Bag of scheduling tweaks
Bug: 15118640
* Prevent over-stuffing the queue by dropping frames
* Prevent double-drawing in one pulse by RT by deferring
vsync registration until post-draw so that it catches
the next vsync pulse instead of the current one
* Bias vsync race condition towards the UI thread
* Fix queueDelay to actually work
Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index 35a3eab..4a4e254 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -37,7 +37,7 @@
static const size_t EVENT_BUFFER_SIZE = 100;
// Slight delay to give the UI time to push us a new frame before we replay
-static const int DISPATCH_FRAME_CALLBACKS_DELAY = 0;
+static const int DISPATCH_FRAME_CALLBACKS_DELAY = 4;
TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
@@ -91,6 +91,15 @@
}
}
+void TaskQueue::queueAtFront(RenderTask* task) {
+ if (mTail) {
+ task->mNext = mHead;
+ mHead = task;
+ } else {
+ mTail = mHead = task;
+ }
+}
+
void TaskQueue::remove(RenderTask* task) {
// TaskQueue is strict here to enforce that users are keeping track of
// their RenderTasks due to how their memory is managed
@@ -188,20 +197,22 @@
return latest;
}
-void RenderThread::drainDisplayEventQueue() {
+void RenderThread::drainDisplayEventQueue(bool skipCallbacks) {
+ ATRACE_CALL();
nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
if (vsyncEvent > 0) {
mVsyncRequested = false;
mTimeLord.vsyncReceived(vsyncEvent);
- if (!mFrameCallbackTaskPending) {
+ if (!skipCallbacks && !mFrameCallbackTaskPending) {
+ ATRACE_NAME("queue mFrameCallbackTask");
mFrameCallbackTaskPending = true;
- //queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
- queue(mFrameCallbackTask);
+ queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
}
}
}
void RenderThread::dispatchFrameCallbacks() {
+ ATRACE_CALL();
mFrameCallbackTaskPending = false;
std::set<IFrameCallback*> callbacks;
@@ -212,6 +223,15 @@
}
}
+void RenderThread::requestVsync() {
+ if (!mVsyncRequested) {
+ mVsyncRequested = true;
+ status_t status = mDisplayEventReceiver->requestNextVsync();
+ LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
+ "requestNextVsync failed with status: %d", status);
+ }
+}
+
bool RenderThread::threadLoop() {
initializeDisplayEventReceiver();
@@ -236,6 +256,14 @@
timeoutMillis = 0;
}
}
+
+ if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
+ drainDisplayEventQueue(true);
+ mFrameCallbacks.insert(
+ mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
+ mPendingRegistrationFrameCallbacks.clear();
+ requestVsync();
+ }
}
return false;
@@ -250,6 +278,12 @@
}
}
+void RenderThread::queueAtFront(RenderTask* task) {
+ AutoMutex _lock(mLock);
+ mQueue.queueAtFront(task);
+ mLooper->wake();
+}
+
void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
@@ -262,17 +296,18 @@
}
void RenderThread::postFrameCallback(IFrameCallback* callback) {
- mFrameCallbacks.insert(callback);
- if (!mVsyncRequested) {
- mVsyncRequested = true;
- status_t status = mDisplayEventReceiver->requestNextVsync();
- LOG_ALWAYS_FATAL_IF(status != NO_ERROR,
- "requestNextVsync failed with status: %d", status);
- }
+ mPendingRegistrationFrameCallbacks.insert(callback);
}
void RenderThread::removeFrameCallback(IFrameCallback* callback) {
mFrameCallbacks.erase(callback);
+ mPendingRegistrationFrameCallbacks.erase(callback);
+}
+
+void RenderThread::pushBackFrameCallback(IFrameCallback* callback) {
+ if (mFrameCallbacks.erase(callback)) {
+ mPendingRegistrationFrameCallbacks.insert(callback);
+ }
}
RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
@@ -281,11 +316,13 @@
if (!next) {
mNextWakeup = LLONG_MAX;
} else {
+ mNextWakeup = next->mRunAt;
// Most tasks won't be delayed, so avoid unnecessary systemTime() calls
if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
next = mQueue.next();
+ } else {
+ next = 0;
}
- mNextWakeup = next->mRunAt;
}
if (nextWakeup) {
*nextWakeup = mNextWakeup;