a4650a50a0
This changes the way that SurfaceFlinger's shadow buffer management works such that instead of tracking the size of the shadow queue in the BufferQueue, SF tracks the last frame number it has seen, and passes that into the acquireBuffer call. BufferQueueConsumer then ensures that it never returns a buffer newer than that frame number, even if that means that it must return PRESENT_LATER for an otherwise valid buffer. Change-Id: I3fcb45f683ed660c3f18a8b85ae1f8a962ba6f0e
201 lines
6.9 KiB
C++
201 lines
6.9 KiB
C++
/*
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* Copyright (C) 2012 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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//#define LOG_NDEBUG 0
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#include "SurfaceFlingerConsumer.h"
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#include <private/gui/SyncFeatures.h>
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#include <gui/BufferItem.h>
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#include <utils/Errors.h>
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#include <utils/NativeHandle.h>
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#include <utils/Trace.h>
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namespace android {
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// ---------------------------------------------------------------------------
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status_t SurfaceFlingerConsumer::updateTexImage(BufferRejecter* rejecter,
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const DispSync& dispSync, uint64_t maxFrameNumber)
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{
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ATRACE_CALL();
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ALOGV("updateTexImage");
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Mutex::Autolock lock(mMutex);
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if (mAbandoned) {
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ALOGE("updateTexImage: GLConsumer is abandoned!");
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return NO_INIT;
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}
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// Make sure the EGL state is the same as in previous calls.
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status_t err = checkAndUpdateEglStateLocked();
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if (err != NO_ERROR) {
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return err;
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}
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BufferItem item;
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// Acquire the next buffer.
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// In asynchronous mode the list is guaranteed to be one buffer
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// deep, while in synchronous mode we use the oldest buffer.
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err = acquireBufferLocked(&item, computeExpectedPresent(dispSync),
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maxFrameNumber);
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if (err != NO_ERROR) {
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if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
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err = NO_ERROR;
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} else if (err == BufferQueue::PRESENT_LATER) {
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// return the error, without logging
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} else {
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ALOGE("updateTexImage: acquire failed: %s (%d)",
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strerror(-err), err);
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}
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return err;
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}
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// We call the rejecter here, in case the caller has a reason to
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// not accept this buffer. This is used by SurfaceFlinger to
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// reject buffers which have the wrong size
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int buf = item.mBuf;
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if (rejecter && rejecter->reject(mSlots[buf].mGraphicBuffer, item)) {
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releaseBufferLocked(buf, mSlots[buf].mGraphicBuffer, EGL_NO_SYNC_KHR);
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return BUFFER_REJECTED;
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}
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// Release the previous buffer.
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err = updateAndReleaseLocked(item);
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if (err != NO_ERROR) {
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return err;
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}
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if (!SyncFeatures::getInstance().useNativeFenceSync()) {
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// Bind the new buffer to the GL texture.
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//
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// Older devices require the "implicit" synchronization provided
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// by glEGLImageTargetTexture2DOES, which this method calls. Newer
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// devices will either call this in Layer::onDraw, or (if it's not
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// a GL-composited layer) not at all.
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err = bindTextureImageLocked();
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}
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return err;
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}
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status_t SurfaceFlingerConsumer::bindTextureImage()
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{
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Mutex::Autolock lock(mMutex);
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return bindTextureImageLocked();
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}
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status_t SurfaceFlingerConsumer::acquireBufferLocked(BufferItem* item,
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nsecs_t presentWhen, uint64_t maxFrameNumber) {
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status_t result = GLConsumer::acquireBufferLocked(item, presentWhen,
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maxFrameNumber);
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if (result == NO_ERROR) {
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mTransformToDisplayInverse = item->mTransformToDisplayInverse;
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mSurfaceDamage = item->mSurfaceDamage;
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}
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return result;
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}
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bool SurfaceFlingerConsumer::getTransformToDisplayInverse() const {
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return mTransformToDisplayInverse;
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}
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const Region& SurfaceFlingerConsumer::getSurfaceDamage() const {
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return mSurfaceDamage;
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}
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sp<NativeHandle> SurfaceFlingerConsumer::getSidebandStream() const {
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return mConsumer->getSidebandStream();
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}
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// We need to determine the time when a buffer acquired now will be
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// displayed. This can be calculated:
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// time when previous buffer's actual-present fence was signaled
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// + current display refresh rate * HWC latency
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// + a little extra padding
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//
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// Buffer producers are expected to set their desired presentation time
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// based on choreographer time stamps, which (coming from vsync events)
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// will be slightly later then the actual-present timing. If we get a
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// desired-present time that is unintentionally a hair after the next
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// vsync, we'll hold the frame when we really want to display it. We
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// need to take the offset between actual-present and reported-vsync
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// into account.
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//
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// If the system is configured without a DispSync phase offset for the app,
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// we also want to throw in a bit of padding to avoid edge cases where we
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// just barely miss. We want to do it here, not in every app. A major
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// source of trouble is the app's use of the display's ideal refresh time
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// (via Display.getRefreshRate()), which could be off of the actual refresh
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// by a few percent, with the error multiplied by the number of frames
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// between now and when the buffer should be displayed.
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//
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// If the refresh reported to the app has a phase offset, we shouldn't need
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// to tweak anything here.
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nsecs_t SurfaceFlingerConsumer::computeExpectedPresent(const DispSync& dispSync)
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{
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// The HWC doesn't currently have a way to report additional latency.
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// Assume that whatever we submit now will appear right after the flip.
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// For a smart panel this might be 1. This is expressed in frames,
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// rather than time, because we expect to have a constant frame delay
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// regardless of the refresh rate.
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const uint32_t hwcLatency = 0;
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// Ask DispSync when the next refresh will be (CLOCK_MONOTONIC).
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const nsecs_t nextRefresh = dispSync.computeNextRefresh(hwcLatency);
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// The DispSync time is already adjusted for the difference between
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// vsync and reported-vsync (PRESENT_TIME_OFFSET_FROM_VSYNC_NS), so
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// we don't need to factor that in here. Pad a little to avoid
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// weird effects if apps might be requesting times right on the edge.
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nsecs_t extraPadding = 0;
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if (VSYNC_EVENT_PHASE_OFFSET_NS == 0) {
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extraPadding = 1000000; // 1ms (6% of 60Hz)
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}
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return nextRefresh + extraPadding;
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}
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void SurfaceFlingerConsumer::setContentsChangedListener(
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const wp<ContentsChangedListener>& listener) {
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setFrameAvailableListener(listener);
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Mutex::Autolock lock(mMutex);
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mContentsChangedListener = listener;
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}
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void SurfaceFlingerConsumer::onSidebandStreamChanged() {
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sp<ContentsChangedListener> listener;
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{ // scope for the lock
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Mutex::Autolock lock(mMutex);
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ALOG_ASSERT(mFrameAvailableListener.unsafe_get() == mContentsChangedListener.unsafe_get());
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listener = mContentsChangedListener.promote();
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}
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if (listener != NULL) {
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listener->onSidebandStreamChanged();
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}
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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