| // 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/flow/frame_timings.h" | |
| #include "flutter/fml/time/time_point.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, | |
| const TaskRunners& task_runners, | |
| std::unique_ptr<VsyncWaiter> waiter) | |
| : delegate_(delegate), | |
| task_runners_(task_runners), | |
| waiter_(std::move(waiter)), | |
| #if SHELL_ENABLE_METAL | |
| layer_tree_pipeline_(std::make_shared<LayerTreePipeline>(2)), | |
| #else // 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_(std::make_shared<LayerTreePipeline>( | |
| task_runners.GetPlatformTaskRunner() == | |
| task_runners.GetRasterTaskRunner() | |
| ? 1 | |
| : 2)), | |
| #endif // SHELL_ENABLE_METAL | |
| pending_frame_semaphore_(1), | |
| weak_factory_(this) { | |
| } | |
| Animator::~Animator() = default; | |
| 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); | |
| self->ScheduleMaybeClearTraceFlowIds(); | |
| }); | |
| } | |
| void Animator::BeginFrame( | |
| std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder) { | |
| TRACE_EVENT_ASYNC_END0("flutter", "Frame Request Pending", | |
| frame_request_number_); | |
| frame_request_number_++; | |
| frame_timings_recorder_ = std::move(frame_timings_recorder); | |
| frame_timings_recorder_->RecordBuildStart(fml::TimePoint::Now()); | |
| TRACE_EVENT_WITH_FRAME_NUMBER(frame_timings_recorder_, "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; | |
| 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. | |
| TRACE_EVENT0("flutter", "PipelineFull"); | |
| RequestFrame(); | |
| return; | |
| } | |
| } | |
| // We have acquired a valid continuation from the pipeline and are ready | |
| // to service potential frame. | |
| FML_DCHECK(producer_continuation_); | |
| const fml::TimePoint frame_target_time = | |
| frame_timings_recorder_->GetVsyncTargetTime(); | |
| dart_frame_deadline_ = frame_target_time.ToEpochDelta(); | |
| uint64_t frame_number = frame_timings_recorder_->GetFrameNumber(); | |
| delegate_.OnAnimatorBeginFrame(frame_target_time, frame_number); | |
| if (!frame_scheduled_ && has_rendered_) { | |
| // Wait a tad more than 3 60hz frames before reporting a big idle period. | |
| // This is a heuristic that is meant to avoid giving false positives to the | |
| // VM when we are about to schedule a frame in the next vsync, the idea | |
| // being that if there have been three vsyncs with no frames it's a good | |
| // time to start doing GC work. | |
| task_runners_.GetUITaskRunner()->PostDelayedTask( | |
| [self = weak_factory_.GetWeakPtr()]() { | |
| if (!self) { | |
| return; | |
| } | |
| auto now = fml::TimeDelta::FromMicroseconds(Dart_TimelineGetMicros()); | |
| // If there's a frame scheduled, bail. | |
| // If there's no frame scheduled, but we're not yet past the last | |
| // vsync deadline, bail. | |
| if (!self->frame_scheduled_ && now > self->dart_frame_deadline_) { | |
| TRACE_EVENT0("flutter", "BeginFrame idle callback"); | |
| self->delegate_.OnAnimatorNotifyIdle( | |
| now + fml::TimeDelta::FromMilliseconds(100)); | |
| } | |
| }, | |
| kNotifyIdleTaskWaitTime); | |
| } | |
| } | |
| void Animator::Render(std::shared_ptr<flutter::LayerTree> layer_tree) { | |
| has_rendered_ = true; | |
| last_layer_tree_size_ = layer_tree->frame_size(); | |
| if (!frame_timings_recorder_) { | |
| // Framework can directly call render with a built scene. | |
| frame_timings_recorder_ = std::make_unique<FrameTimingsRecorder>(); | |
| const fml::TimePoint placeholder_time = fml::TimePoint::Now(); | |
| frame_timings_recorder_->RecordVsync(placeholder_time, placeholder_time); | |
| frame_timings_recorder_->RecordBuildStart(placeholder_time); | |
| } | |
| TRACE_EVENT_WITH_FRAME_NUMBER(frame_timings_recorder_, "flutter", | |
| "Animator::Render"); | |
| frame_timings_recorder_->RecordBuildEnd(fml::TimePoint::Now()); | |
