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authorJustin Klaassen <justinklaassen@google.com>2017-09-15 17:58:39 -0400
committerJustin Klaassen <justinklaassen@google.com>2017-09-15 17:58:39 -0400
commit10d07c88d69cc64f73a069163e7ea5ba2519a099 (patch)
tree8dbd149eb350320a29c3d10e7ad3201de1c5cbee /android/view/Choreographer.java
parent677516fb6b6f207d373984757d3d9450474b6b00 (diff)
downloadandroid-28-10d07c88d69cc64f73a069163e7ea5ba2519a099.tar.gz
Import Android SDK Platform PI [4335822]
/google/data/ro/projects/android/fetch_artifact \ --bid 4335822 \ --target sdk_phone_armv7-win_sdk \ sdk-repo-linux-sources-4335822.zip AndroidVersion.ApiLevel has been modified to appear as 28 Change-Id: Ic8f04be005a71c2b9abeaac754d8da8d6f9a2c32
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+/*
+ * 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.
+ */
+
+package android.view;
+
+import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP;
+import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER;
+
+import android.annotation.TestApi;
+import android.hardware.display.DisplayManagerGlobal;
+import android.os.Handler;
+import android.os.Looper;
+import android.os.Message;
+import android.os.SystemClock;
+import android.os.SystemProperties;
+import android.os.Trace;
+import android.util.Log;
+import android.util.TimeUtils;
+import android.view.animation.AnimationUtils;
+
+import java.io.PrintWriter;
+
+/**
+ * Coordinates the timing of animations, input and drawing.
+ * <p>
+ * The choreographer receives timing pulses (such as vertical synchronization)
+ * from the display subsystem then schedules work to occur as part of rendering
+ * the next display frame.
+ * </p><p>
+ * Applications typically interact with the choreographer indirectly using
+ * higher level abstractions in the animation framework or the view hierarchy.
+ * Here are some examples of things you can do using the higher-level APIs.
+ * </p>
+ * <ul>
+ * <li>To post an animation to be processed on a regular time basis synchronized with
+ * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
+ * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
+ * frame, use {@link View#postOnAnimation}.</li>
+ * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
+ * frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
+ * <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the
+ * next display frame, use {@link View#postInvalidateOnAnimation()} or
+ * {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>
+ * <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in
+ * sync with display frame rendering, do nothing. This already happens automatically.
+ * {@link View#onDraw} will be called at the appropriate time.</li>
+ * </ul>
+ * <p>
+ * However, there are a few cases where you might want to use the functions of the
+ * choreographer directly in your application. Here are some examples.
+ * </p>
+ * <ul>
+ * <li>If your application does its rendering in a different thread, possibly using GL,
+ * or does not use the animation framework or view hierarchy at all
+ * and you want to ensure that it is appropriately synchronized with the display, then use
+ * {@link Choreographer#postFrameCallback}.</li>
+ * <li>... and that's about it.</li>
+ * </ul>
+ * <p>
+ * Each {@link Looper} thread has its own choreographer. Other threads can
+ * post callbacks to run on the choreographer but they will run on the {@link Looper}
+ * to which the choreographer belongs.
+ * </p>
+ */
+public final class Choreographer {
+ private static final String TAG = "Choreographer";
+
+ // Prints debug messages about jank which was detected (low volume).
+ private static final boolean DEBUG_JANK = false;
+
+ // Prints debug messages about every frame and callback registered (high volume).
+ private static final boolean DEBUG_FRAMES = false;
+
+ // The default amount of time in ms between animation frames.
+ // When vsync is not enabled, we want to have some idea of how long we should
+ // wait before posting the next animation message. It is important that the
+ // default value be less than the true inter-frame delay on all devices to avoid
+ // situations where we might skip frames by waiting too long (we must compensate
+ // for jitter and hardware variations). Regardless of this value, the animation
+ // and display loop is ultimately rate-limited by how fast new graphics buffers can
+ // be dequeued.
+ private static final long DEFAULT_FRAME_DELAY = 10;
+
+ // The number of milliseconds between animation frames.
+ private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY;
+
+ // Thread local storage for the choreographer.
