hwui: add reason for skipped frames
.. so we could report the unintentional skipped frames to Perfetto,
rather than report undrawn frames as well.
Test: manual
Bug: 294884928
Change-Id: Ic49f4050cb3028d7adb5c930947ff6b72655d832
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index 2ef7802..2e0de3f 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -357,8 +357,9 @@
return true;
}
-static bool wasSkipped(FrameInfo* info) {
- return info && ((*info)[FrameInfoIndex::Flags] & FrameInfoFlags::SkippedFrame);
+static std::optional<SkippedFrameReason> wasSkipped(FrameInfo* info) {
+ if (info) return info->getSkippedFrameReason();
+ return std::nullopt;
}
bool CanvasContext::isSwapChainStuffed() {
@@ -407,13 +408,26 @@
// If the previous frame was dropped we don't need to hold onto it, so
// just keep using the previous frame's structure instead
- if (wasSkipped(mCurrentFrameInfo)) {
+ if (const auto reason = wasSkipped(mCurrentFrameInfo)) {
// Use the oldest skipped frame in case we skip more than a single frame
if (!mSkippedFrameInfo) {
- mSkippedFrameInfo.emplace();
- mSkippedFrameInfo->vsyncId =
- mCurrentFrameInfo->get(FrameInfoIndex::FrameTimelineVsyncId);
- mSkippedFrameInfo->startTime = mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime);
+ switch (*reason) {
+ case SkippedFrameReason::AlreadyDrawn:
+ case SkippedFrameReason::NoBuffer:
+ case SkippedFrameReason::NoOutputTarget:
+ mSkippedFrameInfo.emplace();
+ mSkippedFrameInfo->vsyncId =
+ mCurrentFrameInfo->get(FrameInfoIndex::FrameTimelineVsyncId);
+ mSkippedFrameInfo->startTime =
+ mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime);
+ break;
+ case SkippedFrameReason::DrawingOff:
+ case SkippedFrameReason::ContextIsStopped:
+ case SkippedFrameReason::NothingToDraw:
+ // Do not report those as skipped frames as there was no frame expected to be
+ // drawn
+ break;
+ }
}
} else {
mCurrentFrameInfo = mJankTracker.startFrame();
@@ -427,7 +441,7 @@
info.damageAccumulator = &mDamageAccumulator;
info.layerUpdateQueue = &mLayerUpdateQueue;
info.damageGenerationId = mDamageId++;
- info.out.canDrawThisFrame = true;
+ info.out.skippedFrameReason = std::nullopt;
mAnimationContext->startFrame(info.mode);
for (const sp<RenderNode>& node : mRenderNodes) {
@@ -447,8 +461,8 @@
mIsDirty = true;
if (CC_UNLIKELY(!hasOutputTarget())) {
- mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
- info.out.canDrawThisFrame = false;
+ info.out.skippedFrameReason = SkippedFrameReason::NoOutputTarget;
+ mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
return;
}
@@ -463,23 +477,23 @@
if (vsyncDelta < 2_ms) {
// Already drew for this vsync pulse, UI draw request missed
// the deadline for RT animations
- info.out.canDrawThisFrame = false;
+ info.out.skippedFrameReason = SkippedFrameReason::AlreadyDrawn;
}
} else {
- info.out.canDrawThisFrame = true;
+ info.out.skippedFrameReason = std::nullopt;
}
// TODO: Do we need to abort out if the backdrop is added but not ready? Should that even
// be an allowable combination?
if (mRenderNodes.size() > 2 && !mRenderNodes[1]->isRenderable()) {
- info.out.canDrawThisFrame = false;
+ info.out.skippedFrameReason = SkippedFrameReason::NothingToDraw;
}
- if (info.out.canDrawThisFrame) {
+ if (!info.out.skippedFrameReason) {
int err = mNativeSurface->reserveNext();
if (err != OK) {
- mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
- info.out.canDrawThisFrame = false;
+ info.out.skippedFrameReason = SkippedFrameReason::NoBuffer;
+ mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
ALOGW("reserveNext failed, error = %d (%s)", err, strerror(-err));
if (err != TIMED_OUT) {
// A timed out surface can still recover, but assume others are permanently dead.
@@ -488,11 +502,11 @@
}
}
} else {
- mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
+ mCurrentFrameInfo->setSkippedFrameReason(*info.out.skippedFrameReason);
}
bool postedFrameCallback = false;
- if (info.out.hasAnimations || !info.out.canDrawThisFrame) {
+ if (info.out.hasAnimations || info.out.skippedFrameReason) {
if (CC_UNLIKELY(!Properties::enableRTAnimations)) {
info.out.requiresUiRedraw = true;
}
@@ -558,9 +572,20 @@
mSyncDelayDuration = 0;
mIdleDuration = 0;
- if (!Properties::isDrawingEnabled() ||
- (dirty.isEmpty() && Properties::skipEmptyFrames && !surfaceRequiresRedraw())) {
- mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
+ const auto skippedFrameReason = [&]() -> std::optional<SkippedFrameReason> {
+ if (!Properties::isDrawingEnabled()) {
+ return SkippedFrameReason::DrawingOff;
+ }
+
+ if (dirty.isEmpty() && Properties::skipEmptyFrames && !surfaceRequiresRedraw()) {
+ return SkippedFrameReason::NothingToDraw;
+ }
+
+ return std::nullopt;
+ }();
+ if (skippedFrameReason) {
+ mCurrentFrameInfo->setSkippedFrameReason(*skippedFrameReason);
+
if (auto grContext = getGrContext()) {
// Submit to ensure that any texture uploads complete and Skia can
// free its staging buffers.
@@ -904,7 +929,7 @@
TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
prepareTree(info, frameInfo, systemTime(SYSTEM_TIME_MONOTONIC), node);
- if (info.out.canDrawThisFrame) {
+ if (!info.out.skippedFrameReason) {
draw(info.out.solelyTextureViewUpdates);
} else {
// wait on fences so tasks don't overlap next frame
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index 53b43ba..1b333bf 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -104,7 +104,7 @@
info.forceDrawFrame = mForceDrawFrame;
mForceDrawFrame = false;
canUnblockUiThread = syncFrameState(info);
- canDrawThisFrame = info.out.canDrawThisFrame;
+ canDrawThisFrame = !info.out.skippedFrameReason.has_value();
solelyTextureViewUpdates = info.out.solelyTextureViewUpdates;
if (mFrameCommitCallback) {
@@ -192,11 +192,12 @@
if (CC_UNLIKELY(!hasTarget || !canDraw)) {
if (!hasTarget) {
mSyncResult |= SyncResult::LostSurfaceRewardIfFound;
+ info.out.skippedFrameReason = SkippedFrameReason::NoOutputTarget;
} else {
// If we have a surface but can't draw we must be stopped
mSyncResult |= SyncResult::ContextIsStopped;
+ info.out.skippedFrameReason = SkippedFrameReason::ContextIsStopped;
}
- info.out.canDrawThisFrame = false;
}
if (info.out.hasAnimations) {
@@ -204,7 +205,7 @@
mSyncResult |= SyncResult::UIRedrawRequired;
}
}
- if (!info.out.canDrawThisFrame) {
+ if (info.out.skippedFrameReason) {
mSyncResult |= SyncResult::FrameDropped;
}
// If prepareTextures is false, we ran out of texture cache space