from the UI thread
603                // as soon as possible.
604                if (isRunningOnLooperThreadLocked()) {
605                    scheduleVsyncLocked();
606                } else {
607                    Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
608                    msg.setAsynchronous(true);
609                    mHandler.sendMessageAtFrontOfQueue(msg);
610                }
611            } else {
612                final long nextFrameTime = Math.max(
613                        mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
614                if (DEBUG_FRAMES) {
615                    Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
616                }
617                Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
618                msg.setAsynchronous(true);
619                mHandler.sendMessageAtTime(msg, nextFrameTime);
620            }
621        }
622    }
623
624    void setFPSDivisor(int divisor) {
625        if (divisor <= 0) divisor = 1;
626        mFPSDivisor = divisor;
627        ThreadedRenderer.setFPSDivisor(divisor);
628    }
629
630    void doFrame(long frameTimeNanos, int frame) {
631        final long startNanos;
632        synchronized (mLock) {
633            if (!mFrameScheduled) {
634                return; // no work to do
635            }
636
637            if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {
638                mDebugPrintNextFrameTimeDelta = false;
639                Log.d(TAG, "Frame time delta: "
640                        + ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");
641            }
642
643            long intendedFrameTimeNanos = frameTimeNanos;
644            startNanos = System.nanoTime();
645            final long jitterNanos = startNanos - frameTimeNanos;
646            if (jitterNanos >= mFrameIntervalNanos) {
647                final long skippedFrames = jitterNanos / mFrameIntervalNanos;
648                if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
649                    Log.i(TAG, "Skipped " + skippedFrames + " frames!  "
650                            + "The application may be doing too much work on its main thread.");
651                }
652                final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
653                if (DEBUG_JANK) {
654                    Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
655                            + "which is more than the frame interval of "
656                            + (mFrameIntervalNanos * 0.000001f) + " ms!  "
657                            + "Skipping " + skippedFrames + " frames and setting frame "
658                            + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
659                }
660                frameTimeNanos = startNanos - lastFrameOffset;
661            }
662
663            if (frameTimeNanos < mLastFrameTimeNanos) {
664                if (DEBUG_JANK) {
665                    Log.d(TAG, "Frame time appears to be going backwards.  May be due to a "
666                            + "previously skipped frame.  Waiting for next vsync.");
667                }
668                scheduleVsyncLocked();
669                return;
670            }
671
672            if (mFPSDivisor > 1) {
673                long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;
674                if (timeSinceVsync < (mFrameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {
675                    scheduleVsyncLocked();
676                    return;
677                }
678            }
679
680            mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);
681            mFrameScheduled = false;
682            mLastFrameTimeNanos = frameTimeNanos;
683        }
684
685        try {
686            Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
687            AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);
688
689            mFrameInfo.markInputHandlingStart();
690            doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
691
692            mFrameInfo.markAnimationsStart();
693            doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
694
695            mFrameInfo.markPerformTraversalsStart();
696            doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
697
698            doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
699        } finally {
700            AnimationUtils.unlockAnimationClock();
701            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
702        }
703
704        if (DEBUG_FRAMES) {
705            final long endNanos = System.nanoTime();
706            Log.d(TAG, "Frame " + frame + ": Finished, took "
707                    + (endNanos - startNanos) * 0.000001f + " ms, latency "
708                    + (startNanos - frameTimeNanos) * 0.000001f + " ms.");
709        }
710    }
711
712    void doCallbacks(int callbackType, long frameTimeNanos) {
713        CallbackRecord callbacks;
714        synchronized (mLock) {
715            // We use "now" to determine when callbacks become due because it's possible
716            // for earlier processing phases in a frame to post callbacks that should run
717            // in a following phase, such as an input event that causes an animation to start.
718            final long now = System.nanoTime();
719            callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(
720                    now / TimeUtils.NANOS_PER_MS);
721            if (callbacks == null) {
722                return;
723            }
724            mCallbacksRunning = true;
725
726            // Update the frame time if necessary when committing the frame.
727            // We only update the frame time if we are more than 2 frames late reaching
728            // the commit phase.  This ensures that the frame time which is observed by the
729            // callbacks will always increase from one frame to the next and never repeat.
730            // We never want the next frame's starting frame time to end up being less than
731            // or equal to the previous frame's commit frame time.  Keep in mind that the
732            // next frame has most likely already been scheduled by now so we play it
733            // safe by ensuring the commit time is always at least one frame behind.
