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* Namespaces have been updated to reflect the move from //flutter/sky/shell to //flutter/shell. * shell/BUILD.gn file has been split into smaller GN files for each subcomponent of the shell (common, GPU, diagnostic, testing). * GN dependencies have been rewritten to stop exposing common shell dependencies as public. Duplicates have also been removed. * GPU subcomponent has been updated make it more suitable for Vulkan integration. * The GLFW backend has been resurrected.
146 lines
4.3 KiB
C++
146 lines
4.3 KiB
C++
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "flutter/shell/common/animator.h"
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#include "base/bind.h"
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#include "base/message_loop/message_loop.h"
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#include "base/trace_event/trace_event.h"
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#include "flutter/common/threads.h"
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#include "lib/ftl/time/stopwatch.h"
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namespace shell {
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Animator::Animator(Rasterizer* rasterizer, Engine* engine)
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: rasterizer_(rasterizer->GetWeakRasterizerPtr()),
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engine_(engine),
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layer_tree_pipeline_(ftl::MakeRefCounted<LayerTreePipeline>(3)),
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pending_frame_semaphore_(1),
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paused_(false),
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weak_factory_(this) {
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new sky::services::vsync::VsyncProviderFallbackImpl(
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mojo::InterfaceRequest<::vsync::VSyncProvider>(
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mojo::GetProxy(&fallback_vsync_provider_)));
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}
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Animator::~Animator() = default;
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void Animator::Stop() {
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paused_ = true;
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}
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void Animator::Start() {
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if (!paused_) {
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return;
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}
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paused_ = false;
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RequestFrame();
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}
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void Animator::BeginFrame(int64_t time_stamp) {
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pending_frame_semaphore_.Signal();
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if (!producer_continuation_) {
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// We may already have a valid pipeline continuation in case a previous
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// begin frame did not result in an Animation::Render. Simply reuse that
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// instead of asking the pipeline for a fresh continuation.
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producer_continuation_ = layer_tree_pipeline_->Produce();
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if (!producer_continuation_) {
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// If we still don't have valid continuation, the pipeline is currently
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// full because the consumer is being too slow. Try again at the next
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// frame interval.
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TRACE_EVENT_INSTANT0("flutter", "ConsumerSlowDefer",
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TRACE_EVENT_SCOPE_PROCESS);
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RequestFrame();
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return;
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}
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}
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// We have acquired a valid continuation from the pipeline and are ready
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// to service potential frame.
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DCHECK(producer_continuation_);
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last_begin_frame_time_ = ftl::TimePoint::Now();
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engine_->BeginFrame(last_begin_frame_time_);
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}
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void Animator::Render(std::unique_ptr<flow::LayerTree> layer_tree) {
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if (layer_tree) {
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// Note the frame time for instrumentation.
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layer_tree->set_construction_time(ftl::TimePoint::Now() -
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last_begin_frame_time_);
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}
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// Commit the pending continuation.
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producer_continuation_.Complete(std::move(layer_tree));
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// Notify the rasterizer that the pipeline has items it may consume.
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auto weak_rasterizer(rasterizer_);
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auto pipeline = layer_tree_pipeline_;
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blink::Threads::Gpu()->PostTask([weak_rasterizer, pipeline]() {
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if (!weak_rasterizer) {
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return;
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}
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weak_rasterizer->Draw(pipeline);
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});
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}
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void Animator::RequestFrame() {
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if (paused_) {
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return;
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}
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if (!pending_frame_semaphore_.TryWait()) {
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// Multiple calls to Animator::RequestFrame will still result in a single
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// request to the VSyncProvider.
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return;
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}
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// The AwaitVSync is going to call us back at the next VSync. However, we want
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// to be reasonably certain that the UI thread is not in the middle of a
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// particularly expensive callout. We post the AwaitVSync to run right after
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// an idle. This does NOT provide a guarantee that the UI thread has not
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// started an expensive operation right after posting this message however.
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// To support that, we need edge triggered wakes on VSync.
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auto weak = weak_factory_.GetWeakPtr();
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blink::Threads::UI()->PostTask([weak]() {
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if (!weak) {
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return;
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}
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TRACE_EVENT_INSTANT0("flutter", "RequestFrame", TRACE_EVENT_SCOPE_PROCESS);
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weak->AwaitVSync(base::Bind(&Animator::BeginFrame, weak));
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});
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}
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void Animator::set_vsync_provider(vsync::VSyncProviderPtr vsync_provider) {
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vsync_provider_ = vsync_provider.Pass();
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// We may be waiting on a VSync signal from the old VSync provider.
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pending_frame_semaphore_.Signal();
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RequestFrame();
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}
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void Animator::AwaitVSync(
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const vsync::VSyncProvider::AwaitVSyncCallback& callback) {
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// First, try the platform provided VSync provider.
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if (vsync_provider_) {
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vsync_provider_->AwaitVSync(callback);
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return;
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}
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// Then, use the fallback provider if the platform cannot reliably supply
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// VSync signals to us.
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return fallback_vsync_provider_->AwaitVSync(callback);
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}
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} // namespace shell
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