diff options
author | Justin Klaassen <justinklaassen@google.com> | 2017-09-15 17:58:39 -0400 |
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committer | Justin Klaassen <justinklaassen@google.com> | 2017-09-15 17:58:39 -0400 |
commit | 10d07c88d69cc64f73a069163e7ea5ba2519a099 (patch) | |
tree | 8dbd149eb350320a29c3d10e7ad3201de1c5cbee /android/view/Choreographer.java | |
parent | 677516fb6b6f207d373984757d3d9450474b6b00 (diff) | |
download | android-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
Diffstat (limited to 'android/view/Choreographer.java')
-rw-r--r-- | android/view/Choreographer.java | 988 |
1 files changed, 988 insertions, 0 deletions
diff --git a/android/view/Choreographer.java b/android/view/Choreographer.java new file mode 100644 index 00000000..2ffa1c5e --- /dev/null +++ b/android/view/Choreographer.java @@ -0,0 +1,988 @@ +/* + * 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; + } + } + } +} |