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Commit 01265076 authored by Fedor Kudasov's avatar Fedor Kudasov Committed by Android (Google) Code Review
Browse files

Merge "Split out RootRenderNode"

parents d3d5bbf4 34a25763
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+9 −328
Original line number Diff line number Diff line
@@ -25,7 +25,6 @@
#include <nativehelper/JNIHelp.h>
#include "core_jni_helpers.h"
#include <GraphicsJNI.h>
#include <nativehelper/ScopedPrimitiveArray.h>

#include <gui/BufferItemConsumer.h>
#include <gui/BufferQueue.h>
@@ -42,15 +41,12 @@

#include "android_os_MessageQueue.h"

#include <Animator.h>
#include <AnimationContext.h>
#include <FrameInfo.h>
#include <FrameMetricsObserver.h>
#include <IContextFactory.h>
#include <Picture.h>
#include <Properties.h>
#include <PropertyValuesAnimatorSet.h>
#include <RenderNode.h>
#include <RootRenderNode.h>
#include <renderthread/CanvasContext.h>
#include <renderthread/RenderProxy.h>
#include <renderthread/RenderTask.h>
@@ -91,56 +87,18 @@ static JNIEnv* getenv(JavaVM* vm) {
    return env;
}

class OnFinishedEvent {
class JvmErrorReporter : public ErrorHandler {
public:
    OnFinishedEvent(BaseRenderNodeAnimator* animator, AnimationListener* listener)
            : animator(animator), listener(listener) {}
    sp<BaseRenderNodeAnimator> animator;
    sp<AnimationListener> listener;
};

class InvokeAnimationListeners : public MessageHandler {
public:
    explicit InvokeAnimationListeners(std::vector<OnFinishedEvent>& events) {
        mOnFinishedEvents.swap(events);
    }

    static void callOnFinished(OnFinishedEvent& event) {
        event.listener->onAnimationFinished(event.animator.get());
    }

    virtual void handleMessage(const Message& message) {
        std::for_each(mOnFinishedEvents.begin(), mOnFinishedEvents.end(), callOnFinished);
        mOnFinishedEvents.clear();
    }

private:
    std::vector<OnFinishedEvent> mOnFinishedEvents;
};

class FinishAndInvokeListener : public MessageHandler {
public:
    explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim)
            : mAnimator(anim) {
        mListener = anim->getOneShotListener();
        mRequestId = anim->getRequestId();
    JvmErrorReporter(JNIEnv* env) {
        env->GetJavaVM(&mVm);
    }

    virtual void handleMessage(const Message& message) {
        if (mAnimator->getRequestId() == mRequestId) {
            // Request Id has not changed, meaning there's no animation lifecyle change since the
            // message is posted, so go ahead and call finish to make sure the PlayState is properly
            // updated. This is needed because before the next frame comes in from UI thread to
            // trigger an animation update, there could be reverse/cancel etc. So we need to update
            // the playstate in time to ensure all the subsequent events get chained properly.
            mAnimator->end();
        }
        mListener->onAnimationFinished(nullptr);
    virtual void onError(const std::string& message) override {
        JNIEnv* env = getenv(mVm);
        jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
    }
private:
    sp<PropertyValuesAnimatorSet> mAnimator;
    sp<AnimationListener> mListener;
    uint32_t mRequestId;
    JavaVM* mVm;
};

class FrameCompleteWrapper : public LightRefBase<FrameCompleteWrapper> {
@@ -175,283 +133,6 @@ private:
    }
};

class RootRenderNode : public RenderNode, ErrorHandler {
public:
    explicit RootRenderNode(JNIEnv* env) : RenderNode() {
        env->GetJavaVM(&mVm);
    }

    virtual ~RootRenderNode() {}

    virtual void onError(const std::string& message) override {
        JNIEnv* env = getenv(mVm);
        jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
    }

    virtual void prepareTree(TreeInfo& info) override {
        info.errorHandler = this;

