blob: acf28add8e4fa4d81778bec38bfdb30b2148cd2a [file] [log] [blame]
// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/shell/common/animator.h"
#include "flutter/common/threads.h"
#include "flutter/fml/trace_event.h"
#include "lib/ftl/time/stopwatch.h"
namespace shell {
Animator::Animator(ftl::WeakPtr<Rasterizer> rasterizer,
VsyncWaiter* waiter,
Engine* engine)
: rasterizer_(rasterizer),
waiter_(waiter),
engine_(engine),
layer_tree_pipeline_(ftl::MakeRefCounted<LayerTreePipeline>(3)),
pending_frame_semaphore_(1),
frame_number_(1),
paused_(false),
weak_factory_(this) {}
Animator::~Animator() = default;
void Animator::Stop() {
paused_ = true;
}
void Animator::Start() {
if (!paused_) {
return;
}
paused_ = false;
RequestFrame();
}
void Animator::BeginFrame(ftl::TimePoint frame_time) {
TRACE_EVENT_ASYNC_END0("flutter", "Frame Request Pending", frame_number_++);
pending_frame_semaphore_.Signal();
if (!producer_continuation_) {
// We may already have a valid pipeline continuation in case a previous
// begin frame did not result in an Animation::Render. Simply reuse that
// instead of asking the pipeline for a fresh continuation.
producer_continuation_ = layer_tree_pipeline_->Produce();
if (!producer_continuation_) {
// If we still don't have valid continuation, the pipeline is currently
// full because the consumer is being too slow. Try again at the next
// frame interval.
TRACE_EVENT_INSTANT0("flutter", "ConsumerSlowDefer");
RequestFrame();
return;
}
}
// We have acquired a valid continuation from the pipeline and are ready
// to service potential frame.
FTL_DCHECK(producer_continuation_);
// TODO(abarth): We should use |frame_time| instead, but the frame time we get
// on Android appears to be unstable.
last_begin_frame_time_ = ftl::TimePoint::Now();
engine_->BeginFrame(last_begin_frame_time_);
}
void Animator::Render(std::unique_ptr<flow::LayerTree> layer_tree) {
if (layer_tree) {
// Note the frame time for instrumentation.
layer_tree->set_construction_time(ftl::TimePoint::Now() -
last_begin_frame_time_);
}
// Commit the pending continuation.
producer_continuation_.Complete(std::move(layer_tree));
blink::Threads::Gpu()->PostTask(
[ rasterizer = rasterizer_, pipeline = layer_tree_pipeline_ ]() {
if (!rasterizer.get())
return;
rasterizer->Draw(pipeline);
});
}
void Animator::RequestFrame() {
if (paused_) {
return;
}
if (!pending_frame_semaphore_.TryWait()) {
// Multiple calls to Animator::RequestFrame will still result in a single
// request to the VsyncWaiter.
return;
}
// The AwaitVSync is going to call us back at the next VSync. However, we want
// to be reasonably certain that the UI thread is not in the middle of a
// particularly expensive callout. We post the AwaitVSync to run right after
// an idle. This does NOT provide a guarantee that the UI thread has not
// started an expensive operation right after posting this message however.
// To support that, we need edge triggered wakes on VSync.
blink::Threads::UI()->PostTask(
[ self = weak_factory_.GetWeakPtr(), frame_number = frame_number_ ]() {
if (!self.get()) {
return;
}
TRACE_EVENT_ASYNC_BEGIN0("flutter", "Frame Request Pending",
frame_number);
self->AwaitVSync();
});
}
void Animator::AwaitVSync() {
waiter_->AsyncWaitForVsync([self = weak_factory_.GetWeakPtr()](
ftl::TimePoint frame_time) {
if (self)
self->BeginFrame(frame_time);
});
}
} // namespace shell