+ private static final ThreadLocal<Choreographer> sThreadInstance =
+ new ThreadLocal<Choreographer>() {
+ @Override
+ protected Choreographer initialValue() {
+ Looper looper = Looper.myLooper();
+ if (looper == null) {
+ throw new IllegalStateException("The current thread must have a looper!");
+ }
+ return new Choreographer(looper, VSYNC_SOURCE_APP);
+ }
+ };
+
+ // Thread local storage for the SF choreographer.
+ private static final ThreadLocal<Choreographer> sSfThreadInstance =
+ new ThreadLocal<Choreographer>() {
+ @Override
+ protected Choreographer initialValue() {
+ Looper looper = Looper.myLooper();
+ if (looper == null) {
+ throw new IllegalStateException("The current thread must have a looper!");
+ }
+ return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER);
+ }
+ };
+
+ // Enable/disable vsync for animations and drawing.
+ private static final boolean USE_VSYNC = SystemProperties.getBoolean(
+ "debug.choreographer.vsync", true);
+
+ // Enable/disable using the frame time instead of returning now.
+ private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean(
+ "debug.choreographer.frametime", true);
+
+ // Set a limit to warn about skipped frames.
+ // Skipped frames imply jank.
+ private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt(
+ "debug.choreographer.skipwarning", 30);
+
+ private static final int MSG_DO_FRAME = 0;
+ private static final int MSG_DO_SCHEDULE_VSYNC = 1;
+ private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
+
+ // All frame callbacks posted by applications have this token.
+ private static final Object FRAME_CALLBACK_TOKEN = new Object() {
+ public String toString() { return "FRAME_CALLBACK_TOKEN"; }
+ };
+
+ private final Object mLock = new Object();
+
+ private final Looper mLooper;
+ private final FrameHandler mHandler;
+
+ // The display event receiver can only be accessed by the looper thread to which
+ // it is attached. We take care to ensure that we post message to the looper
+ // if appropriate when interacting with the display event receiver.
+ private final FrameDisplayEventReceiver mDisplayEventReceiver;
+
+ private CallbackRecord mCallbackPool;
+
+ private final CallbackQueue[] mCallbackQueues;
+
+ private boolean mFrameScheduled;
+ private boolean mCallbacksRunning;
+ private long mLastFrameTimeNanos;
+ private long mFrameIntervalNanos;
+ private boolean mDebugPrintNextFrameTimeDelta;
+
+ /**
+ * Contains information about the current frame for jank-tracking,
+ * mainly timings of key events along with a bit of metadata about
+ * view tree state
+ *
+ * TODO: Is there a better home for this? Currently Choreographer
+ * is the only one with CALLBACK_ANIMATION start time, hence why this
+ * resides here.
+ *
+ * @hide
+ */
+ FrameInfo mFrameInfo = new FrameInfo();
+
+ /**
+ * Must be kept in sync with CALLBACK_* ints below, used to index into this array.
+ * @hide
+ */
+ private static final String[] CALLBACK_TRACE_TITLES = {
+ "input", "animation", "traversal", "commit"
+ };
+
+ /**
+ * Callback type: Input callback. Runs first.
+ * @hide
+ */
+ public static final int CALLBACK_INPUT = 0;
+
+ /**
+ * Callback type: Animation callback. Runs before traversals.
+ * @hide
+ */
+ @TestApi
+ public static final int CALLBACK_ANIMATION = 1;
+
+ /**
+ * Callback type: Traversal callback. Handles layout and draw. Runs
+ * after all other asynchronous messages have been handled.
+ * @hide
+ */
+ public static final int CALLBACK_TRAVERSAL = 2;
+
+ /**
+ * Callback type: Commit callback. Handles post-draw operations for the frame.
+ * Runs after traversal completes. The {@link #getFrameTime() frame time} reported
+ * during this callback may be updated to reflect delays that occurred while
+ * traversals were in progress in case heavy layout operations caused some frames
+ * to be skipped. The frame time reported during this callback provides a better
+ * estimate of the start time of the frame in which animations (and other updates
+ * to the view hierarchy state) actually took effect.
