Introduce SurfaceFlinger Queued Transaction
Implements the transaction queue to store the transaction updated from
'setTransactionState', and apply these queued transactions in the main
thread. That would prevent holding the state lock between binder thread
and main thread.
- The setTransactionState won't call 'applyTransactionState' directly.
- The queue is protected by queue lock, apply/get states will still be
protected by state lock.
- drain and apply transaction queue should be triggered in main thread.
- Sync transaction will wait after the condition broadcast, protected
by stack lock.
Test: atest libsurfaceflinger_unittest SurfaceFlinger_test libgui_test
Test: atest SurfaceControlTest UiAutomationTest
Test: manual, rotate behavior, seamless rotation, wm-smoke
Bug: 166236811
Bug: 177355824
Change-Id: Ie54a9cc6cdf514df613fba0dff95f6752d1134e2
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index a63a3d7..13ac729 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -1943,19 +1943,16 @@
bool SurfaceFlinger::handleMessageTransaction() {
ATRACE_CALL();
+
+ if (getTransactionFlags(eTransactionFlushNeeded)) {
+ flushTransactionQueues();
+ }
uint32_t transactionFlags = peekTransactionFlags();
-
- bool flushedATransaction = flushTransactionQueues();
-
bool runHandleTransaction =
- (transactionFlags && (transactionFlags != eTransactionFlushNeeded)) ||
- flushedATransaction ||
- mForceTraversal;
+ ((transactionFlags & (~eTransactionFlushNeeded)) != 0) || mForceTraversal;
if (runHandleTransaction) {
handleTransaction(eTransactionMask);
- } else {
- getTransactionFlags(eTransactionFlushNeeded);
}
if (transactionFlushNeeded()) {
@@ -2864,7 +2861,6 @@
});
}
- commitInputWindowCommands();
commitTransaction();
}
@@ -2905,11 +2901,6 @@
: nullptr);
}
-void SurfaceFlinger::commitInputWindowCommands() {
- mInputWindowCommands.merge(mPendingInputWindowCommands);
- mPendingInputWindowCommands.clear();
-}
-
void SurfaceFlinger::updateCursorAsync() {
compositionengine::CompositionRefreshArgs refreshArgs;
for (const auto& [_, display] : ON_MAIN_THREAD(mDisplays)) {
@@ -3272,17 +3263,16 @@
mForceTraversal = true;
}
-bool SurfaceFlinger::flushTransactionQueues() {
+void SurfaceFlinger::flushTransactionQueues() {
// to prevent onHandleDestroyed from being called while the lock is held,
// we must keep a copy of the transactions (specifically the composer
// states) around outside the scope of the lock
std::vector<const TransactionState> transactions;
- bool flushedATransaction = false;
{
- Mutex::Autolock _l(mStateLock);
-
- auto it = mTransactionQueues.begin();
- while (it != mTransactionQueues.end()) {
+ Mutex::Autolock _l(mQueueLock);
+ // Collect transactions from pending transaction queue.
+ auto it = mPendingTransactionQueues.begin();
+ while (it != mPendingTransactionQueues.end()) {
auto& [applyToken, transactionQueue] = *it;
while (!transactionQueue.empty()) {
@@ -3294,31 +3284,55 @@
break;
}
transactions.push_back(transaction);
- applyTransactionState(transaction.frameTimelineInfo, transaction.states,
- transaction.displays, transaction.flags,
- mPendingInputWindowCommands, transaction.desiredPresentTime,
- transaction.isAutoTimestamp, transaction.buffer,
- transaction.postTime, transaction.privileged,
- transaction.hasListenerCallbacks,
- transaction.listenerCallbacks, transaction.originPid,
- transaction.originUid, transaction.id, /*isMainThread*/ true);
transactionQueue.pop();
- flushedATransaction = true;
}
if (transactionQueue.empty()) {
- it = mTransactionQueues.erase(it);
- mTransactionCV.broadcast();
+ it = mPendingTransactionQueues.erase(it);
+ mTransactionQueueCV.broadcast();
} else {
it = std::next(it, 1);
}
}
+
+ // Collect transactions from current transaction queue or queue to pending transactions.
+ // Case 1: push to pending when transactionIsReadyToBeApplied is false.
+ // Case 2: push to pending when there exist a pending queue.
+ // Case 3: others are ready to apply.
