| // Copyright 2013 The Flutter 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/fml/trace_event.h" | |
| #include "third_party/dart/runtime/include/dart_tools_api.h" | |
| namespace flutter { | |
| namespace { | |
| // Wait 51 milliseconds (which is 1 more milliseconds than 3 frames at 60hz) | |
| // before notifying the engine that we are idle. See comments in |BeginFrame| | |
| // for further discussion on why this is necessary. | |
| constexpr fml::TimeDelta kNotifyIdleTaskWaitTime = | |
| fml::TimeDelta::FromMilliseconds(51); | |
| } // namespace | |
| Animator::Animator(Delegate& delegate, | |
| TaskRunners task_runners, | |
| std::unique_ptr<VsyncWaiter> waiter) | |
| : delegate_(delegate), | |
| task_runners_(std::move(task_runners)), | |
| waiter_(std::move(waiter)), | |
| last_frame_begin_time_(), | |
| last_vsync_start_time_(), | |
| last_frame_target_time_(), | |
| dart_frame_deadline_(0), | |
| #if FLUTTER_SHELL_ENABLE_METAL | |
| layer_tree_pipeline_(fml::MakeRefCounted<LayerTreePipeline>(2)), | |
| #else // FLUTTER_SHELL_ENABLE_METAL | |
| // TODO(dnfield): We should remove this logic and set the pipeline depth | |
| // back to 2 in this case. See | |
| // https://github.com/flutter/engine/pull/9132 for discussion. | |
| layer_tree_pipeline_(fml::MakeRefCounted<LayerTreePipeline>( | |
| task_runners.GetPlatformTaskRunner() == | |
| task_runners.GetRasterTaskRunner() | |
| ? 1 | |
| : 2)), | |
| #endif // FLUTTER_SHELL_ENABLE_METAL | |
| pending_frame_semaphore_(1), | |
| frame_number_(1), | |
| paused_(false), | |
| regenerate_layer_tree_(false), | |
| frame_scheduled_(false), | |
| notify_idle_task_id_(0), | |
| dimension_change_pending_(false), | |
| weak_factory_(this) { | |
| } | |
| Animator::~Animator() = default; | |
| float Animator::GetDisplayRefreshRate() const { | |
| return waiter_->GetDisplayRefreshRate(); | |
| } | |
| void Animator::Stop() { | |
| paused_ = true; | |
| } | |
| void Animator::Start() { | |
| if (!paused_) { | |
| return; | |
| } | |
| paused_ = false; | |
| RequestFrame(); | |
| } | |
| // Indicate that screen dimensions will be changing in order to force rendering | |
| // of an updated frame even if the animator is currently paused. | |
| void Animator::SetDimensionChangePending() { | |
| dimension_change_pending_ = true; | |
| } | |
| void Animator::EnqueueTraceFlowId(uint64_t trace_flow_id) { | |
| fml::TaskRunner::RunNowOrPostTask( | |
| task_runners_.GetUITaskRunner(), | |
| [self = weak_factory_.GetWeakPtr(), trace_flow_id] { | |
| if (!self) { | |
| return; | |
| } | |
| self->trace_flow_ids_.push_back(trace_flow_id); | |
| }); | |
| } | |
| // This Parity is used by the timeline component to correctly align | |
| // GPU Workloads events with their respective Framework Workload. | |
| const char* Animator::FrameParity() { | |
| return (frame_number_ % 2) ? "even" : "odd"; | |
| } | |
| static int64_t FxlToDartOrEarlier(fml::TimePoint time) { | |
| int64_t dart_now = Dart_TimelineGetMicros(); | |
| fml::TimePoint fxl_now = fml::TimePoint::Now(); | |
| return (time - fxl_now).ToMicroseconds() + dart_now; | |
| } | |
| void Animator::BeginFrame(fml::TimePoint vsync_start_time, | |
| fml::TimePoint frame_target_time) { | |
| TRACE_EVENT_ASYNC_END0("flutter", "Frame Request Pending", frame_number_++); | |
| TRACE_EVENT0("flutter", "Animator::BeginFrame"); | |
| while (!trace_flow_ids_.empty()) { | |
| uint64_t trace_flow_id = trace_flow_ids_.front(); | |
| TRACE_FLOW_END("flutter", "PointerEvent", trace_flow_id); | |
| trace_flow_ids_.pop_front(); | |
| } | |
| frame_scheduled_ = false; | |
| notify_idle_task_id_++; | |
| regenerate_layer_tree_ = false; | |
| 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. | |
| RequestFrame(); | |
| return; | |
| } | |
| } | |
| // We have acquired a valid continuation from the pipeline and are ready | |
| // to service potential frame. | |
| FML_DCHECK(producer_continuation_); | |
| last_frame_begin_time_ = fml::TimePoint::Now(); | |
