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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.flags.Flags.FLAG_EXPECTED_PRESENTATION_TIME_API;
import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP;
import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER;
import android.annotation.FlaggedApi;
import android.annotation.NonNull;
import android.annotation.Nullable;
import android.annotation.SuppressLint;
import android.annotation.TestApi;
import android.compat.annotation.UnsupportedAppUsage;
import android.graphics.FrameInfo;
import android.graphics.Insets;
import android.hardware.display.DisplayManagerGlobal;
import android.os.Build;
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!");
}
Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP);
if (looper == Looper.getMainLooper()) {
mMainInstance = choreographer;
}
return choreographer;
}
};
private static volatile Choreographer mMainInstance;
// 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.
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 123769497)
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 or VSYNC_CALLBACK_TOKEN.
private static final Object FRAME_CALLBACK_TOKEN = new Object() {
public String toString() { return "FRAME_CALLBACK_TOKEN"; }
};
private static final Object VSYNC_CALLBACK_TOKEN = new Object() {
public String toString() {
return "VSYNC_CALLBACK_TOKEN";
}
};
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 115609023)
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.
@UnsupportedAppUsage
private final FrameDisplayEventReceiver mDisplayEventReceiver;
private CallbackRecord mCallbackPool;
@UnsupportedAppUsage
private final CallbackQueue[] mCallbackQueues;
private boolean mFrameScheduled;
private boolean mCallbacksRunning;
@UnsupportedAppUsage
private long mLastFrameTimeNanos;
/** DO NOT USE since this will not updated when screen refresh changes. */
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R,
publicAlternatives = "Use {@link android.view.Display#getRefreshRate} instead")
@Deprecated
private long mFrameIntervalNanos;
private long mLastFrameIntervalNanos;
private boolean mDebugPrintNextFrameTimeDelta;
private int mFPSDivisor = 1;
private final DisplayEventReceiver.VsyncEventData mLastVsyncEventData =
new DisplayEventReceiver.VsyncEventData();
private final FrameData mFrameData = new FrameData();
/**
* 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", "insets_animation", "traversal", "commit"
};
/**
* Callback type: Input callback. Runs first.
* @hide
*/
public static final int CALLBACK_INPUT = 0;
/**
* Callback type: Animation callback. Runs before {@link #CALLBACK_INSETS_ANIMATION}.
* @hide
*/
@TestApi
public static final int CALLBACK_ANIMATION = 1;
/**
* Callback type: Animation callback to handle inset updates. This is separate from
* {@link #CALLBACK_ANIMATION} as we need to "gather" all inset animation updates via
* {@link WindowInsetsAnimationController#setInsetsAndAlpha(Insets, float, float)} for multiple
* ongoing animations but then update the whole view system with a single callback to
* {@link View#dispatchWindowInsetsAnimationProgress} that contains all the combined updated
* insets.
* <p>
* Both input and animation may change insets, so we need to run this after these callbacks, but
* before traversals.
* <p>
* Runs before traversals.
* @hide
*/
public static final int CALLBACK_INSETS_ANIMATION = 2;
/**
* Callback type: Traversal callback. Handles layout and draw. Runs
* after all other asynchronous messages have been handled.
* @hide
*/
public static final int CALLBACK_TRAVERSAL = 3;
/**
* 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 = 4;
private static final int CALLBACK_LAST = CALLBACK_COMMIT;
private Choreographer(Looper looper, int vsyncSource) {
this(looper, vsyncSource, /* layerHandle */ 0L);
}
private Choreographer(Looper looper, int vsyncSource, long layerHandle) {
mLooper = looper;
mHandler = new FrameHandler(looper);
mDisplayEventReceiver = USE_VSYNC
? new FrameDisplayEventReceiver(looper, vsyncSource, layerHandle)
: 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();
}
// b/68769804: For low FPS experiments.
setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1));
}
private static float getRefreshRate() {
DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
Display.DEFAULT_DISPLAY);
return di.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
*/
@UnsupportedAppUsage
public static Choreographer getSfInstance() {
return sSfThreadInstance.get();
}
/**
* Gets the choreographer associated with the SurfaceControl.
*
* @param layerHandle to which the choreographer will be attached.
* @param looper the choreographer is attached on this looper.
*
* @return The choreographer for the looper which is attached
* to the sourced SurfaceControl::mNativeHandle.
* @throws IllegalStateException if the looper sourced is null.
