| // 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 |