| delegate_.OnAnimatorUpdateLatestFrameTargetTime( | |
| frame_timings_recorder_->GetVsyncTargetTime()); | |
| auto layer_tree_item = std::make_unique<LayerTreeItem>( | |
| std::move(layer_tree), std::move(frame_timings_recorder_)); | |
| // Commit the pending continuation. | |
| PipelineProduceResult result = | |
| producer_continuation_.Complete(std::move(layer_tree_item)); | |
| if (!result.success) { | |
| FML_DLOG(INFO) << "No pending continuation to commit"; | |
| return; | |
| } | |
| if (!result.is_first_item) { | |
| // It has been successfully pushed to the pipeline but not as the first | |
| // item. Eventually the 'Rasterizer' will consume it, so we don't need to | |
| // notify the delegate. | |
| return; | |
| } | |
| delegate_.OnAnimatorDraw(layer_tree_pipeline_); | |
| } | |
| const std::weak_ptr<VsyncWaiter> Animator::GetVsyncWaiter() const { | |
| std::weak_ptr<VsyncWaiter> weak = waiter_; | |
| return weak; | |
| } | |
| bool Animator::CanReuseLastLayerTree() { | |
| return !regenerate_layer_tree_; | |
| } | |
| void Animator::DrawLastLayerTree( | |
| std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder) { | |
| // This method is very cheap, but this makes it explicitly clear in trace | |
| // files. | |
| TRACE_EVENT0("flutter", "Animator::DrawLastLayerTree"); | |
| pending_frame_semaphore_.Signal(); | |
| // In this case BeginFrame doesn't get called, we need to | |
| // adjust frame timings to update build start and end times, | |
| // given that the frame doesn't get built in this case, we | |
| // will use Now() for both start and end times as an indication. | |
| const auto now = fml::TimePoint::Now(); | |
| frame_timings_recorder->RecordBuildStart(now); | |
| frame_timings_recorder->RecordBuildEnd(now); | |
| delegate_.OnAnimatorDrawLastLayerTree(std::move(frame_timings_recorder)); | |
| } | |
| void Animator::RequestFrame(bool regenerate_layer_tree) { | |
| if (regenerate_layer_tree) { | |
| // This event will be closed by BeginFrame. BeginFrame will only be called | |
| // if regenerating the layer tree. If a frame has been requested to update | |
| // an external texture, this will be false and no BeginFrame call will | |
| // happen. | |
| TRACE_EVENT_ASYNC_BEGIN0("flutter", "Frame Request Pending", | |
| frame_request_number_); | |
| regenerate_layer_tree_ = true; | |
| } | |
| 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()]() { | |
| if (!self) { | |
| return; | |
| } | |
| self->AwaitVSync(); | |
| }); | |
| frame_scheduled_ = true; | |
| } | |
| void Animator::AwaitVSync() { | |
| waiter_->AsyncWaitForVsync( | |
| [self = weak_factory_.GetWeakPtr()]( | |
| std::unique_ptr<FrameTimingsRecorder> frame_timings_recorder) { | |
| if (self) { | |
| if (self->CanReuseLastLayerTree()) { | |
| self->DrawLastLayerTree(std::move(frame_timings_recorder)); | |
| } else { | |
| self->BeginFrame(std::move(frame_timings_recorder)); | |
| } | |
| } | |
| }); | |
| if (has_rendered_) { | |
| delegate_.OnAnimatorNotifyIdle(dart_frame_deadline_); | |
| } | |
| } | |
| void Animator::ScheduleSecondaryVsyncCallback(uintptr_t id, | |
| const fml::closure& callback) { | |
| waiter_->ScheduleSecondaryCallback(id, callback); | |
| } | |
| void Animator::ScheduleMaybeClearTraceFlowIds() { | |
| waiter_->ScheduleSecondaryCallback( | |
| reinterpret_cast<uintptr_t>(this), [self = weak_factory_.GetWeakPtr()] { | |
| if (!self) { | |
| return; | |
| } | |
| if (!self->frame_scheduled_ && !self->trace_flow_ids_.empty()) { | |
| TRACE_EVENT0("flutter", | |
| "Animator::ScheduleMaybeClearTraceFlowIds - callback"); | |
| while (!self->trace_flow_ids_.empty()) { | |
| auto flow_id = self->trace_flow_ids_.front(); | |
| TRACE_FLOW_END("flutter", "PointerEvent", flow_id); | |
| self->trace_flow_ids_.pop_front(); | |
| } | |
| } | |
| }); | |
| } | |
| } // namespace flutter |