+ * @hide
+ */
+ public static final int CALLBACK_COMMIT = 3;
+
+ private static final int CALLBACK_LAST = CALLBACK_COMMIT;
+
+ private Choreographer(Looper looper, int vsyncSource) {
+ mLooper = looper;
+ mHandler = new FrameHandler(looper);
+ mDisplayEventReceiver = USE_VSYNC
+ ? new FrameDisplayEventReceiver(looper, vsyncSource)
+ : null;
+ mLastFrameTimeNanos = Long.MIN_VALUE;
+
+ mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
+
+ mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
+ for (int i = 0; i <= CALLBACK_LAST; i++) {
+ mCallbackQueues[i] = new CallbackQueue();
+ }
+ }
+
+ private static float getRefreshRate() {
+ DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
+ Display.DEFAULT_DISPLAY);
+ return di.getMode().getRefreshRate();
+ }
+
+ /**
+ * Gets the choreographer for the calling thread. Must be called from
+ * a thread that already has a {@link android.os.Looper} associated with it.
+ *
+ * @return The choreographer for this thread.
+ * @throws IllegalStateException if the thread does not have a looper.
+ */
+ public static Choreographer getInstance() {
+ return sThreadInstance.get();
+ }
+
+ /**
+ * @hide
+ */
+ public static Choreographer getSfInstance() {
+ return sSfThreadInstance.get();
+ }
+
+ /** Destroys the calling thread's choreographer
+ * @hide
+ */
+ public static void releaseInstance() {
+ Choreographer old = sThreadInstance.get();
+ sThreadInstance.remove();
+ old.dispose();
+ }
+
+ private void dispose() {
+ mDisplayEventReceiver.dispose();
+ }
+
+ /**
+ * The amount of time, in milliseconds, between each frame of the animation.
+ * <p>
+ * This is a requested time that the animation will attempt to honor, but the actual delay
+ * between frames may be different, depending on system load and capabilities. This is a static
+ * function because the same delay will be applied to all animations, since they are all
+ * run off of a single timing loop.
+ * </p><p>
+ * The frame delay may be ignored when the animation system uses an external timing
+ * source, such as the display refresh rate (vsync), to govern animations.
+ * </p>
+ *
+ * @return the requested time between frames, in milliseconds
+ * @hide
+ */
+ @TestApi
+ public static long getFrameDelay() {
+ return sFrameDelay;
+ }
+
+ /**
+ * The amount of time, in milliseconds, between each frame of the animation.
+ * <p>
+ * This is a requested time that the animation will attempt to honor, but the actual delay
+ * between frames may be different, depending on system load and capabilities. This is a static
+ * function because the same delay will be applied to all animations, since they are all
+ * run off of a single timing loop.
+ * </p><p>
+ * The frame delay may be ignored when the animation system uses an external timing
+ * source, such as the display refresh rate (vsync), to govern animations.
+ * </p>
+ *
+ * @param frameDelay the requested time between frames, in milliseconds
+ * @hide
+ */
+ @TestApi
+ public static void setFrameDelay(long frameDelay) {
+ sFrameDelay = frameDelay;
+ }
+
+ /**
+ * Subtracts typical frame delay time from a delay interval in milliseconds.
+ * <p>
+ * This method can be used to compensate for animation delay times that have baked
+ * in assumptions about the frame delay. For example, it's quite common for code to
+ * assume a 60Hz frame time and bake in a 16ms delay. When we call
+ * {@link #postAnimationCallbackDelayed} we want to know how long to wait before
+ * posting the animation callback but let the animation timer take care of the remaining
+ * frame delay time.
+ * </p><p>
+ * This method is somewhat conservative about how much of the frame delay it
+ * subtracts. It uses the same value returned by {@link #getFrameDelay} which by
+ * default is 10ms even though many parts of the system assume 16ms. Consequently,
+ * we might still wait 6ms before posting an animation callback that we want to run
+ * on the next frame, but this is much better than waiting a whole 16ms and likely
+ * missing the deadline.
+ * </p>
+ *
+ * @param delayMillis The original delay time including an assumed frame delay.
+ * @return The adjusted delay time with the assumed frame delay subtracted out.
