replicant-frameworks_native/services/surfaceflinger/EventThread.cpp
Andy McFadden 6bf552ee02 Add timeout when waiting for HW vsync
This way we don't get stuck if, say, the driver decides not
to send us vsync events.

Change-Id: I4af6358b3a1f304eaae5fd926ed3403fa1091827
2012-08-31 16:47:44 -07:00

328 lines
12 KiB
C++

/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <stdint.h>
#include <sys/types.h>
#include <cutils/compiler.h>
#include <gui/BitTube.h>
#include <gui/IDisplayEventConnection.h>
#include <gui/DisplayEventReceiver.h>
#include <utils/Errors.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#include "EventThread.h"
#include "SurfaceFlinger.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
EventThread::EventThread(const sp<SurfaceFlinger>& flinger)
: mFlinger(flinger),
mVSyncTimestamp(0),
mUseSoftwareVSync(false),
mVSyncCount(0),
mDebugVsyncEnabled(false) {
}
void EventThread::onFirstRef() {
run("EventThread", PRIORITY_URGENT_DISPLAY + PRIORITY_MORE_FAVORABLE);
}
sp<EventThread::Connection> EventThread::createEventConnection() const {
return new Connection(const_cast<EventThread*>(this));
}
status_t EventThread::registerDisplayEventConnection(
const sp<EventThread::Connection>& connection) {
Mutex::Autolock _l(mLock);
mDisplayEventConnections.add(connection);
mCondition.broadcast();
return NO_ERROR;
}
void EventThread::removeDisplayEventConnection(
const wp<EventThread::Connection>& connection) {
Mutex::Autolock _l(mLock);
mDisplayEventConnections.remove(connection);
}
void EventThread::setVsyncRate(uint32_t count,
const sp<EventThread::Connection>& connection) {
if (int32_t(count) >= 0) { // server must protect against bad params
Mutex::Autolock _l(mLock);
const int32_t new_count = (count == 0) ? -1 : count;
if (connection->count != new_count) {
connection->count = new_count;
mCondition.broadcast();
}
}
}
void EventThread::requestNextVsync(
const sp<EventThread::Connection>& connection) {
Mutex::Autolock _l(mLock);
if (connection->count < 0) {
connection->count = 0;
mCondition.broadcast();
}
}
void EventThread::onScreenReleased() {
Mutex::Autolock _l(mLock);
if (!mUseSoftwareVSync) {
// disable reliance on h/w vsync
mUseSoftwareVSync = true;
mCondition.broadcast();
}
}
void EventThread::onScreenAcquired() {
Mutex::Autolock _l(mLock);
if (mUseSoftwareVSync) {
// resume use of h/w vsync
mUseSoftwareVSync = false;
mCondition.broadcast();
}
}
void EventThread::onVSyncReceived(const wp<IBinder>&, nsecs_t timestamp) {
Mutex::Autolock _l(mLock);
mVSyncTimestamp = timestamp;
mVSyncCount++;
mCondition.broadcast();
}
bool EventThread::threadLoop() {
DisplayEventReceiver::Event vsync;
Vector< sp<EventThread::Connection> > signalConnections;
signalConnections = waitForEvent(&vsync);
// dispatch vsync events to listeners...
const size_t count = signalConnections.size();
for (size_t i=0 ; i<count ; i++) {
const sp<Connection>& conn(signalConnections[i]);
// now see if we still need to report this VSYNC event
status_t err = conn->postEvent(vsync);
if (err == -EAGAIN || err == -EWOULDBLOCK) {
// The destination doesn't accept events anymore, it's probably
// full. For now, we just drop the events on the floor.
// Note that some events cannot be dropped and would have to be
// re-sent later. Right-now we don't have the ability to do
// this, but it doesn't matter for VSYNC.
} else if (err < 0) {
// handle any other error on the pipe as fatal. the only
// reasonable thing to do is to clean-up this connection.
// The most common error we'll get here is -EPIPE.
removeDisplayEventConnection(signalConnections[i]);
}
}
return true;
}
// This will return when (1) a vsync event has been received, and (2) there was
// at least one connection interested in receiving it when we started waiting.
Vector< sp<EventThread::Connection> > EventThread::waitForEvent(
DisplayEventReceiver::Event* event)
{
Mutex::Autolock _l(mLock);
size_t vsyncCount;
nsecs_t timestamp;
Vector< sp<EventThread::Connection> > signalConnections;
do {
// latch VSYNC event if any
bool waitForVSync = false;
vsyncCount = mVSyncCount;
timestamp = mVSyncTimestamp;
mVSyncTimestamp = 0;
// find out connections waiting for events
size_t count = mDisplayEventConnections.size();
for (size_t i=0 ; i<count ; i++) {
sp<Connection> connection(mDisplayEventConnections[i].promote());
if (connection != NULL) {
if (connection->count >= 0) {
// we need vsync events because at least
// one connection is waiting for it
waitForVSync = true;
if (timestamp) {
// we consume the event only if it's time
// (ie: we received a vsync event)
if (connection->count == 0) {
// fired this time around
connection->count = -1;
signalConnections.add(connection);
} else if (connection->count == 1 ||
