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/*
* Copyright 2018 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.
*/
#pragma once
#include <cinttypes>
#include <mutex>
#include "Scheduler.h"
namespace android {
/*
* Modulates the vsync-offsets depending on current SurfaceFlinger state.
*/
class VSyncModulator {
private:
// Number of frames we'll keep the early phase offsets once they are activated for a
// transaction. This acts as a low-pass filter in case the client isn't quick enough in
// sending new transactions.
const int MIN_EARLY_FRAME_COUNT_TRANSACTION = 2;
// Number of frames we'll keep the early gl phase offsets once they are activated.
// This acts as a low-pass filter to avoid scenarios where we rapidly
// switch in and out of gl composition.
const int MIN_EARLY_GL_FRAME_COUNT_TRANSACTION = 2;
public:
VSyncModulator();
// Wrapper for a collection of surfaceflinger/app offsets for a particular
// configuration .
struct Offsets {
scheduler::RefreshRateConfigs::RefreshRateType fpsMode;
nsecs_t sf;
nsecs_t app;
};
enum class OffsetType {
Early,
EarlyGl,
Late,
};
// Sets the phase offsets
//
// sfEarly: The phase offset when waking up SF early, which happens when marking a transaction
// as early. May be the same as late, in which case we don't shift offsets.
// sfEarlyGl: Like sfEarly, but only if we used GL composition. If we use both GL composition
// and the transaction was marked as early, we'll use sfEarly.
// sfLate: The regular SF vsync phase offset.
// appEarly: Like sfEarly, but for the app-vsync
// appEarlyGl: Like sfEarlyGl, but for the app-vsync.
// appLate: The regular app vsync phase offset.
void setPhaseOffsets(Offsets early, Offsets earlyGl, Offsets late,
nsecs_t thresholdForNextVsync) EXCLUDES(mMutex);
// Sets the scheduler and vsync connection handlers.
void setSchedulerAndHandles(Scheduler* scheduler,
Scheduler::ConnectionHandle* appConnectionHandle,
Scheduler::ConnectionHandle* sfConnectionHandle) {
mScheduler = scheduler;
mAppConnectionHandle = appConnectionHandle;
mSfConnectionHandle = sfConnectionHandle;
}
// Signals that a transaction has started, and changes offsets accordingly.
void setTransactionStart(Scheduler::TransactionStart transactionStart);
// Signals that a transaction has been completed, so that we can finish
// special handling for a transaction.
void onTransactionHandled();
// Called when we send a refresh rate change to hardware composer, so that
// we can move into early offsets.
void onRefreshRateChangeInitiated();
// Called when we detect from vsync signals that the refresh rate changed.
// This way we can move out of early offsets if no longer necessary.
void onRefreshRateChangeCompleted();
// Called when the display is presenting a new frame. usedRenderEngine
// should be set to true if RenderEngine was involved with composing the new
// frame.
void onRefreshed(bool usedRenderEngine);
// Returns the offsets that we are currently using
Offsets getOffsets() EXCLUDES(mMutex);
private:
// Returns the next offsets that we should be using
Offsets getNextOffsets() REQUIRES(mMutex);
// Returns the next offset type that we should use.
OffsetType getNextOffsetType();
// Updates offsets and persists them into the scheduler framework.
void updateOffsets() EXCLUDES(mMutex);
void updateOffsetsLocked() REQUIRES(mMutex);
// Updates the internal offsets and offset type.
void flushOffsets() REQUIRES(mMutex);
mutable std::mutex mMutex;
std::unordered_map<OffsetType, Offsets> mOffsetMap GUARDED_BY(mMutex);
nsecs_t mThresholdForNextVsync;
Scheduler* mScheduler = nullptr;
Scheduler::ConnectionHandle* mAppConnectionHandle = nullptr;
Scheduler::ConnectionHandle* mSfConnectionHandle = nullptr;
Offsets mOffsets GUARDED_BY(mMutex) = {Scheduler::RefreshRateType::DEFAULT, 0, 0};
std::atomic<Scheduler::TransactionStart> mTransactionStart =
Scheduler::TransactionStart::NORMAL;
std::atomic<bool> mRefreshRateChangePending = false;
std::atomic<int> mRemainingEarlyFrameCount = 0;
std::atomic<int> mRemainingRenderEngineUsageCount = 0;
bool mTraceDetailedInfo = false;
};
} // namespace android