f6bbd44a23
- we now clean-up "dead" connection in the main loop, this entirely avoid the problem with the side effects of releasing strong references. We now only hold on to strong reference for the connection we will signal. - also simplify how we build the list of "ready" connections, by only adding them to the list when we did receive a vsync event Change-Id: I2a84da431320a2af8e8a93e07622a1d258236f43
303 lines
10 KiB
C++
303 lines
10 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define ATRACE_TAG ATRACE_TAG_GRAPHICS
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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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#include <utils/Errors.h>
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#include <utils/String8.h>
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#include <utils/Trace.h>
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#include "EventThread.h"
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#include "SurfaceFlinger.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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EventThread::EventThread(const sp<SurfaceFlinger>& flinger)
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: mFlinger(flinger),
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mVSyncTimestamp(0),
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mUseSoftwareVSync(false),
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mVSyncCount(0),
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mDebugVsyncEnabled(false) {
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}
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void EventThread::onFirstRef() {
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run("EventThread", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);
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}
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sp<EventThread::Connection> EventThread::createEventConnection() const {
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return new Connection(const_cast<EventThread*>(this));
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}
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status_t EventThread::registerDisplayEventConnection(
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const sp<EventThread::Connection>& connection) {
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Mutex::Autolock _l(mLock);
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mDisplayEventConnections.add(connection);
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mCondition.broadcast();
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return NO_ERROR;
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}
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void EventThread::removeDisplayEventConnection(
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const wp<EventThread::Connection>& connection) {
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Mutex::Autolock _l(mLock);
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mDisplayEventConnections.remove(connection);
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}
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void EventThread::setVsyncRate(uint32_t count,
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const sp<EventThread::Connection>& connection) {
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if (int32_t(count) >= 0) { // server must protect against bad params
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Mutex::Autolock _l(mLock);
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const int32_t new_count = (count == 0) ? -1 : count;
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if (connection->count != new_count) {
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connection->count = new_count;
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mCondition.broadcast();
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}
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}
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}
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void EventThread::requestNextVsync(
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const sp<EventThread::Connection>& connection) {
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Mutex::Autolock _l(mLock);
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if (connection->count < 0) {
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connection->count = 0;
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mCondition.broadcast();
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}
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}
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void EventThread::onScreenReleased() {
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Mutex::Autolock _l(mLock);
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if (!mUseSoftwareVSync) {
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// disable reliance on h/w vsync
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mUseSoftwareVSync = true;
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mCondition.broadcast();
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}
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}
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void EventThread::onScreenAcquired() {
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Mutex::Autolock _l(mLock);
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if (mUseSoftwareVSync) {
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// resume use of h/w vsync
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mUseSoftwareVSync = false;
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mCondition.broadcast();
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}
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}
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void EventThread::onVSyncReceived(int, nsecs_t timestamp) {
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Mutex::Autolock _l(mLock);
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mVSyncTimestamp = timestamp;
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mVSyncCount++;
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mCondition.broadcast();
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}
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bool EventThread::threadLoop() {
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DisplayEventReceiver::Event vsync;
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Vector< sp<EventThread::Connection> > signalConnections;
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signalConnections = waitForEvent(&vsync);
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// dispatch vsync events to listeners...
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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(signalConnections[i]);
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// now see if we still need to report this VSYNC event
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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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return true;
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}
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Vector< sp<EventThread::Connection> > EventThread::waitForEvent(
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DisplayEventReceiver::Event* event)
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{
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Mutex::Autolock _l(mLock);
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size_t vsyncCount;
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nsecs_t timestamp;
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Vector< sp<EventThread::Connection> > signalConnections;
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do {
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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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// find out connections waiting for 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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if (connection->count >= 0) {
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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 (timestamp) {
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// we consume the event only if it's time
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// (ie: we received a vsync event)
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if (connection->count == 0) {
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// fired this time around
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connection->count = -1;
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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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} else {
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// we couldn't promote this reference, the connection has
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// died, so clean-up!
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mDisplayEventConnections.removeAt(i);
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--i; --count;
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}
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}
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// Here we figure out if we need to enable or disable vsyncs
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if (timestamp && !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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} else if (!timestamp && waitForVSync) {
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enableVSyncLocked();
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}
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// note: !timestamp implies signalConnections.isEmpty()
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if (!timestamp) {
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// wait for something to happen
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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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if (mCondition.waitRelative(mLock, ms2ns(16)) == TIMED_OUT) {
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mVSyncTimestamp = systemTime(SYSTEM_TIME_MONOTONIC);
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mVSyncCount++;
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}
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} else {
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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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} while (signalConnections.isEmpty());
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// here we're guaranteed to have a timestamp and some connections to signal
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// dispatch vsync events to listeners...
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event->header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
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event->header.timestamp = timestamp;
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event->vsync.count = vsyncCount;
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return signalConnections;
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}
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void EventThread::enableVSyncLocked() {
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if (!mUseSoftwareVSync) {
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// never enable h/w VSYNC when screen is off
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mFlinger->eventControl(SurfaceFlinger::EVENT_VSYNC, true);
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mPowerHAL.vsyncHint(true);
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}
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mDebugVsyncEnabled = true;
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}
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void EventThread::disableVSyncLocked() {
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mFlinger->eventControl(SurfaceFlinger::EVENT_VSYNC, false);
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mPowerHAL.vsyncHint(false);
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mDebugVsyncEnabled = false;
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}
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status_t EventThread::readyToRun() {
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ALOGI("EventThread ready to run.");
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return NO_ERROR;
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}
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void EventThread::dump(String8& result, char* buffer, size_t SIZE) const {
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Mutex::Autolock _l(mLock);
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result.appendFormat("VSYNC state: %s\n",
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mDebugVsyncEnabled?"enabled":"disabled");
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result.appendFormat(" soft-vsync: %s\n",
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mUseSoftwareVSync?"enabled":"disabled");
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result.appendFormat(" numListeners=%u,\n events-delivered: %u\n",
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mDisplayEventConnections.size(), mVSyncCount);
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for (size_t i=0 ; i<mDisplayEventConnections.size() ; i++) {
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sp<Connection> connection =
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mDisplayEventConnections.itemAt(i).promote();
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result.appendFormat(" %p: count=%d\n",
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connection.get(), connection!=NULL ? connection->count : 0);
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}
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}
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// ---------------------------------------------------------------------------
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EventThread::Connection::Connection(
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const sp<EventThread>& eventThread)
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: count(-1), mEventThread(eventThread), mChannel(new BitTube())
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{
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}
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EventThread::Connection::~Connection() {
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// do nothing here -- clean-up will happen automatically
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// when the main thread wakes up
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}
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void EventThread::Connection::onFirstRef() {
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// NOTE: mEventThread doesn't hold a strong reference on us
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mEventThread->registerDisplayEventConnection(this);
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}
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sp<BitTube> EventThread::Connection::getDataChannel() const {
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return mChannel;
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}
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void EventThread::Connection::setVsyncRate(uint32_t count) {
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mEventThread->setVsyncRate(count, this);
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}
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void EventThread::Connection::requestNextVsync() {
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mEventThread->requestNextVsync(this);
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}
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status_t EventThread::Connection::postEvent(
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const DisplayEventReceiver::Event& event) {
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ssize_t size = DisplayEventReceiver::sendEvents(mChannel, &event, 1);
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return size < 0 ? status_t(size) : status_t(NO_ERROR);
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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