| last_vsync_start_time_ = vsync_start_time; | |
| fml::tracing::TraceEventAsyncComplete("flutter", "VsyncSchedulingOverhead", | |
| last_vsync_start_time_, | |
| last_frame_begin_time_); | |
| last_frame_target_time_ = frame_target_time; | |
| dart_frame_deadline_ = FxlToDartOrEarlier(frame_target_time); | |
| { | |
| TRACE_EVENT2("flutter", "Framework Workload", "mode", "basic", "frame", | |
| FrameParity()); | |
| delegate_.OnAnimatorBeginFrame(frame_target_time); | |
| } | |
| if (!frame_scheduled_) { | |
| // Under certain workloads (such as our parent view resizing us, which is | |
| // communicated to us by repeat viewport metrics events), we won't | |
| // actually have a frame scheduled yet, despite the fact that we *will* be | |
| // producing a frame next vsync (it will be scheduled once we receive the | |
| // viewport event). Because of this, we hold off on calling | |
| // |OnAnimatorNotifyIdle| for a little bit, as that could cause garbage | |
| // collection to trigger at a highly undesirable time. | |
| task_runners_.GetUITaskRunner()->PostDelayedTask( | |
| [self = weak_factory_.GetWeakPtr(), | |
| notify_idle_task_id = notify_idle_task_id_]() { | |
| if (!self) { | |
| return; | |
| } | |
| // If our (this task's) task id is the same as the current one | |
| // (meaning there were no follow up frames to the |BeginFrame| call | |
| // that posted this task) and no frame is currently scheduled, then | |
| // assume that we are idle, and notify the engine of this. | |
| if (notify_idle_task_id == self->notify_idle_task_id_ && | |
| !self->frame_scheduled_) { | |
| TRACE_EVENT0("flutter", "BeginFrame idle callback"); | |
| self->delegate_.OnAnimatorNotifyIdle(Dart_TimelineGetMicros() + | |
| 100000); | |
| } | |
| }, | |
| kNotifyIdleTaskWaitTime); | |
| } | |
| } | |
| void Animator::Render(std::unique_ptr<flutter::LayerTree> layer_tree) { | |
| if (dimension_change_pending_ && | |
| layer_tree->frame_size() != last_layer_tree_size_) { | |
| dimension_change_pending_ = false; | |
| } | |
| last_layer_tree_size_ = layer_tree->frame_size(); | |
| // Note the frame time for instrumentation. | |
| layer_tree->RecordBuildTime(last_vsync_start_time_, last_frame_begin_time_, | |
| last_frame_target_time_); | |
| // Commit the pending continuation. | |
| bool result = producer_continuation_.Complete(std::move(layer_tree)); | |
| if (!result) { | |
| FML_DLOG(INFO) << "No pending continuation to commit"; | |
| } | |
| delegate_.OnAnimatorDraw(layer_tree_pipeline_, last_frame_target_time_); | |
| } | |
| bool Animator::CanReuseLastLayerTree() { | |
| return !regenerate_layer_tree_; | |
| } | |
| void Animator::DrawLastLayerTree() { | |
| pending_frame_semaphore_.Signal(); | |
| delegate_.OnAnimatorDrawLastLayerTree(); | |
| } | |
| void Animator::RequestFrame(bool regenerate_layer_tree) { | |
| if (regenerate_layer_tree) { | |
| regenerate_layer_tree_ = true; | |
| } | |
| if (paused_ && !dimension_change_pending_) { | |
| 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. | |
| task_runners_.GetUITaskRunner()->PostTask([self = weak_factory_.GetWeakPtr(), | |
| frame_number = frame_number_]() { | |
| if (!self) { | |
| return; | |
| } | |
| TRACE_EVENT_ASYNC_BEGIN0("flutter", "Frame Request Pending", frame_number); | |
| self->AwaitVSync(); | |
| }); | |
| frame_scheduled_ = true; | |
| } | |
| void Animator::AwaitVSync() { | |
| waiter_->AsyncWaitForVsync( | |
| [self = weak_factory_.GetWeakPtr()](fml::TimePoint vsync_start_time, | |
| fml::TimePoint frame_target_time) { | |
| if (self) { | |
| if (self->CanReuseLastLayerTree()) { | |
| self->DrawLastLayerTree(); | |
| } else { | |
| self->BeginFrame(vsync_start_time, frame_target_time); | |
| } | |
| } | |
| }); | |
| delegate_.OnAnimatorNotifyIdle(dart_frame_deadline_); | |
| } | |
| void Animator::ScheduleSecondaryVsyncCallback(const fml::closure& callback) { | |
| waiter_->ScheduleSecondaryCallback(callback); | |
| } | |
| } // namespace flutter |