        for (auto& anim : mRunningVDAnimators) {
            // Assume that the property change in VD from the animators will not be consumed. Mark
            // otherwise if the VDs are found in the display list tree. For VDs that are not in
            // the display list tree, we stop providing animation pulses by 1) removing them from
            // the animation list, 2) post a delayed message to end them at end time so their
            // listeners can receive the corresponding callbacks.
            anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
            // Mark the VD dirty so it will damage itself during prepareTree.
            anim->getVectorDrawable()->markDirty();
        }
        if (info.mode == TreeInfo::MODE_FULL) {
            for (auto &anim : mPausedVDAnimators) {
                anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
                anim->getVectorDrawable()->markDirty();
            }
        }
        // TODO: This is hacky
        info.updateWindowPositions = true;
        RenderNode::prepareTree(info);
        info.updateWindowPositions = false;
        info.errorHandler = nullptr;
    }

    void attachAnimatingNode(RenderNode* animatingNode) {
        mPendingAnimatingRenderNodes.push_back(animatingNode);
    }

    void attachPendingVectorDrawableAnimators() {
        mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
                mPendingVectorDrawableAnimators.end());
        mPendingVectorDrawableAnimators.clear();
    }

    void detachAnimators() {
        // Remove animators from the list and post a delayed message in future to end the animator
        // For infinite animators, remove the listener so we no longer hold a global ref to the AVD
        // java object, and therefore the AVD objects in both native and Java can be properly
        // released.
        for (auto& anim : mRunningVDAnimators) {
            detachVectorDrawableAnimator(anim.get());
            anim->clearOneShotListener();
        }
        for (auto& anim : mPausedVDAnimators) {
            anim->clearOneShotListener();
        }
        mRunningVDAnimators.clear();
        mPausedVDAnimators.clear();
    }

    // Move all the animators to the paused list, and send a delayed message to notify the finished
    // listener.
    void pauseAnimators() {
        mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
        for (auto& anim : mRunningVDAnimators) {
            detachVectorDrawableAnimator(anim.get());
        }
        mRunningVDAnimators.clear();
    }

    void doAttachAnimatingNodes(AnimationContext* context) {
        for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
            RenderNode* node = mPendingAnimatingRenderNodes[i].get();
            context->addAnimatingRenderNode(*node);
        }
        mPendingAnimatingRenderNodes.clear();
    }

    // Run VectorDrawable animators after prepareTree.
    void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) {
        // Push staging.
        if (info.mode == TreeInfo::MODE_FULL) {
            pushStagingVectorDrawableAnimators(context);
        }

        // Run the animators in the running list.
        for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
            if ((*it)->animate(*context)) {
                it = mRunningVDAnimators.erase(it);
            } else {
                it++;
            }
        }

        // Run the animators in paused list during full sync.
        if (info.mode == TreeInfo::MODE_FULL) {
            // During full sync we also need to pulse paused animators, in case their targets
            // have been added back to the display list. All the animators that passed the
            // scheduled finish time will be removed from the paused list.
            for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
                if ((*it)->animate(*context)) {
                    // Animator has finished, remove from the list.
                    it = mPausedVDAnimators.erase(it);
                } else {
                    it++;
                }
            }
        }

        // Move the animators with a target not in DisplayList to paused list.
        for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
            if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
                // Vector Drawable is not in the display list, we should remove this animator from
                // the list, put it in the paused list, and post a delayed message to end the
                // animator.
                detachVectorDrawableAnimator(it->get());
                mPausedVDAnimators.insert(*it);
                it = mRunningVDAnimators.erase(it);
            } else {
                it++;
            }
        }

