Rework blast sync callback model

The previous code waited for a frame complete callback from hwui before
notifying WMS that a draw had occurred. However, frame complete callback
was not guaranteed to get called since it only invokes a callback if a
draw actually occured. VRI really needs a signal that RT has completed,
since it just needs to know that a draw was possible so it can notify
WMS that the RT completed its pass.

Instead, rename frameCompleteCallback to frameCommitCallback since that
API is exposed to a public API when a frame was actually drawn.
Create a new callback, frameCompleteCallback, that is invoked when the
draw has completed, regardless if a frame was actually drawn.

When the frameCompleteCallback is invoked, VRI can check to see if a new
frame actually drew. VRI can call into BBQ to see if the frame acquired
matches the frame that was attempted to draw. If so, VRI can wait on a
transaction callback. If not, it can allow VRI to continue. In either case,
it will notify WMS that the draw has finished.

Test: Split over and over
Bug: 195262673
Change-Id: I24dd19ab2746be3fc33e597761abf8c5249f8b5b
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index e7081df..94aedd0 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -150,16 +150,18 @@
         canUnblockUiThread = syncFrameState(info);
         canDrawThisFrame = info.out.canDrawThisFrame;
 
-        if (mFrameCompleteCallback) {
-            mContext->addFrameCompleteListener(std::move(mFrameCompleteCallback));
-            mFrameCompleteCallback = nullptr;
+        if (mFrameCommitCallback) {
+            mContext->addFrameCommitListener(std::move(mFrameCommitCallback));
+            mFrameCommitCallback = nullptr;
         }
     }
 
     // Grab a copy of everything we need
     CanvasContext* context = mContext;
-    std::function<void(int64_t)> callback = std::move(mFrameCallback);
+    std::function<void(int64_t)> frameCallback = std::move(mFrameCallback);
+    std::function<void()> frameCompleteCallback = std::move(mFrameCompleteCallback);
     mFrameCallback = nullptr;
+    mFrameCompleteCallback = nullptr;
     int64_t intendedVsync = mFrameInfo[static_cast<int>(FrameInfoIndex::IntendedVsync)];
     int64_t frameDeadline = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameDeadline)];
     int64_t frameStartTime = mFrameInfo[static_cast<int>(FrameInfoIndex::FrameStartTime)];
@@ -170,9 +172,9 @@
     }
 
     // Even if we aren't drawing this vsync pulse the next frame number will still be accurate
-    if (CC_UNLIKELY(callback)) {
+    if (CC_UNLIKELY(frameCallback)) {
         context->enqueueFrameWork(
-                [callback, frameNr = context->getFrameNumber()]() { callback(frameNr); });
+                [frameCallback, frameNr = context->getFrameNumber()]() { frameCallback(frameNr); });
     }
 
     nsecs_t dequeueBufferDuration = 0;
@@ -189,6 +191,10 @@
         context->waitOnFences();
     }
 
+    if (CC_UNLIKELY(frameCompleteCallback)) {
+        std::invoke(frameCompleteCallback);
+    }
+
     if (!canUnblockUiThread) {
         unblockUiThread();
     }