+ while (!mTransactionQueue.empty()) {
+ const auto& transaction = mTransactionQueue.front();
+ bool pendingTransactions = mPendingTransactionQueues.find(transaction.applyToken) !=
+ mPendingTransactionQueues.end();
+ // Call transactionIsReadyToBeApplied first in case we need to
+ // incrementPendingBufferCount if the transaction contains a buffer.
+ if (!transactionIsReadyToBeApplied(transaction.isAutoTimestamp,
+ transaction.desiredPresentTime, transaction.states,
+ true) ||
+ pendingTransactions) {
+ mPendingTransactionQueues[transaction.applyToken].push(transaction);
+ } else {
+ transactions.push_back(transaction);
+ }
+ mTransactionQueue.pop();
+ }
}
- return flushedATransaction;
+
+ // Now apply all transactions.
+ Mutex::Autolock _l(mStateLock);
+ for (const auto& transaction : transactions) {
+ applyTransactionState(transaction.frameTimelineInfo, transaction.states,
+ transaction.displays, transaction.flags,
+ transaction.inputWindowCommands, transaction.desiredPresentTime,
+ transaction.isAutoTimestamp, transaction.buffer, transaction.postTime,
+ transaction.privileged, transaction.hasListenerCallbacks,
+ transaction.listenerCallbacks, transaction.originPid,
+ transaction.originUid, transaction.id);
+ }
}
bool SurfaceFlinger::transactionFlushNeeded() {
- return !mTransactionQueues.empty();
+ Mutex::Autolock _l(mQueueLock);
+ return !mPendingTransactionQueues.empty();
}
bool SurfaceFlinger::transactionIsReadyToBeApplied(bool isAutoTimestamp, int64_t desiredPresentTime,
@@ -3339,8 +3353,10 @@
continue;
}
if (s.acquireFence && s.acquireFence->getStatus() == Fence::Status::Unsignaled) {
- ready = false;
+ ready = false;
}
+
+ Mutex::Autolock _l(mStateLock);
sp<Layer> layer = nullptr;
if (s.surface) {
layer = fromHandleLocked(s.surface).promote();
@@ -3381,94 +3397,125 @@
const std::vector<ListenerCallbacks>& listenerCallbacks, uint64_t transactionId) {
ATRACE_CALL();
- const int64_t postTime = systemTime();
+ {
+ Mutex::Autolock _l(mQueueLock);
- bool privileged = callingThreadHasUnscopedSurfaceFlingerAccess();
+ const int64_t postTime = systemTime();
+ bool privileged = callingThreadHasUnscopedSurfaceFlingerAccess();
- Mutex::Autolock _l(mStateLock);
+ IPCThreadState* ipc = IPCThreadState::self();
+ const int originPid = ipc->getCallingPid();
+ const int originUid = ipc->getCallingUid();
- // If its TransactionQueue already has a pending TransactionState or if it is pending
- auto itr = mTransactionQueues.find(applyToken);
- // if this is an animation frame, wait until prior animation frame has
- // been applied by SF
- if (flags & eAnimation) {
- while (itr != mTransactionQueues.end()) {
- status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
- if (CC_UNLIKELY(err != NO_ERROR)) {
- ALOGW_IF(err == TIMED_OUT,
- "setTransactionState timed out "
- "waiting for animation frame to apply");
- break;
+ // If its TransactionQueue already has a pending TransactionState or if it is pending
+ auto itr = mPendingTransactionQueues.find(applyToken);
+ // if this is an animation frame, wait until prior animation frame has
+ // been applied by SF
+ if (flags & eAnimation) {
+ while (itr != mPendingTransactionQueues.end()) {
+ status_t err = mTransactionQueueCV.waitRelative(mQueueLock, s2ns(5));
+ if (CC_UNLIKELY(err != NO_ERROR)) {
+ ALOGW_IF(err == TIMED_OUT,
+ "setTransactionState timed out "
+ "waiting for animation frame to apply");
+ break;
+ }
+ itr = mPendingTransactionQueues.find(applyToken);
}
- itr = mTransactionQueues.find(applyToken);
}
+
+ const bool pendingTransactions = itr != mPendingTransactionQueues.end();
+ // Expected present time is computed and cached on invalidate, so it may be stale.
+ if (!pendingTransactions) {
+ const auto now = systemTime();
+ const bool nextVsyncPending = now < mExpectedPresentTime.load();
+ const DisplayStatInfo stats = mScheduler->getDisplayStatInfo(now);
+ mExpectedPresentTime = calculateExpectedPresentTime(stats);
+ // The transaction might arrive just before the next vsync but after
+ // invalidate was called. In that case we need to get the next vsync
+ // afterwards.