+ * @hide
+ */
+ public static long subtractFrameDelay(long delayMillis) {
+ final long frameDelay = sFrameDelay;
+ return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay;
+ }
+
+ /**
+ * @return The refresh rate as the nanoseconds between frames
+ * @hide
+ */
+ public long getFrameIntervalNanos() {
+ return mFrameIntervalNanos;
+ }
+
+ void dump(String prefix, PrintWriter writer) {
+ String innerPrefix = prefix + " ";
+ writer.print(prefix); writer.println("Choreographer:");
+ writer.print(innerPrefix); writer.print("mFrameScheduled=");
+ writer.println(mFrameScheduled);
+ writer.print(innerPrefix); writer.print("mLastFrameTime=");
+ writer.println(TimeUtils.formatUptime(mLastFrameTimeNanos / 1000000));
+ }
+
+ /**
+ * Posts a callback to run on the next frame.
+ * <p>
+ * The callback runs once then is automatically removed.
+ * </p>
+ *
+ * @param callbackType The callback type.
+ * @param action The callback action to run during the next frame.
+ * @param token The callback token, or null if none.
+ *
+ * @see #removeCallbacks
+ * @hide
+ */
+ public void postCallback(int callbackType, Runnable action, Object token) {
+ postCallbackDelayed(callbackType, action, token, 0);
+ }
+
+ /**
+ * Posts a callback to run on the next frame after the specified delay.
+ * <p>
+ * The callback runs once then is automatically removed.
+ * </p>
+ *
+ * @param callbackType The callback type.
+ * @param action The callback action to run during the next frame after the specified delay.
+ * @param token The callback token, or null if none.
+ * @param delayMillis The delay time in milliseconds.
+ *
+ * @see #removeCallback
+ * @hide
+ */
+ public void postCallbackDelayed(int callbackType,
+ Runnable action, Object token, long delayMillis) {
+ if (action == null) {
+ throw new IllegalArgumentException("action must not be null");
+ }
+ if (callbackType < 0 || callbackType > CALLBACK_LAST) {
+ throw new IllegalArgumentException("callbackType is invalid");
+ }
+
+ postCallbackDelayedInternal(callbackType, action, token, delayMillis);
+ }
+
+ private void postCallbackDelayedInternal(int callbackType,
+ Object action, Object token, long delayMillis) {
+ if (DEBUG_FRAMES) {
+ Log.d(TAG, "PostCallback: type=" + callbackType
+ + ", action=" + action + ", token=" + token
+ + ", delayMillis=" + delayMillis);
+ }
+
+ synchronized (mLock) {
+ final long now = SystemClock.uptimeMillis();
+ final long dueTime = now + delayMillis;
+ mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
+
+ if (dueTime <= now) {
+ scheduleFrameLocked(now);
+ } else {
+ Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
+ msg.arg1 = callbackType;
+ msg.setAsynchronous(true);
+ mHandler.sendMessageAtTime(msg, dueTime);
+ }
+ }
+ }
+
+ /**
+ * Removes callbacks that have the specified action and token.
+ *
+ * @param callbackType The callback type.
+ * @param action The action property of the callbacks to remove, or null to remove
+ * callbacks with any action.
+ * @param token The token property of the callbacks to remove, or null to remove
+ * callbacks with any token.
+ *
+ * @see #postCallback
+ * @see #postCallbackDelayed
+ * @hide
+ */
+ public void removeCallbacks(int callbackType, Runnable action, Object token) {
+ if (callbackType < 0 || callbackType > CALLBACK_LAST) {
+ throw new IllegalArgumentException("callbackType is invalid");
+ }
+
+ removeCallbacksInternal(callbackType, action, token);
+ }
+
+ private void removeCallbacksInternal(int callbackType, Object action, Object token) {
+ if (DEBUG_FRAMES) {
+ Log.d(TAG, "RemoveCallbacks: type=" + callbackType
+ + ", action=" + action + ", token=" + token);
+ }
+
+ synchronized (mLock) {
+ mCallbackQueues[callbackType].removeCallbacksLocked(action, token);
+ if (action != null && token == null) {
+ mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action);
+ }
+ }
+ }
+
+ /**
+ * Posts a frame callback to run on the next frame.
+ * <p>
+ * The callback runs once then is automatically removed.
