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-rw-r--r--libs/hwui/renderthread/RenderThread.cpp26
1 files changed, 15 insertions, 11 deletions
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index 38cb4cd..3e4e965 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -40,7 +40,7 @@ namespace renderthread {
static const size_t EVENT_BUFFER_SIZE = 100;
// Slight delay to give the UI time to push us a new frame before we replay
-static const int DISPATCH_FRAME_CALLBACKS_DELAY = 4;
+static const nsecs_t DISPATCH_FRAME_CALLBACKS_DELAY = milliseconds_to_nanoseconds(4);
TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
@@ -209,16 +209,16 @@ static nsecs_t latestVsyncEvent(DisplayEventReceiver* receiver) {
return latest;
}
-void RenderThread::drainDisplayEventQueue(bool skipCallbacks) {
+void RenderThread::drainDisplayEventQueue() {
ATRACE_CALL();
nsecs_t vsyncEvent = latestVsyncEvent(mDisplayEventReceiver);
if (vsyncEvent > 0) {
mVsyncRequested = false;
- mTimeLord.vsyncReceived(vsyncEvent);
- if (!skipCallbacks && !mFrameCallbackTaskPending) {
+ if (mTimeLord.vsyncReceived(vsyncEvent) && !mFrameCallbackTaskPending) {
ATRACE_NAME("queue mFrameCallbackTask");
mFrameCallbackTaskPending = true;
- queueDelayed(mFrameCallbackTask, DISPATCH_FRAME_CALLBACKS_DELAY);
+ nsecs_t runAt = (vsyncEvent + DISPATCH_FRAME_CALLBACKS_DELAY);
+ queueAt(mFrameCallbackTask, runAt);
}
}
}
@@ -230,8 +230,13 @@ void RenderThread::dispatchFrameCallbacks() {
std::set<IFrameCallback*> callbacks;
mFrameCallbacks.swap(callbacks);
- for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
- (*it)->doFrame();
+ if (callbacks.size()) {
+ // Assume one of them will probably animate again so preemptively
+ // request the next vsync in case it occurs mid-frame
+ requestVsync();
+ for (std::set<IFrameCallback*>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
+ (*it)->doFrame();
+ }
}
}
@@ -273,7 +278,7 @@ bool RenderThread::threadLoop() {
}
if (mPendingRegistrationFrameCallbacks.size() && !mFrameCallbackTaskPending) {
- drainDisplayEventQueue(true);
+ drainDisplayEventQueue();
mFrameCallbacks.insert(
mPendingRegistrationFrameCallbacks.begin(), mPendingRegistrationFrameCallbacks.end());
mPendingRegistrationFrameCallbacks.clear();
@@ -299,9 +304,8 @@ void RenderThread::queueAtFront(RenderTask* task) {
mLooper->wake();
}
-void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
- nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
- task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
+void RenderThread::queueAt(RenderTask* task, nsecs_t runAtNs) {
+ task->mRunAt = runAtNs;
queue(task);
}