        // Move the animators with a target in DisplayList from paused list to running list, and
        // trim paused list.
        if (info.mode == TreeInfo::MODE_FULL) {
            // Check whether any paused animator's target is back in Display List. If so, put the
            // animator back in the running list.
            for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
                if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
                    mRunningVDAnimators.insert(*it);
                    it = mPausedVDAnimators.erase(it);
                } else {
                    it++;
                }
            }
            // Trim paused VD animators at full sync, so that when Java loses reference to an
            // animator, we know we won't be requested to animate it any more, then we remove such
            // animators from the paused list so they can be properly freed. We also remove the
            // animators from paused list when the time elapsed since start has exceeded duration.
            trimPausedVDAnimators(context);
        }

        info.out.hasAnimations |= !mRunningVDAnimators.empty();
    }

    void trimPausedVDAnimators(AnimationContext* context) {
        // Trim paused vector drawable animator list.
        for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
            // Remove paused VD animator if no one else is referencing it. Note that animators that
            // have passed scheduled finish time are removed from list when they are being pulsed
            // before prepare tree.
            // TODO: this is a bit hacky, need to figure out a better way to track when the paused
            // animators should be freed.
            if ((*it)->getStrongCount() == 1) {
                it = mPausedVDAnimators.erase(it);
            } else {
                it++;
            }
        }
    }

    void pushStagingVectorDrawableAnimators(AnimationContext* context) {
        for (auto& anim : mRunningVDAnimators) {
            anim->pushStaging(*context);
        }
    }

    void destroy() {
        for (auto& renderNode : mPendingAnimatingRenderNodes) {
            renderNode->animators().endAllStagingAnimators();
        }
        mPendingAnimatingRenderNodes.clear();
        mPendingVectorDrawableAnimators.clear();
    }

    void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
        mPendingVectorDrawableAnimators.insert(anim);
    }

private:
    JavaVM* mVm;
    std::vector< sp<RenderNode> > mPendingAnimatingRenderNodes;
    std::set< sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators;
    std::set< sp<PropertyValuesAnimatorSet> > mRunningVDAnimators;
    // mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but
    // their VectorDrawable targets are no longer in the DisplayList. We skip these animators when
    // render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators
    // need to be re-activated once their VD target is added back into DisplayList. Since that could
    // only happen when we do a full sync, we need to make sure to pulse these paused animators at
    // full sync. If any animator's VD target is found in DisplayList during a full sync, we move
    // the animator back to the running list.
    std::set< sp<PropertyValuesAnimatorSet> > mPausedVDAnimators;
    void detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
        if (anim->isInfinite() || !anim->isRunning()) {
            // Do not need to post anything if the animation is infinite (i.e. no meaningful
            // end listener action), or if the animation has already ended.
            return;
        }
        nsecs_t remainingTimeInMs = anim->getRemainingPlayTime();
        // Post a delayed onFinished event that is scheduled to be handled when the animator ends.
        if (anim->getOneShotListener()) {
            // VectorDrawable's oneshot listener is updated when there are user triggered animation
            // lifecycle changes, such as start(), end(), etc. By using checking and clearing
            // one shot listener, we ensure the same end listener event gets posted only once.
            // Therefore no duplicates. Another benefit of using one shot listener is that no
            // removal is necessary: the end time of animation will not change unless triggered by
            // user events, in which case the already posted listener's id will become stale, and
            // the onFinished callback will then be ignored.
            sp<FinishAndInvokeListener> message
                    = new FinishAndInvokeListener(anim);
            auto looper = Looper::getForThread();
            LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?");
            looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0);
            anim->clearOneShotListener();
        }
    }
};

class AnimationContextBridge : public AnimationContext {
public:
    AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode)
            : AnimationContext(clock), mRootNode(rootNode) {
    }

    virtual ~AnimationContextBridge() {}

    // Marks the start of a frame, which will update the frame time and move all
    // next frame animations into the current frame
    virtual void startFrame(TreeInfo::TraversalMode mode) {
        if (mode == TreeInfo::MODE_FULL) {
            mRootNode->doAttachAnimatingNodes(this);
            mRootNode->attachPendingVectorDrawableAnimators();
        }
        AnimationContext::startFrame(mode);
    }