* @hide
*/
@NonNull
static Choreographer getInstanceForSurfaceControl(long layerHandle,
@NonNull Looper looper) {
if (looper == null) {
throw new IllegalStateException("The current thread must have a looper!");
}
return new Choreographer(looper, VSYNC_SOURCE_APP, layerHandle);
}
/**
* @return The Choreographer of the main thread, if it exists, or {@code null} otherwise.
* @hide
*/
public static Choreographer getMainThreadInstance() {
return mMainInstance;
}
/** Destroys the calling thread's choreographer
* @hide
*/
public static void releaseInstance() {
Choreographer old = sThreadInstance.get();
sThreadInstance.remove();
old.dispose();
}
private void dispose() {
mDisplayEventReceiver.dispose();
}
/**
* Dispose the DisplayEventReceiver on the Choreographer.
* @hide
*/
@UnsupportedAppUsage
void invalidate() {
dispose();
}
/**
* Check if the sourced looper and the current looper are same.
* @hide
*/
boolean isTheLooperSame(Looper looper) {
return mLooper == looper;
}
/**
* 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
*/
@UnsupportedAppUsage
@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() {
synchronized (mLock) {
return mLastFrameIntervalNanos;
}
}
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
*/
@UnsupportedAppUsage
@TestApi
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
*/
@UnsupportedAppUsage
@TestApi
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);
}
}
}
/**
* Posts a vsync callback to run on the next frame.
* <p>
* The callback runs once then is automatically removed.
* </p>
*
* @param callback The vsync callback to run during the next frame.
*
* @see #removeVsyncCallback
*/
public void postVsyncCallback(@NonNull VsyncCallback callback) {
if (callback == null) {
throw new IllegalArgumentException("callback must not be null");
}
postCallbackDelayedInternal(CALLBACK_ANIMATION, callback, VSYNC_CALLBACK_TOKEN, 0);
}
/**
* 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
*/
@UnsupportedAppUsage
@TestApi
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);
}
/**
* Removes a previously posted vsync callback.
*
* @param callback The vsync callback to remove.
*
* @see #postVsyncCallback
*/
public void removeVsyncCallback(@Nullable VsyncCallback callback) {
if (callback == null) {
throw new IllegalArgumentException("callback must not be null");
}
removeCallbacksInternal(CALLBACK_ANIMATION, callback, VSYNC_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
*/
@UnsupportedAppUsage
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
*/
@TestApi
@UnsupportedAppUsage
@FlaggedApi(FLAG_EXPECTED_PRESENTATION_TIME_API)
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();
}
}
/**
* Gets the time in {@link System#nanoTime()} timebase which the current frame
* is expected to be presented.
* <p>
* This time should be used to advance any animation clocks.
* Prefer using this method over {@link #getFrameTimeNanos()}.
* </p><p>
* This method should only be called from within a callback.
* </p>
*
* @return The frame start time, in the {@link System#nanoTime()} time base.
*
* @throws IllegalStateException if no frame is in progress.
* @hide
*/
public long getExpectedPresentationTimeNanos() {
return mFrameData.getPreferredFrameTimeline().getExpectedPresentationTimeNanos();
}
/**
* Same as {@link #getExpectedPresentationTimeNanos()} but with millisecond precision.
*
* @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
*
* @throws IllegalStateException if no frame is in progress.
* @hide
*/
public long getExpectedPresentationTimeMillis() {
return getExpectedPresentationTimeNanos() / TimeUtils.NANOS_PER_MS;
}
/**
* Same as {@link #getExpectedPresentationTimeNanos()},
* Should always use {@link #getExpectedPresentationTimeNanos()} if it's possilbe.
* This method involves a binder call to SF,
* calling this method can potentially influence the performance.
*
* @return The frame start time, in the {@link System#nanoTime()} time base.
*
* @hide
*/
public long getLatestExpectedPresentTimeNanos() {
if (mDisplayEventReceiver == null) {
return System.nanoTime();
}
return mDisplayEventReceiver.getLatestVsyncEventData()
.preferredFrameTimeline().expectedPresentationTime;
}
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);
}
}
}
/**
* Returns the vsync id of the last frame callback. Client are expected to call
* this function from their frame callback function to get the vsyncId and pass
* it together with a buffer or transaction to the Surface Composer. Calling
* this function from anywhere else will return an undefined value.
*
* @hide
*/
public long getVsyncId() {
return mLastVsyncEventData.preferredFrameTimeline().vsyncId;
}
/**
* Returns the frame deadline in {@link System#nanoTime()} timebase that it is allotted for the
* frame to be completed. Client are expected to call this function from their frame callback
* function. Calling this function from anywhere else will return an undefined value.
