/* * Copyright 2021 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 #include #include #include #include #include namespace android { class CountDownLatch; struct TransactionState { TransactionState() = default; TransactionState(const FrameTimelineInfo& frameTimelineInfo, const Vector& composerStates, const Vector& displayStates, uint32_t transactionFlags, const sp& applyToken, const InputWindowCommands& inputWindowCommands, int64_t desiredPresentTime, bool isAutoTimestamp, const client_cache_t& uncacheBuffer, int64_t postTime, uint32_t permissions, bool hasListenerCallbacks, std::vector listenerCallbacks, int originPid, int originUid, uint64_t transactionId) : frameTimelineInfo(frameTimelineInfo), states(composerStates), displays(displayStates), flags(transactionFlags), applyToken(applyToken), inputWindowCommands(inputWindowCommands), desiredPresentTime(desiredPresentTime), isAutoTimestamp(isAutoTimestamp), buffer(uncacheBuffer), postTime(postTime), permissions(permissions), hasListenerCallbacks(hasListenerCallbacks), listenerCallbacks(listenerCallbacks), originPid(originPid), originUid(originUid), id(transactionId) {} // Invokes `void(const layer_state_t&)` visitor for matching layers. template void traverseStatesWithBuffers(Visitor&& visitor) const { for (const auto& [state] : states) { if (state.hasBufferChanges() && state.hasValidBuffer() && state.surface) { visitor(state); } } } // TODO(b/185535769): Remove FrameHint. Instead, reset the idle timer (of the relevant physical // display) on the main thread if commit leads to composite. Then, RefreshRateOverlay should be // able to setFrameRate once, rather than for each transaction. bool isFrameActive() const { if (!displays.empty()) return true; for (const auto& [state] : states) { if (state.frameRateCompatibility != ANATIVEWINDOW_FRAME_RATE_NO_VOTE) { return true; } } return false; } FrameTimelineInfo frameTimelineInfo; Vector states; Vector displays; uint32_t flags; sp applyToken; InputWindowCommands inputWindowCommands; int64_t desiredPresentTime; bool isAutoTimestamp; client_cache_t buffer; int64_t postTime; uint32_t permissions; bool hasListenerCallbacks; std::vector listenerCallbacks; int originPid; int originUid; uint64_t id; std::shared_ptr transactionCommittedSignal; int64_t queueTime = 0; bool sentFenceTimeoutWarning = false; }; class CountDownLatch { public: enum { eSyncTransaction = 1 << 0, eSyncInputWindows = 1 << 1, }; explicit CountDownLatch(uint32_t flags) : mFlags(flags) {} // True if there is no waiting condition after count down. bool countDown(uint32_t flag) { std::unique_lock lock(mMutex); if (mFlags == 0) { return true; } mFlags &= ~flag; if (mFlags == 0) { mCountDownComplete.notify_all(); return true; } return false; } // Return true if triggered. bool wait_until(const std::chrono::nanoseconds& timeout) const { std::unique_lock lock(mMutex); const auto untilTime = std::chrono::system_clock::now() + timeout; while (mFlags != 0) { // Conditional variables can be woken up sporadically, so we check count // to verify the wakeup was triggered by |countDown|. if (std::cv_status::timeout == mCountDownComplete.wait_until(lock, untilTime)) { return false; } } return true; } private: uint32_t mFlags; mutable std::condition_variable mCountDownComplete; mutable std::mutex mMutex; }; } // namespace android