+ * </p>
+ *
+ * @param callback The frame callback to run during the next frame.
+ *
+ * @see #postFrameCallbackDelayed
+ * @see #removeFrameCallback
+ */
+ public void postFrameCallback(FrameCallback callback) {
+ postFrameCallbackDelayed(callback, 0);
+ }
+
+ /**
+ * Posts a frame callback to run on the next frame after the specified delay.
+ * <p>
+ * The callback runs once then is automatically removed.
+ * </p>
+ *
+ * @param callback The frame callback to run during the next frame.
+ * @param delayMillis The delay time in milliseconds.
+ *
+ * @see #postFrameCallback
+ * @see #removeFrameCallback
+ */
+ public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
+ if (callback == null) {
+ throw new IllegalArgumentException("callback must not be null");
+ }
+
+ postCallbackDelayedInternal(CALLBACK_ANIMATION,
+ callback, FRAME_CALLBACK_TOKEN, delayMillis);
+ }
+
+ /**
+ * Removes a previously posted frame callback.
+ *
+ * @param callback The frame callback to remove.
+ *
+ * @see #postFrameCallback
+ * @see #postFrameCallbackDelayed
+ */
+ public void removeFrameCallback(FrameCallback callback) {
+ if (callback == null) {
+ throw new IllegalArgumentException("callback must not be null");
+ }
+
+ removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN);
+ }
+
+ /**
+ * Gets the time when the current frame started.
+ * <p>
+ * This method provides the time in milliseconds when the frame started being rendered.
+ * The frame time provides a stable time base for synchronizing animations
+ * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
+ * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
+ * time helps to reduce inter-frame jitter because the frame time is fixed at the time
+ * the frame was scheduled to start, regardless of when the animations or drawing
+ * callback actually runs. All callbacks that run as part of rendering a frame will
+ * observe the same frame time so using the frame time also helps to synchronize effects
+ * that are performed by different callbacks.
+ * </p><p>
+ * Please note that the framework already takes care to process animations and
+ * drawing using the frame time as a stable time base. Most applications should
+ * not need to use the frame time information directly.
+ * </p><p>
+ * This method should only be called from within a callback.
+ * </p>
+ *
+ * @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
+ *
+ * @throws IllegalStateException if no frame is in progress.
+ * @hide
+ */
+ public long getFrameTime() {
+ return getFrameTimeNanos() / TimeUtils.NANOS_PER_MS;
+ }
+
+ /**
+ * Same as {@link #getFrameTime()} but with nanosecond precision.
+ *
+ * @return The frame start time, in the {@link System#nanoTime()} time base.
+ *
+ * @throws IllegalStateException if no frame is in progress.
+ * @hide
+ */
+ public long getFrameTimeNanos() {
+ synchronized (mLock) {
+ if (!mCallbacksRunning) {
+ throw new IllegalStateException("This method must only be called as "
+ + "part of a callback while a frame is in progress.");
+ }
+ return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
+ }
+ }
+
+ /**
+ * Like {@link #getLastFrameTimeNanos}, but always returns the last frame time, not matter
+ * whether callbacks are currently running.
+ * @return The frame start time of the last frame, in the {@link System#nanoTime()} time base.
+ * @hide
+ */
+ public long getLastFrameTimeNanos() {
+ synchronized (mLock) {
+ return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
+ }
+ }
+
+ private void scheduleFrameLocked(long now) {
+ if (!mFrameScheduled) {
+ mFrameScheduled = true;
+ if (USE_VSYNC) {
+ if (DEBUG_FRAMES) {
+ Log.d(TAG, "Scheduling next frame on vsync.");
+ }
+
+ // If running on the Looper thread, then schedule the vsync immediately,
+ // otherwise post a message to schedule the vsync from the UI thread
+ // as soon as possible.
