fix various issues in SF's EventThread
- one issues caused most timestamps to be reported as 0 - on rare occasions an uninitialized variable could be used - vsync counts per connection were accessed unthreadsafely we now have 2 lists of connections in the main loop, one just keeps a list of strong refs to the connections because once we have a strong ref we're not allowed to release it while holding the lock. the 2nd list holds the connections that have a vsync event to be reported. all the calculations are made with the lock held. Change-Id: Iacfad3745b05df79d9ece3719bd4c34ddbfd5b83
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@ -19,6 +19,8 @@
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#include <stdint.h>
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#include <sys/types.h>
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#include <cutils/compiler.h>
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#include <gui/BitTube.h>
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#include <gui/IDisplayEventConnection.h>
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#include <gui/DisplayEventReceiver.h>
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@ -123,35 +125,53 @@ bool EventThread::threadLoop() {
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nsecs_t timestamp;
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size_t vsyncCount;
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size_t activeEvents;
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DisplayEventReceiver::Event vsync;
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Vector< sp<EventThread::Connection> > activeConnections;
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Vector< sp<EventThread::Connection> > signalConnections;
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do {
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// release our references
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signalConnections.clear();
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activeConnections.clear();
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Mutex::Autolock _l(mLock);
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// latch VSYNC event if any
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bool waitForVSync = false;
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vsyncCount = mVSyncCount;
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timestamp = mVSyncTimestamp;
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mVSyncTimestamp = 0;
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// check if we should be waiting for VSYNC events
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activeEvents = 0;
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bool waitForNextVsync = false;
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// find out connections waiting for VSYNC events
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size_t count = mDisplayEventConnections.size();
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for (size_t i=0 ; i<count ; i++) {
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sp<Connection> connection(mDisplayEventConnections[i].promote());
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if (connection != NULL) {
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activeConnections.add(connection);
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if (connection->count >= 0) {
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// at least one continuous mode or active one-shot event
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waitForNextVsync = true;
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activeEvents++;
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break;
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// we need vsync events because at least
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// one connection is waiting for it
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waitForVSync = true;
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if (connection->count == 0) {
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// fired this time around
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if (timestamp) {
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// only "consume" this event if we're going to
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// report it
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connection->count = -1;
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}
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signalConnections.add(connection);
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} else if (connection->count == 1 ||
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(vsyncCount % connection->count) == 0) {
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// continuous event, and time to report it
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signalConnections.add(connection);
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}
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}
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}
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}
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if (timestamp) {
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if (!waitForNextVsync) {
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// we have a vsync event we can dispatch
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if (!waitForVSync) {
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// we received a VSYNC but we have no clients
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// don't report it, and disable VSYNC events
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disableVSyncLocked();
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@ -164,14 +184,14 @@ bool EventThread::threadLoop() {
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// we'll wait to receive the event and we'll
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// reevaluate whether we need to dispatch it and/or
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// disable VSYNC events then.
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if (waitForNextVsync) {
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if (waitForVSync) {
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// enable
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enableVSyncLocked();
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}
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}
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// wait for something to happen
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if (mUseSoftwareVSync && waitForNextVsync) {
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if (CC_UNLIKELY(mUseSoftwareVSync && waitForVSync)) {
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// h/w vsync cannot be used (screen is off), so we use
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// a timeout instead. it doesn't matter how imprecise this
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// is, we just need to make sure to serve the clients
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@ -180,54 +200,35 @@ bool EventThread::threadLoop() {
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mVSyncCount++;
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}
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} else {
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mCondition.wait(mLock);
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if (!timestamp || signalConnections.isEmpty()) {
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// This is where we spend most of our time, waiting
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// for a vsync events and registered clients
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mCondition.wait(mLock);
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}
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}
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vsyncCount = mVSyncCount;
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} while (!activeConnections.size());
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if (!activeEvents) {
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// no events to return. start over.
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// (here we make sure to exit the scope of this function
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// so that we release our Connection references)
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return true;
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}
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} while (!timestamp || signalConnections.isEmpty());
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// dispatch vsync events to listeners...
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vsync.header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
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vsync.header.timestamp = timestamp;
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vsync.vsync.count = vsyncCount;
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const size_t count = activeConnections.size();
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const size_t count = signalConnections.size();
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for (size_t i=0 ; i<count ; i++) {
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const sp<Connection>& conn(activeConnections[i]);
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const sp<Connection>& conn(signalConnections[i]);
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// now see if we still need to report this VSYNC event
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const int32_t vcount = conn->count;
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if (vcount >= 0) {
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bool reportVsync = false;
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if (vcount == 0) {
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// fired this time around
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conn->count = -1;
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reportVsync = true;
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} else if (vcount == 1 || (vsyncCount % vcount) == 0) {
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// continuous event, and time to report it
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reportVsync = true;
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}
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if (reportVsync) {
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status_t err = conn->postEvent(vsync);
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if (err == -EAGAIN || err == -EWOULDBLOCK) {
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// The destination doesn't accept events anymore, it's probably
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// full. For now, we just drop the events on the floor.
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// Note that some events cannot be dropped and would have to be
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// re-sent later. Right-now we don't have the ability to do
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// this, but it doesn't matter for VSYNC.
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} else if (err < 0) {
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// handle any other error on the pipe as fatal. the only
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// reasonable thing to do is to clean-up this connection.
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// The most common error we'll get here is -EPIPE.
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removeDisplayEventConnection(activeConnections[i]);
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}
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}
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status_t err = conn->postEvent(vsync);
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if (err == -EAGAIN || err == -EWOULDBLOCK) {
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// The destination doesn't accept events anymore, it's probably
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// full. For now, we just drop the events on the floor.
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// Note that some events cannot be dropped and would have to be
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// re-sent later. Right-now we don't have the ability to do
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// this, but it doesn't matter for VSYNC.
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} else if (err < 0) {
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// handle any other error on the pipe as fatal. the only
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// reasonable thing to do is to clean-up this connection.
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// The most common error we'll get here is -EPIPE.
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removeDisplayEventConnection(signalConnections[i]);
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}
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}
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@ -47,7 +47,6 @@ class EventThread : public Thread {
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// count >= 1 : continuous event. count is the vsync rate
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// count == 0 : one-shot event that has not fired
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// count ==-1 : one-shot event that fired this round / disabled
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// count ==-2 : one-shot event that fired the round before
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int32_t count;
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private:
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