}
}
+void SurfaceFlinger::getCompositorTiming(CompositorTiming* compositorTiming) {
+ std::lock_guard<std::mutex> lock(mCompositeTimingLock);
+ *compositorTiming = mCompositorTiming;
+}
+
void SurfaceFlinger::onHotplugReceived(int type, bool connected) {
if (mEventThread == NULL) {
// This is a temporary workaround for b/7145521. A non-null pointer
setUpHWComposer();
doDebugFlashRegions();
doComposition();
- postComposition();
+ postComposition(refreshStartTime);
}
void SurfaceFlinger::doDebugFlashRegions()
}
}
-void SurfaceFlinger::postComposition()
+void SurfaceFlinger::updateCompositorTiming(
+ nsecs_t vsyncPhase, nsecs_t vsyncInterval, nsecs_t compositeTime,
+ std::shared_ptr<FenceTime>& presentFenceTime) {
+ // Update queue of past composite+present times and determine the
+ // most recently known composite to present latency.
+ mCompositePresentTimes.push({compositeTime, presentFenceTime});
+ nsecs_t compositeToPresentLatency = -1;
+ while (!mCompositePresentTimes.empty()) {
+ CompositePresentTime& cpt = mCompositePresentTimes.front();
+ // Cached values should have been updated before calling this method,
+ // which helps avoid duplicate syscalls.
+ nsecs_t displayTime = cpt.display->getCachedSignalTime();
+ if (displayTime == Fence::SIGNAL_TIME_PENDING) {
+ break;
+ }
+ compositeToPresentLatency = displayTime - cpt.composite;
+ mCompositePresentTimes.pop();
+ }
+
+ // Don't let mCompositePresentTimes grow unbounded, just in case.
+ while (mCompositePresentTimes.size() > 16) {
+ mCompositePresentTimes.pop();
+ }
+
+ // Integer division and modulo round toward 0 not -inf, so we need to
+ // treat negative and positive offsets differently.
+ nsecs_t idealLatency = (sfVsyncPhaseOffsetNs >= 0) ?
+ (vsyncInterval - (sfVsyncPhaseOffsetNs % vsyncInterval)) :
+ ((-sfVsyncPhaseOffsetNs) % vsyncInterval);
+
+ // Snap the latency to a value that removes scheduling jitter from the
+ // composition and present times, which often have >1ms of jitter.
+ // Reducing jitter is important if an app attempts to extrapolate
+ // something (such as user input) to an accurate diasplay time.
+ // Snapping also allows an app to precisely calculate sfVsyncPhaseOffsetNs
+ // with (presentLatency % interval).
+ nsecs_t snappedCompositeToPresentLatency = -1;
+ if (compositeToPresentLatency >= 0) {
+ nsecs_t bias = vsyncInterval / 2;
+ int64_t extraVsyncs =
+ (compositeToPresentLatency - idealLatency + bias) /
+ vsyncInterval;
+ nsecs_t extraLatency = extraVsyncs * vsyncInterval;
+ snappedCompositeToPresentLatency = idealLatency + extraLatency;
+ }
+
+ std::lock_guard<std::mutex> lock(mCompositeTimingLock);
+ mCompositorTiming.deadline = vsyncPhase - idealLatency;
+ mCompositorTiming.interval = vsyncInterval;
+ if (snappedCompositeToPresentLatency >= 0) {
+ mCompositorTiming.presentLatency = snappedCompositeToPresentLatency;
+ }
+}
+
+void SurfaceFlinger::postComposition(nsecs_t refreshStartTime)
{
const HWComposer& hwc = getHwComposer();
const sp<const DisplayDevice> hw(getDefaultDisplayDevice());
mDisplayTimeline.push(retireFenceTime);
mDisplayTimeline.updateSignalTimes();
+ nsecs_t vsyncPhase = mPrimaryDispSync.computeNextRefresh(0);
+ nsecs_t vsyncInterval = mPrimaryDispSync.getPeriod();
+
+ // We use the refreshStartTime which might be sampled a little later than
+ // when we started doing work for this frame, but that should be okay
+ // since updateCompositorTiming has snapping logic.
+ updateCompositorTiming(
+ vsyncPhase, vsyncInterval, refreshStartTime, retireFenceTime);
+
mDrawingState.traverseInZOrder([&](Layer* layer) {
bool frameLatched = layer->onPostComposition(glCompositionDoneFenceTime,
- presentFenceTime, retireFenceTime);
-
+ presentFenceTime, retireFenceTime, mCompositorTiming);
if (frameLatched) {
recordBufferingStats(layer->getName().string(),
layer->getOccupancyHistory(false));