734            if (callbackType == Choreographer.CALLBACK_COMMIT) {
735                final long jitterNanos = now - frameTimeNanos;
736                Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);
737                if (jitterNanos >= 2 * mFrameIntervalNanos) {
738                    final long lastFrameOffset = jitterNanos % mFrameIntervalNanos
739                            + mFrameIntervalNanos;
740                    if (DEBUG_JANK) {
741                        Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
742                                + " ms which is more than twice the frame interval of "
743                                + (mFrameIntervalNanos * 0.000001f) + " ms!  "
744                                + "Setting frame time to " + (lastFrameOffset * 0.000001f)
745                                + " ms in the past.");
746                        mDebugPrintNextFrameTimeDelta = true;
747                    }
748                    frameTimeNanos = now - lastFrameOffset;
749                    mLastFrameTimeNanos = frameTimeNanos;
750                }
751            }
752        }
753        try {
754            Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
755            for (CallbackRecord c = callbacks; c != null; c = c.next) {
756                if (DEBUG_FRAMES) {
757                    Log.d(TAG, "RunCallback: type=" + callbackType
758                            + ", action=" + c.action + ", token=" + c.token
759                            + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
760                }
761                c.run(frameTimeNanos);
762            }
763        } finally {
764            synchronized (mLock) {
765                mCallbacksRunning = false;
766                do {
767                    final CallbackRecord next = callbacks.next;
768                    recycleCallbackLocked(callbacks);
769                    callbacks = next;
770                } while (callbacks != null);
771            }
772            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
773        }
774    }
775
776    void doScheduleVsync() {
777        synchronized (mLock) {
778            if (mFrameScheduled) {
779                scheduleVsyncLocked();
780            }
781        }
782    }
783
784    void doScheduleCallback(int callbackType) {
785        synchronized (mLock) {
786            if (!mFrameScheduled) {
787                final long now = SystemClock.uptimeMillis();
788                if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
789                    scheduleFrameLocked(now);
790                }
791            }
792        }
793    }
794
795    private void scheduleVsyncLocked() {
796        mDisplayEventReceiver.scheduleVsync();
797    }
798
799    private boolean isRunningOnLooperThreadLocked() {
800        return Looper.myLooper() == mLooper;
801    }
802
803    private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
804        CallbackRecord callback = mCallbackPool;
805        if (callback == null) {
806            callback = new CallbackRecord();
807        } else {
808            mCallbackPool = callback.next;
809            callback.next = null;
810        }
811        callback.dueTime = dueTime;
812        callback.action = action;
813        callback.token = token;
814        return callback;
815    }
816
817    private void recycleCallbackLocked(CallbackRecord callback) {
818        callback.action = null;
819        callback.token = null;
820        callback.next = mCallbackPool;
821        mCallbackPool = callback;
822    }
823
824    /**
825     * Implement this interface to receive a callback when a new display frame is
826     * being rendered.  The callback is invoked on the {@link Looper} thread to
827     * which the {@link Choreographer} is attached.
828     */
829    public interface FrameCallback {
830        /**
831         * Called when a new display frame is being rendered.
832         * <p>
833         * This method provides the time in nanoseconds when the frame started being rendered.
834         * The frame time provides a stable time base for synchronizing animations
835         * and drawing.  It should be used instead of {@link SystemClock#uptimeMillis()}
836         * or {@link System#nanoTime()} for animations and drawing in the UI.  Using the frame
837         * time helps to reduce inter-frame jitter because the frame time is fixed at the time
838         * the frame was scheduled to start, regardless of when the animations or drawing
839         * callback actually runs.  All callbacks that run as part of rendering a frame will
840         * observe the same frame time so using the frame time also helps to synchronize effects
841         * that are performed by different callbacks.
842         * </p><p>
843         * Please note that the framework already takes care to process animations and
844         * drawing using the frame time as a stable time base.  Most applications should
845         * not need to use the frame time information directly.
846         * </p>
847         *
848         * @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
849         * in the {@link System#nanoTime()} timebase.  Divide this value by {@code 1000000}
850         * to convert it to the {@link SystemClock#uptimeMillis()} time base.
851         */
852        public void doFrame(long frameTimeNanos);
853    }
854
855    private final class FrameHandler extends Handler {
856        public FrameHandler(Looper looper) {
857            super(looper);
858        }
859
860        @Override
861        public void handleMessage(Message msg) {
862            switch (msg.what) {
863                case MSG_DO_FRAME:
864                    doFrame(System.nanoTime(), 0);
865                    break;
866                case MSG_DO_SCHEDULE_VSYNC:
867                    doScheduleVsync();
868                    break;
869                case MSG_DO_SCHEDULE_CALLBACK:
870                    doScheduleCallback(msg.arg1);
871                    break;
872            }
873        }
874    }
875
876    private final class FrameDisplayEventReceiver extends DisplayEventReceiver
877            implements Runnable {
878        private boolean mHavePendingVsync;
879        private long mTimestampNanos;
880        private int mFrame;
881
882        public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {
883            super(looper, vsyncSource);
884        }
885
886        @Override
887        public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
888            // Ignore vsync from secondary display.