+ if (isRunningOnLooperThreadLocked()) {
+ scheduleVsyncLocked();
+ } else {
+ Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
+ msg.setAsynchronous(true);
+ mHandler.sendMessageAtFrontOfQueue(msg);
+ }
+ } else {
+ final long nextFrameTime = Math.max(
+ mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
+ if (DEBUG_FRAMES) {
+ Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
+ }
+ Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
+ msg.setAsynchronous(true);
+ mHandler.sendMessageAtTime(msg, nextFrameTime);
+ }
+ }
+ }
+
+ void doFrame(long frameTimeNanos, int frame) {
+ final long startNanos;
+ synchronized (mLock) {
+ if (!mFrameScheduled) {
+ return; // no work to do
+ }
+
+ if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) {
+ mDebugPrintNextFrameTimeDelta = false;
+ Log.d(TAG, "Frame time delta: "
+ + ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms");
+ }
+
+ long intendedFrameTimeNanos = frameTimeNanos;
+ startNanos = System.nanoTime();
+ final long jitterNanos = startNanos - frameTimeNanos;
+ if (jitterNanos >= mFrameIntervalNanos) {
+ final long skippedFrames = jitterNanos / mFrameIntervalNanos;
+ if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
+ Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ + "The application may be doing too much work on its main thread.");
+ }
+ final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
+ if (DEBUG_JANK) {
+ Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ + "which is more than the frame interval of "
+ + (mFrameIntervalNanos * 0.000001f) + " ms! "
+ + "Skipping " + skippedFrames + " frames and setting frame "
+ + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
+ }
+ frameTimeNanos = startNanos - lastFrameOffset;
+ }
+
+ if (frameTimeNanos < mLastFrameTimeNanos) {
+ if (DEBUG_JANK) {
+ Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
+ + "previously skipped frame. Waiting for next vsync.");
+ }
+ scheduleVsyncLocked();
+ return;
+ }
+
+ mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos);
+ mFrameScheduled = false;
+ mLastFrameTimeNanos = frameTimeNanos;
+ }
+
+ try {
+ Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
+ AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);
+
+ mFrameInfo.markInputHandlingStart();
+ doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
+
+ mFrameInfo.markAnimationsStart();
+ doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
+
+ mFrameInfo.markPerformTraversalsStart();
+ doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
+
+ doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
+ } finally {
+ AnimationUtils.unlockAnimationClock();
+ Trace.traceEnd(Trace.TRACE_TAG_VIEW);
+ }
+
+ if (DEBUG_FRAMES) {
+ final long endNanos = System.nanoTime();
+ Log.d(TAG, "Frame " + frame + ": Finished, took "
+ + (endNanos - startNanos) * 0.000001f + " ms, latency "
+ + (startNanos - frameTimeNanos) * 0.000001f + " ms.");
+ }
+ }
+
+ void doCallbacks(int callbackType, long frameTimeNanos) {
+ CallbackRecord callbacks;
+ synchronized (mLock) {
+ // We use "now" to determine when callbacks become due because it's possible
+ // for earlier processing phases in a frame to post callbacks that should run
+ // in a following phase, such as an input event that causes an animation to start.
+ final long now = System.nanoTime();
+ callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(
+ now / TimeUtils.NANOS_PER_MS);
+ if (callbacks == null) {
+ return;
+ }
+ mCallbacksRunning = true;
+
+ // Update the frame time if necessary when committing the frame.
+ // We only update the frame time if we are more than 2 frames late reaching
+ // the commit phase. This ensures that the frame time which is observed by the
+ // callbacks will always increase from one frame to the next and never repeat.
+ // We never want the next frame's starting frame time to end up being less than
+ // or equal to the previous frame's commit frame time. Keep in mind that the
+ // next frame has most likely already been scheduled by now so we play it
+ // safe by ensuring the commit time is always at least one frame behind.
