Subtract out time spent blocked in dequeueBuffer. Also subtract out any
time UI spents waiting on render thread while render thread is blocked
dequeueBuffer, though this calculation is fairly crude.
Test: Checked bouncyball returns reasonable-ish numbers even when HWUI
is ahead of surface flinger
Bug: 187556381
Change-Id: I368c446d93990ff8b7b645e30509405ba799c79c
124 lines
3.3 KiB
C++
124 lines
3.3 KiB
C++
/*
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* Copyright (C) 2014 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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#ifndef DRAWFRAMETASK_H
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#define DRAWFRAMETASK_H
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#include <vector>
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#include <utils/Condition.h>
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#include <utils/Mutex.h>
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#include <utils/StrongPointer.h>
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#include "RenderTask.h"
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#include "../FrameInfo.h"
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#include "../Rect.h"
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#include "../TreeInfo.h"
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class RenderNode;
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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namespace SyncResult {
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enum {
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OK = 0,
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UIRedrawRequired = 1 << 0,
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LostSurfaceRewardIfFound = 1 << 1,
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ContextIsStopped = 1 << 2,
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FrameDropped = 1 << 3,
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};
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}
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/*
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* This is a special Super Task. It is re-used multiple times by RenderProxy,
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* and contains state (such as layer updaters & new DisplayLists) that is
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* tracked across many frames not just a single frame.
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* It is the sync-state task, and will kick off the post-sync draw
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*/
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class DrawFrameTask {
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public:
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DrawFrameTask();
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virtual ~DrawFrameTask();
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void setContext(RenderThread* thread, CanvasContext* context, RenderNode* targetNode);
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void setHintSessionCallbacks(std::function<void(int64_t)> updateTargetWorkDuration,
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std::function<void(int64_t)> reportActualWorkDuration);
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void setContentDrawBounds(int left, int top, int right, int bottom) {
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mContentDrawBounds.set(left, top, right, bottom);
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}
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void pushLayerUpdate(DeferredLayerUpdater* layer);
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void removeLayerUpdate(DeferredLayerUpdater* layer);
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int drawFrame();
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int64_t* frameInfo() { return mFrameInfo; }
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void run();
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void setFrameCallback(std::function<void(int64_t)>&& callback) {
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mFrameCallback = std::move(callback);
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}
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void setFrameCompleteCallback(std::function<void(int64_t)>&& callback) {
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mFrameCompleteCallback = std::move(callback);
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}
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private:
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void postAndWait();
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bool syncFrameState(TreeInfo& info);
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void unblockUiThread();
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Mutex mLock;
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Condition mSignal;
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RenderThread* mRenderThread;
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CanvasContext* mContext;
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RenderNode* mTargetNode = nullptr;
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Rect mContentDrawBounds;
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/*********************************************
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* Single frame data
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*********************************************/
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std::vector<sp<DeferredLayerUpdater> > mLayers;
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int mSyncResult;
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int64_t mSyncQueued;
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int64_t mFrameInfo[UI_THREAD_FRAME_INFO_SIZE];
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std::function<void(int64_t)> mFrameCallback;
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std::function<void(int64_t)> mFrameCompleteCallback;
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nsecs_t mLastDequeueBufferDuration = 0;
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nsecs_t mLastTargetWorkDuration = 0;
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std::function<void(int64_t)> mUpdateTargetWorkDuration;
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std::function<void(int64_t)> mReportActualWorkDuration;
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};
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* DRAWFRAMETASK_H */
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