889            // This can be problematic because the call to scheduleVsync() is a one-shot.
890            // We need to ensure that we will still receive the vsync from the primary
891            // display which is the one we really care about.  Ideally we should schedule
892            // vsync for a particular display.
893            // At this time Surface Flinger won't send us vsyncs for secondary displays
894            // but that could change in the future so let's log a message to help us remember
895            // that we need to fix this.
896            if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
897                Log.d(TAG, "Received vsync from secondary display, but we don't support "
898                        + "this case yet.  Choreographer needs a way to explicitly request "
899                        + "vsync for a specific display to ensure it doesn't lose track "
900                        + "of its scheduled vsync.");
901                scheduleVsync();
902                return;
903            }
904
905            // Post the vsync event to the Handler.
906            // The idea is to prevent incoming vsync events from completely starving
907            // the message queue.  If there are no messages in the queue with timestamps
908            // earlier than the frame time, then the vsync event will be processed immediately.
909            // Otherwise, messages that predate the vsync event will be handled first.
910            long now = System.nanoTime();
911            if (timestampNanos > now) {
912                Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
913                        + " ms in the future!  Check that graphics HAL is generating vsync "
914                        + "timestamps using the correct timebase.");
915                timestampNanos = now;
916            }
917
918            if (mHavePendingVsync) {
919                Log.w(TAG, "Already have a pending vsync event.  There should only be "
920                        + "one at a time.");
921            } else {
922                mHavePendingVsync = true;
923            }
924
925            mTimestampNanos = timestampNanos;
926            mFrame = frame;
927            Message msg = Message.obtain(mHandler, this);
928            msg.setAsynchronous(true);
929            mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
930        }
931
932        @Override
933        public void run() {
934            mHavePendingVsync = false;
935            doFrame(mTimestampNanos, mFrame);
936        }
937    }
938
939    private static final class CallbackRecord {
940        public CallbackRecord next;
941        public long dueTime;
942        public Object action; // Runnable or FrameCallback
943        public Object token;
944
945        public void run(long frameTimeNanos) {
946            if (token == FRAME_CALLBACK_TOKEN) {
947                ((FrameCallback)action).doFrame(frameTimeNanos);
948            } else {
949                ((Runnable)action).run();
950            }
951        }
952    }
953
954    private final class CallbackQueue {
955        private CallbackRecord mHead;
956
957        public boolean hasDueCallbacksLocked(long now) {
958            return mHead != null && mHead.dueTime <= now;
959        }
960
961        public CallbackRecord extractDueCallbacksLocked(long now) {
962            CallbackRecord callbacks = mHead;
963            if (callbacks == null || callbacks.dueTime > now) {
964                return null;
965            }
966
967            CallbackRecord last = callbacks;
968            CallbackRecord next = last.next;
969            while (next != null) {
970                if (next.dueTime > now) {
971                    last.next = null;
972                    break;
973                }
974                last = next;
975                next = next.next;
976            }
977            mHead = next;
978            return callbacks;
979        }
980
981        public void addCallbackLocked(long dueTime, Object action, Object token) {
982            CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
983            CallbackRecord entry = mHead;
984            if (entry == null) {
985                mHead = callback;
986                return;
987            }
988            if (dueTime < entry.dueTime) {
989                callback.next = entry;
990                mHead = callback;
991                return;
992            }
993            while (entry.next != null) {
994                if (dueTime < entry.next.dueTime) {
995                    callback.next = entry.next;
996                    break;
997                }
998                entry = entry.next;
999            }
1000            entry.next = callback;
1001        }
1002
1003        public void removeCallbacksLocked(Object action, Object token) {
1004            CallbackRecord predecessor = null;
1005            for (CallbackRecord callback = mHead; callback != null;) {
1006                final CallbackRecord next = callback.next;
1007                if ((action == null || callback.action == action)
1008                        && (token == null || callback.token == token)) {
1009                    if (predecessor != null) {
1010                        predecessor.next = next;
1011                    } else {
1012                        mHead = next;
1013                    }
1014                    recycleCallbackLocked(callback);
1015                } else {
1016                    predecessor = callback;
1017                }
1018                callback = next;
1019            }
1020        }
1021    }
1022}
1023