*
* @hide
*/
public long getFrameDeadline() {
return mLastVsyncEventData.preferredFrameTimeline().deadline;
}
void setFPSDivisor(int divisor) {
if (divisor <= 0) divisor = 1;
mFPSDivisor = divisor;
ThreadedRenderer.setFPSDivisor(divisor);
}
private void traceMessage(String msg) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, msg);
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
void doFrame(long frameTimeNanos, int frame,
DisplayEventReceiver.VsyncEventData vsyncEventData) {
final long startNanos;
final long frameIntervalNanos = vsyncEventData.frameInterval;
boolean resynced = false;
try {
FrameTimeline timeline = mFrameData.update(frameTimeNanos, vsyncEventData);
if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
Trace.traceBegin(
Trace.TRACE_TAG_VIEW, "Choreographer#doFrame " + timeline.mVsyncId);
}
synchronized (mLock) {
if (!mFrameScheduled) {
traceMessage("Frame not scheduled");
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 >= frameIntervalNanos) {
frameTimeNanos = startNanos;
if (frameIntervalNanos == 0) {
Log.i(TAG, "Vsync data empty due to timeout");
} else {
long lastFrameOffset = jitterNanos % frameIntervalNanos;
frameTimeNanos = frameTimeNanos - lastFrameOffset;
final long skippedFrames = jitterNanos / frameIntervalNanos;
if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
Log.i(TAG, "Skipped " + skippedFrames + " frames! "
+ "The application may be doing too much work on its main "
+ "thread.");
}
if (DEBUG_JANK) {
Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
+ "which is more than the frame interval of "
+ (frameIntervalNanos * 0.000001f) + " ms! "
+ "Skipping " + skippedFrames + " frames and setting frame "
+ "time to " + (lastFrameOffset * 0.000001f)
+ " ms in the past.");
}
}
timeline = mFrameData.update(
frameTimeNanos, mDisplayEventReceiver, jitterNanos);
resynced = true;
}
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.");
}
traceMessage("Frame time goes backward");
scheduleVsyncLocked();
return;
}
if (mFPSDivisor > 1) {
long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos;
if (timeSinceVsync < (frameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) {
traceMessage("Frame skipped due to FPSDivisor");
scheduleVsyncLocked();
return;
}
}
mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos,
vsyncEventData.preferredFrameTimeline().vsyncId,
vsyncEventData.preferredFrameTimeline().deadline, startNanos,
vsyncEventData.frameInterval);
mFrameScheduled = false;
mLastFrameTimeNanos = frameTimeNanos;
mLastFrameIntervalNanos = frameIntervalNanos;
mLastVsyncEventData.copyFrom(vsyncEventData);
}
if (resynced && Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
String message = String.format("Choreographer#doFrame - resynced to %d in %.1fms",
timeline.mVsyncId, (timeline.mDeadlineNanos - startNanos) * 0.000001f);
Trace.traceBegin(Trace.TRACE_TAG_VIEW, message);
}
AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS,
timeline.mExpectedPresentationTimeNanos);
mFrameInfo.markInputHandlingStart();
doCallbacks(Choreographer.CALLBACK_INPUT, frameIntervalNanos);
mFrameInfo.markAnimationsStart();
doCallbacks(Choreographer.CALLBACK_ANIMATION, frameIntervalNanos);
doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameIntervalNanos);
mFrameInfo.markPerformTraversalsStart();
doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameIntervalNanos);
doCallbacks(Choreographer.CALLBACK_COMMIT, frameIntervalNanos);
} finally {
AnimationUtils.unlockAnimationClock();
if (resynced) {
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
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 frameIntervalNanos) {
CallbackRecord callbacks;
long frameTimeNanos = mFrameData.mFrameTimeNanos;
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 (frameIntervalNanos > 0 && jitterNanos >= 2 * frameIntervalNanos) {
final long lastFrameOffset = jitterNanos % frameIntervalNanos
+ frameIntervalNanos;
if (DEBUG_JANK) {
Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f)
+ " ms which is more than twice the frame interval of "
+ (frameIntervalNanos * 0.000001f) + " ms! "
+ "Setting frame time to " + (lastFrameOffset * 0.000001f)
+ " ms in the past.");
mDebugPrintNextFrameTimeDelta = true;
}
frameTimeNanos = now - lastFrameOffset;
mLastFrameTimeNanos = frameTimeNanos;
mFrameData.update(frameTimeNanos, mDisplayEventReceiver, jitterNanos);
}
}
}
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(mFrameData);
}
} 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);
}
}
}
}
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
private void scheduleVsyncLocked() {
try {
Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#scheduleVsyncLocked");
mDisplayEventReceiver.scheduleVsync();
} finally {
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
}
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);
}
/** Holds data that describes one possible VSync frame event to render at. */
public static class FrameTimeline {
private long mVsyncId = FrameInfo.INVALID_VSYNC_ID;
private long mExpectedPresentationTimeNanos = -1;
private long mDeadlineNanos = -1;
private boolean mInCallback = false;
FrameTimeline() {
// Intentionally empty; defined so that it is not API/public by default.