+ if (callbackType == Choreographer.CALLBACK_COMMIT) {
+ final long jitterNanos = now - frameTimeNanos;
+ Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos);
+ if (jitterNanos >= 2 * mFrameIntervalNanos) {
+ final long lastFrameOffset = jitterNanos % mFrameIntervalNanos
+ + mFrameIntervalNanos;
+ if (DEBUG_JANK) {
+ Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
+ + " ms which is more than twice the frame interval of "
+ + (mFrameIntervalNanos * 0.000001f) + " ms! "
+ + "Setting frame time to " + (lastFrameOffset * 0.000001f)
+ + " ms in the past.");
+ mDebugPrintNextFrameTimeDelta = true;
+ }
+ frameTimeNanos = now - lastFrameOffset;
+ mLastFrameTimeNanos = frameTimeNanos;
+ }
+ }
+ }
+ try {
+ Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
+ for (CallbackRecord c = callbacks; c != null; c = c.next) {
+ if (DEBUG_FRAMES) {
+ Log.d(TAG, "RunCallback: type=" + callbackType
+ + ", action=" + c.action + ", token=" + c.token
+ + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
+ }
+ c.run(frameTimeNanos);
+ }
+ } finally {
+ synchronized (mLock) {
+ mCallbacksRunning = false;
+ do {
+ final CallbackRecord next = callbacks.next;
+ recycleCallbackLocked(callbacks);
+ callbacks = next;
+ } while (callbacks != null);
+ }
+ Trace.traceEnd(Trace.TRACE_TAG_VIEW);
+ }
+ }
+
+ void doScheduleVsync() {
+ synchronized (mLock) {
+ if (mFrameScheduled) {
+ scheduleVsyncLocked();
+ }
+ }
+ }
+
+ void doScheduleCallback(int callbackType) {
+ synchronized (mLock) {
+ if (!mFrameScheduled) {
+ final long now = SystemClock.uptimeMillis();
+ if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
+ scheduleFrameLocked(now);
+ }
+ }
+ }
+ }
+
+ private void scheduleVsyncLocked() {
+ mDisplayEventReceiver.scheduleVsync();
+ }
+
+ private boolean isRunningOnLooperThreadLocked() {
+ return Looper.myLooper() == mLooper;
+ }
+
+ private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
+ CallbackRecord callback = mCallbackPool;
+ if (callback == null) {
+ callback = new CallbackRecord();
+ } else {
+ mCallbackPool = callback.next;
+ callback.next = null;
+ }
+ callback.dueTime = dueTime;
+ callback.action = action;
+ callback.token = token;
+ return callback;
+ }
+
+ private void recycleCallbackLocked(CallbackRecord callback) {
+ callback.action = null;
+ callback.token = null;
+ callback.next = mCallbackPool;
+ mCallbackPool = callback;
+ }
+
+ /**
+ * Implement this interface to receive a callback when a new display frame is
+ * being rendered. The callback is invoked on the {@link Looper} thread to
+ * which the {@link Choreographer} is attached.
+ */
+ public interface FrameCallback {
+ /**
+ * Called when a new display frame is being rendered.
+ * <p>
+ * This method provides the time in nanoseconds when the frame started being rendered.
+ * The frame time provides a stable time base for synchronizing animations
+ * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
+ * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
+ * time helps to reduce inter-frame jitter because the frame time is fixed at the time
+ * the frame was scheduled to start, regardless of when the animations or drawing
+ * callback actually runs. All callbacks that run as part of rendering a frame will
+ * observe the same frame time so using the frame time also helps to synchronize effects
+ * that are performed by different callbacks.
+ * </p><p>
+ * Please note that the framework already takes care to process animations and
+ * drawing using the frame time as a stable time base. Most applications should
+ * not need to use the frame time information directly.
+ * </p>
+ *
+ * @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
+ * in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000}
+ * to convert it to the {@link SystemClock#uptimeMillis()} time base.
+ */
+ public void doFrame(long frameTimeNanos);
+ }
+
+ private final class FrameHandler extends Handler {
+ public FrameHandler(Looper looper) {
+ super(looper);
+ }
+
+ @Override
+ public void handleMessage(Message msg) {
+ switch (msg.what) {
+ case MSG_DO_FRAME:
+ doFrame(System.nanoTime(), 0);
+ break;
+ case MSG_DO_SCHEDULE_VSYNC:
+ doScheduleVsync();
+ break;
+ case MSG_DO_SCHEDULE_CALLBACK:
+ doScheduleCallback(msg.arg1);
+ break;
+ }
+ }
+ }
+
+ private final class FrameDisplayEventReceiver extends DisplayEventReceiver
+ implements Runnable {
+ private boolean mHavePendingVsync;
+ private long mTimestampNanos;
+ private int mFrame;
+
+ public FrameDisplayEventReceiver(Looper looper, int vsyncSource) {
+ super(looper, vsyncSource);
+ }
+
+ @Override
+ public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
+ // Ignore vsync from secondary display.