(vsyncCount % connection->count) == 0) {
// continuous event, and time to report it
signalConnections.add(connection);
}
}
}
} else {
// we couldn't promote this reference, the connection has
// died, so clean-up!
mDisplayEventConnections.removeAt(i);
--i; --count;
}
}
// Here we figure out if we need to enable or disable vsyncs
if (timestamp && !waitForVSync) {
// we received a VSYNC but we have no clients
// don't report it, and disable VSYNC events
disableVSyncLocked();
} else if (!timestamp && waitForVSync) {
// we have at least one client, so we want vsync enabled
// (TODO: this function is called right after we finish
// notifying clients of a vsync, so this call will be made
// at the vsync rate, e.g. 60fps. If we can accurately
// track the current state we could avoid making this call
// so often.)
enableVSyncLocked();
}
// note: !timestamp implies signalConnections.isEmpty(), because we
// don't populate signalConnections if there's no vsync pending
if (!timestamp) {
// wait for something to happen
if (waitForVSync) {
// This is where we spend most of our time, waiting
// for vsync events and new client registrations.
//
// If the screen is off, we can't use h/w vsync, so we
// use a 16ms timeout instead. It doesn't need to be
// precise, we just need to keep feeding our clients.
//
// We don't want to stall if there's a driver bug, so we
// use a (long) timeout when waiting for h/w vsync, and
// generate fake events when necessary.
bool softwareSync = mUseSoftwareVSync;
nsecs_t timeout = softwareSync ? ms2ns(16) : ms2ns(1000);
if (mCondition.waitRelative(mLock, timeout) == TIMED_OUT) {
if (!softwareSync) {
ALOGW("Timed out waiting for hw vsync; faking it");
}
mVSyncTimestamp = systemTime(SYSTEM_TIME_MONOTONIC);
mVSyncCount++;
}
} else {
// Nobody is interested in vsync, so we just want to sleep.
// h/w vsync should be disabled, so this will wait until we
// get a new connection, or an existing connection becomes
// interested in receiving vsync again.
mCondition.wait(mLock);
}
}
} while (signalConnections.isEmpty());
// here we're guaranteed to have a timestamp and some connections to signal
// (The connections might have dropped out of mDisplayEventConnections
// while we were asleep, but we'll still have strong references to them.)
// fill in vsync event info
event->header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
event->header.timestamp = timestamp;
event->vsync.count = vsyncCount;
return signalConnections;
}
void EventThread::enableVSyncLocked() {
if (!mUseSoftwareVSync) {
// never enable h/w VSYNC when screen is off
mFlinger->eventControl(SurfaceFlinger::EVENT_VSYNC, true);
mPowerHAL.vsyncHint(true);
}
mDebugVsyncEnabled = true;
}
void EventThread::disableVSyncLocked() {
mFlinger->eventControl(SurfaceFlinger::EVENT_VSYNC, false);
mPowerHAL.vsyncHint(false);
mDebugVsyncEnabled = false;
}
status_t EventThread::readyToRun() {
ALOGI("EventThread ready to run.");
return NO_ERROR;
}
void EventThread::dump(String8& result, char* buffer, size_t SIZE) const {
Mutex::Autolock _l(mLock);
result.appendFormat("VSYNC state: %s\n",
mDebugVsyncEnabled?"enabled":"disabled");
result.appendFormat(" soft-vsync: %s\n",
mUseSoftwareVSync?"enabled":"disabled");
result.appendFormat(" numListeners=%u,\n events-delivered: %u\n",
mDisplayEventConnections.size(), mVSyncCount);
for (size_t i=0 ; i<mDisplayEventConnections.size() ; i++) {
sp<Connection> connection =
mDisplayEventConnections.itemAt(i).promote();
result.appendFormat(" %p: count=%d\n",
connection.get(), connection!=NULL ? connection->count : 0);
}
}
// ---------------------------------------------------------------------------
EventThread::Connection::Connection(
const sp<EventThread>& eventThread)
: count(-1), mEventThread(eventThread), mChannel(new BitTube())
{
}
EventThread::Connection::~Connection() {
// do nothing here -- clean-up will happen automatically
// when the main thread wakes up
}
void EventThread::Connection::onFirstRef() {
// NOTE: mEventThread doesn't hold a strong reference on us
mEventThread->registerDisplayEventConnection(this);
}
sp<BitTube> EventThread::Connection::getDataChannel() const {
return mChannel;
}
void EventThread::Connection::setVsyncRate(uint32_t count) {
mEventThread->setVsyncRate(count, this);
}
void EventThread::Connection::requestNextVsync() {
mEventThread->requestNextVsync(this);
}
status_t EventThread::Connection::postEvent(
const DisplayEventReceiver::Event& event) {
ssize_t size = DisplayEventReceiver::sendEvents(mChannel, &event, 1);
return size < 0 ? status_t(size) : status_t(NO_ERROR);
}
// ---------------------------------------------------------------------------
}; // namespace android