}
void setInCallback(boolean inCallback) {
mInCallback = inCallback;
}
private void checkInCallback() {
if (!mInCallback) {
throw new IllegalStateException(
"FrameTimeline is not valid outside of the vsync callback");
}
}
void update(long vsyncId, long expectedPresentationTimeNanos, long deadlineNanos) {
mVsyncId = vsyncId;
mExpectedPresentationTimeNanos = expectedPresentationTimeNanos;
mDeadlineNanos = deadlineNanos;
}
/**
* The id that corresponds to this frame timeline, used to correlate a frame
* produced by HWUI with the timeline data stored in Surface Flinger.
*/
public long getVsyncId() {
checkInCallback();
return mVsyncId;
}
/**
* The time in {@link System#nanoTime()} timebase which this frame is expected to be
* presented.
*/
public long getExpectedPresentationTimeNanos() {
checkInCallback();
return mExpectedPresentationTimeNanos;
}
/**
* The time in {@link System#nanoTime()} timebase which this frame needs to be ready by.
*/
public long getDeadlineNanos() {
checkInCallback();
return mDeadlineNanos;
}
}
/**
* The payload for {@link VsyncCallback} which includes frame information such as when
* the frame started being rendered, and multiple possible frame timelines and their
* information including deadline and expected present time.
*/
public static class FrameData {
private long mFrameTimeNanos;
private FrameTimeline[] mFrameTimelines;
private int mPreferredFrameTimelineIndex;
private boolean mInCallback = false;
FrameData() {
allocateFrameTimelines(DisplayEventReceiver.VsyncEventData.FRAME_TIMELINES_CAPACITY);
}
/** The time in nanoseconds when the frame started being rendered. */
public long getFrameTimeNanos() {
checkInCallback();
return mFrameTimeNanos;
}
/** The possible frame timelines, sorted chronologically. */
@NonNull
@SuppressLint("ArrayReturn") // For API consistency and speed.
public FrameTimeline[] getFrameTimelines() {
checkInCallback();
return mFrameTimelines;
}
/** The platform-preferred frame timeline. */
@NonNull
public FrameTimeline getPreferredFrameTimeline() {
checkInCallback();
return mFrameTimelines[mPreferredFrameTimelineIndex];
}
void setInCallback(boolean inCallback) {
mInCallback = inCallback;
for (int i = 0; i < mFrameTimelines.length; i++) {
mFrameTimelines[i].setInCallback(inCallback);
}
}
private void checkInCallback() {
if (!mInCallback) {
throw new IllegalStateException(
"FrameData is not valid outside of the vsync callback");
}
}
private void allocateFrameTimelines(int length) {
// Maintain one default frame timeline for API (such as getFrameTimelines and
// getPreferredFrameTimeline) consistency. It should have default data when accessed.
length = Math.max(1, length);
if (mFrameTimelines == null || mFrameTimelines.length != length) {
mFrameTimelines = new FrameTimeline[length];
for (int i = 0; i < mFrameTimelines.length; i++) {
mFrameTimelines[i] = new FrameTimeline();
}
}
}
/**
* Update the frame data with a {@code DisplayEventReceiver.VsyncEventData} received from
* native.
*/
FrameTimeline update(
long frameTimeNanos, DisplayEventReceiver.VsyncEventData vsyncEventData) {
allocateFrameTimelines(vsyncEventData.frameTimelinesLength);
mFrameTimeNanos = frameTimeNanos;
mPreferredFrameTimelineIndex = vsyncEventData.preferredFrameTimelineIndex;
for (int i = 0; i < mFrameTimelines.length; i++) {
DisplayEventReceiver.VsyncEventData.FrameTimeline frameTimeline =
vsyncEventData.frameTimelines[i];
mFrameTimelines[i].update(frameTimeline.vsyncId,
frameTimeline.expectedPresentationTime, frameTimeline.deadline);
}
return mFrameTimelines[mPreferredFrameTimelineIndex];
}
/**
* Update the frame data when the frame is late.