    // Runs any animations still left in mCurrentFrameAnimations
    virtual void runRemainingAnimations(TreeInfo& info) {
        AnimationContext::runRemainingAnimations(info);
        mRootNode->runVectorDrawableAnimators(this, info);
    }

    virtual void pauseAnimators() override {
        mRootNode->pauseAnimators();
    }

    virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
        listener->onAnimationFinished(animator);
    }

    virtual void destroy() {
        AnimationContext::destroy();
        mRootNode->detachAnimators();
    }

private:
    sp<RootRenderNode> mRootNode;
};

class ContextFactoryImpl : public IContextFactory {
public:
    explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {}

    virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) {
        return new AnimationContextBridge(clock, mRootNode);
    }

private:
    RootRenderNode* mRootNode;
};

class ObserverProxy;

class NotifyHandler : public MessageHandler {
@@ -604,7 +285,7 @@ static jint android_view_ThreadedRenderer_getRenderThreadTid(JNIEnv* env, jobjec
}

static jlong android_view_ThreadedRenderer_createRootRenderNode(JNIEnv* env, jobject clazz) {
    RootRenderNode* node = new RootRenderNode(env);
    RootRenderNode* node = new RootRenderNode(std::make_unique<JvmErrorReporter>(env));
    node->incStrong(0);
    node->setName("RootRenderNode");
    return reinterpret_cast<jlong>(node);
+1 −0
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@@ -250,6 +250,7 @@ cc_defaults {
                "ProfileData.cpp",
                "ProfileDataContainer.cpp",
                "Readback.cpp",
                "RootRenderNode.cpp",
                "TreeInfo.cpp",
                "WebViewFunctorManager.cpp",
                "protos/graphicsstats.proto",
+284 −0

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+89 −0
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/*
 * Copyright (C) 2019 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#pragma once

#include <utils/Looper.h>

#include <set>
#include <vector>

#include "AnimationContext.h"
#include "Animator.h"
#include "PropertyValuesAnimatorSet.h"
#include "RenderNode.h"

namespace android::uirenderer {

class ANDROID_API RootRenderNode : public RenderNode {
public:
    ANDROID_API explicit RootRenderNode(std::unique_ptr<ErrorHandler> errorHandler)
            : RenderNode(), mErrorHandler(std::move(errorHandler)) {}

    ANDROID_API virtual ~RootRenderNode() {}

    virtual void prepareTree(TreeInfo& info) override;

    ANDROID_API void attachAnimatingNode(RenderNode* animatingNode);

    void attachPendingVectorDrawableAnimators();

    void detachAnimators();

    void pauseAnimators();

    void doAttachAnimatingNodes(AnimationContext* context);

    // Run VectorDrawable animators after prepareTree.
    void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info);

    void trimPausedVDAnimators(AnimationContext* context);

    void pushStagingVectorDrawableAnimators(AnimationContext* context);

    ANDROID_API void destroy();

    ANDROID_API void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim);

private:
    const std::unique_ptr<ErrorHandler> mErrorHandler;
    std::vector<sp<RenderNode> > mPendingAnimatingRenderNodes;
    std::set<sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators;
    std::set<sp<PropertyValuesAnimatorSet> > mRunningVDAnimators;
    // mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but
    // their VectorDrawable targets are no longer in the DisplayList. We skip these animators when
    // render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators
    // need to be re-activated once their VD target is added back into DisplayList. Since that could
    // only happen when we do a full sync, we need to make sure to pulse these paused animators at
    // full sync. If any animator's VD target is found in DisplayList during a full sync, we move
    // the animator back to the running list.
    std::set<sp<PropertyValuesAnimatorSet> > mPausedVDAnimators;

    void detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim);
};

class ANDROID_API ContextFactoryImpl : public IContextFactory {
public:
    ANDROID_API explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {}

    ANDROID_API virtual AnimationContext* createAnimationContext(
            renderthread::TimeLord& clock) override;

private:
    RootRenderNode* mRootNode;
};

}  // namespace android::uirenderer
+0 −1
Original line number Diff line number Diff line
@@ -40,7 +40,6 @@ class ErrorHandler {
public:
    virtual void onError(const std::string& message) = 0;

protected:
    virtual ~ErrorHandler() = default;
};