+ // This can be problematic because the call to scheduleVsync() is a one-shot.
+ // We need to ensure that we will still receive the vsync from the primary
+ // display which is the one we really care about. Ideally we should schedule
+ // vsync for a particular display.
+ // At this time Surface Flinger won't send us vsyncs for secondary displays
+ // but that could change in the future so let's log a message to help us remember
+ // that we need to fix this.
+ if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) {
+ Log.d(TAG, "Received vsync from secondary display, but we don't support "
+ + "this case yet. Choreographer needs a way to explicitly request "
+ + "vsync for a specific display to ensure it doesn't lose track "
+ + "of its scheduled vsync.");
+ scheduleVsync();
+ return;
+ }
+
+ // Post the vsync event to the Handler.
+ // The idea is to prevent incoming vsync events from completely starving
+ // the message queue. If there are no messages in the queue with timestamps
+ // earlier than the frame time, then the vsync event will be processed immediately.
+ // Otherwise, messages that predate the vsync event will be handled first.
+ long now = System.nanoTime();
+ if (timestampNanos > now) {
+ Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f)
+ + " ms in the future! Check that graphics HAL is generating vsync "
+ + "timestamps using the correct timebase.");
+ timestampNanos = now;
+ }
+
+ if (mHavePendingVsync) {
+ Log.w(TAG, "Already have a pending vsync event. There should only be "
+ + "one at a time.");
+ } else {
+ mHavePendingVsync = true;
+ }
+
+ mTimestampNanos = timestampNanos;
+ mFrame = frame;
+ Message msg = Message.obtain(mHandler, this);
+ msg.setAsynchronous(true);
+ mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
+ }
+
+ @Override
+ public void run() {
+ mHavePendingVsync = false;
+ doFrame(mTimestampNanos, mFrame);
+ }
+ }
+
+ private static final class CallbackRecord {
+ public CallbackRecord next;
+ public long dueTime;
+ public Object action; // Runnable or FrameCallback
+ public Object token;
+
+ public void run(long frameTimeNanos) {
+ if (token == FRAME_CALLBACK_TOKEN) {
+ ((FrameCallback)action).doFrame(frameTimeNanos);
+ } else {
+ ((Runnable)action).run();
+ }
+ }
+ }
+
+ private final class CallbackQueue {
+ private CallbackRecord mHead;
+
+ public boolean hasDueCallbacksLocked(long now) {
+ return mHead != null && mHead.dueTime <= now;
+ }
+
+ public CallbackRecord extractDueCallbacksLocked(long now) {
+ CallbackRecord callbacks = mHead;
+ if (callbacks == null || callbacks.dueTime > now) {
+ return null;
+ }
+
+ CallbackRecord last = callbacks;
+ CallbackRecord next = last.next;
+ while (next != null) {
+ if (next.dueTime > now) {
+ last.next = null;
+ break;
+ }
+ last = next;
+ next = next.next;
+ }
+ mHead = next;
+ return callbacks;
+ }
+
+ public void addCallbackLocked(long dueTime, Object action, Object token) {
+ CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
+ CallbackRecord entry = mHead;
+ if (entry == null) {
+ mHead = callback;
+ return;
+ }
+ if (dueTime < entry.dueTime) {
+ callback.next = entry;
+ mHead = callback;
+ return;
+ }
+ while (entry.next != null) {
+ if (dueTime < entry.next.dueTime) {
+ callback.next = entry.next;
+ break;
+ }
+ entry = entry.next;
+ }
+ entry.next = callback;
+ }
+
+ public void removeCallbacksLocked(Object action, Object token) {
+ CallbackRecord predecessor = null;
+ for (CallbackRecord callback = mHead; callback != null;) {
+ final CallbackRecord next = callback.next;
+ if ((action == null || callback.action == action)
+ && (token == null || callback.token == token)) {
+ if (predecessor != null) {
+ predecessor.next = next;
+ } else {
+ mHead = next;
+ }
+ recycleCallbackLocked(callback);
+ } else {
+ predecessor = callback;
+ }
+ callback = next;
+ }
+ }
+ }
+}