*
* @param jitterNanos currentTime - frameTime
*/
FrameTimeline update(
long frameTimeNanos, DisplayEventReceiver displayEventReceiver, long jitterNanos) {
int newPreferredIndex = 0;
final long minimumDeadline =
mFrameTimelines[mPreferredFrameTimelineIndex].mDeadlineNanos + jitterNanos;
// Look for a non-past deadline timestamp in the existing frame data. Otherwise, binder
// query for new frame data. Note that binder is relatively slow, O(ms), so it is
// only called when the existing frame data does not hold a valid frame.
while (newPreferredIndex < mFrameTimelines.length - 1
&& mFrameTimelines[newPreferredIndex].mDeadlineNanos < minimumDeadline) {
newPreferredIndex++;
}
long newPreferredDeadline = mFrameTimelines[newPreferredIndex].mDeadlineNanos;
if (newPreferredDeadline < minimumDeadline) {
DisplayEventReceiver.VsyncEventData latestVsyncEventData =
displayEventReceiver.getLatestVsyncEventData();
if (latestVsyncEventData == null) {
Log.w(TAG, "Could not get latest VsyncEventData. Did SurfaceFlinger crash?");
} else {
update(frameTimeNanos, latestVsyncEventData);
}
} else {
update(frameTimeNanos, newPreferredIndex);
}
return mFrameTimelines[mPreferredFrameTimelineIndex];
}
void update(long frameTimeNanos, int newPreferredFrameTimelineIndex) {
mFrameTimeNanos = frameTimeNanos;
mPreferredFrameTimelineIndex = newPreferredFrameTimelineIndex;
}
}
/**
* Implement this interface to receive a callback to start the next frame. The callback is
* invoked on the {@link Looper} thread to which the {@link Choreographer} is attached. The
* callback payload contains information about multiple possible frames, allowing choice of
* the appropriate frame based on latency requirements.
*
* @see FrameCallback
*/
public interface VsyncCallback {
/**
* Called when a new display frame is being rendered.
*
* @param data The payload which includes frame information. Divide nanosecond values by
* {@code 1000000} to convert it to the {@link SystemClock#uptimeMillis()}
* time base. {@code data} is not valid outside of {@code onVsync} and should
* not be accessed outside the callback.
* @see FrameCallback#doFrame
**/
void onVsync(@NonNull FrameData data);
}
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, new DisplayEventReceiver.VsyncEventData());
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;
private final VsyncEventData mLastVsyncEventData = new VsyncEventData();
FrameDisplayEventReceiver(Looper looper, int vsyncSource, long layerHandle) {
super(looper, vsyncSource, /* eventRegistration */ 0, layerHandle);
}
// TODO(b/116025192): physicalDisplayId is ignored because SF only emits VSYNC events for
// the internal display and DisplayEventReceiver#scheduleVsync only allows requesting VSYNC
// for the internal display implicitly.
@Override
public void onVsync(long timestampNanos, long physicalDisplayId, int frame,
VsyncEventData vsyncEventData) {
try {
if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
Trace.traceBegin(Trace.TRACE_TAG_VIEW,
"Choreographer#onVsync "
+ vsyncEventData.preferredFrameTimeline().vsyncId);
}
// 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;
mLastVsyncEventData.copyFrom(vsyncEventData);
Message msg = Message.obtain(mHandler, this);
msg.setAsynchronous(true);
mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
} finally {
Trace.traceEnd(Trace.TRACE_TAG_VIEW);
}
}
@Override
public void run() {
mHavePendingVsync = false;
doFrame(mTimestampNanos, mFrame, mLastVsyncEventData);
}
}
private static final class CallbackRecord {
public CallbackRecord next;
public long dueTime;
/** Runnable or FrameCallback or VsyncCallback object. */
public Object action;
/** Denotes the action type. */
public Object token;
@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
public void run(long frameTimeNanos) {
if (token == FRAME_CALLBACK_TOKEN) {
((FrameCallback)action).doFrame(frameTimeNanos);
} else {
((Runnable)action).run();
}
}
void run(FrameData frameData) {
frameData.setInCallback(true);
if (token == VSYNC_CALLBACK_TOKEN) {
((VsyncCallback) action).onVsync(frameData);
} else {
run(frameData.getFrameTimeNanos());
}
frameData.setInCallback(false);
}
}
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;
}
@UnsupportedAppUsage
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;
}
}
}
}