+ if (nextVsyncPending) {
+ mExpectedPresentTime += stats.vsyncPeriod;
+ }
+ }
+
+ mTransactionQueue.emplace(frameTimelineInfo, states, displays, flags, applyToken,
+ inputWindowCommands, desiredPresentTime, isAutoTimestamp,
+ uncacheBuffer, postTime, privileged, hasListenerCallbacks,
+ listenerCallbacks, originPid, originUid, transactionId);
+
+ if (pendingTransactions ||
+ (!isAutoTimestamp && desiredPresentTime > mExpectedPresentTime.load())) {
+ setTransactionFlags(eTransactionFlushNeeded);
+ return NO_ERROR;
+ }
+
+ // TODO(b/159125966): Remove eEarlyWakeup completely as no client should use this flag
+ if (flags & eEarlyWakeup) {
+ ALOGW("eEarlyWakeup is deprecated. Use eExplicitEarlyWakeup[Start|End]");
+ }
+
+ if (!privileged && (flags & (eExplicitEarlyWakeupStart | eExplicitEarlyWakeupEnd))) {
+ ALOGE("Only WindowManager is allowed to use eExplicitEarlyWakeup[Start|End] flags");
+ flags &= ~(eExplicitEarlyWakeupStart | eExplicitEarlyWakeupEnd);
+ }
+
+ const auto schedule = [](uint32_t flags) {
+ if (flags & eEarlyWakeup) return TransactionSchedule::Early;
+ if (flags & eExplicitEarlyWakeupEnd) return TransactionSchedule::EarlyEnd;
+ if (flags & eExplicitEarlyWakeupStart) return TransactionSchedule::EarlyStart;
+ return TransactionSchedule::Late;
+ }(flags);
+ setTransactionFlags(eTransactionFlushNeeded, schedule);
}
- const bool pendingTransactions = itr != mTransactionQueues.end();
- // Expected present time is computed and cached on invalidate, so it may be stale.
- if (!pendingTransactions) {
- const auto now = systemTime();
- const bool nextVsyncPending = now < mExpectedPresentTime.load();
- const DisplayStatInfo stats = mScheduler->getDisplayStatInfo(now);
- mExpectedPresentTime = calculateExpectedPresentTime(stats);
- // The transaction might arrive just before the next vsync but after
- // invalidate was called. In that case we need to get the next vsync
- // afterwards.
- if (nextVsyncPending) {
- mExpectedPresentTime += stats.vsyncPeriod;
- }
- }
-
- IPCThreadState* ipc = IPCThreadState::self();
- const int originPid = ipc->getCallingPid();
- const int originUid = ipc->getCallingUid();
-
- // Call transactionIsReadyToBeApplied first in case we need to incrementPendingBufferCount
- // if the transaction contains a buffer.
- if (!transactionIsReadyToBeApplied(isAutoTimestamp, desiredPresentTime, states, true) ||
- pendingTransactions) {
- mTransactionQueues[applyToken].emplace(frameTimelineInfo, states, displays, flags,
- desiredPresentTime, isAutoTimestamp, uncacheBuffer,
- postTime, privileged, hasListenerCallbacks,
- listenerCallbacks, originPid, originUid,
- transactionId);
- setTransactionFlags(eTransactionFlushNeeded);
+ // if this is a synchronous transaction, wait for it to take effect
+ // before returning.
+ const bool synchronous = flags & eSynchronous;
+ const bool syncInput = inputWindowCommands.syncInputWindows;
+ if (!synchronous && !syncInput) {
return NO_ERROR;
}
- applyTransactionState(frameTimelineInfo, states, displays, flags, inputWindowCommands,
- desiredPresentTime, isAutoTimestamp, uncacheBuffer, postTime, privileged,
- hasListenerCallbacks, listenerCallbacks, originPid, originUid,
- transactionId, /*isMainThread*/ false);
+ Mutex::Autolock _l(mStateLock);
+ if (synchronous) {
+ mTransactionPending = true;
+ }
+ if (syncInput) {
+ mPendingSyncInputWindows = true;
+ }
+
+ // applyTransactionState can be called by either the main SF thread or by
+ // another process through setTransactionState. While a given process may wish
+ // to wait on synchronous transactions, the main SF thread should never
+ // be blocked. Therefore, we only wait if isMainThread is false.
+ while (mTransactionPending || mPendingSyncInputWindows) {
+ status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
+ if (CC_UNLIKELY(err != NO_ERROR)) {
+ // just in case something goes wrong in SF, return to the
+ // called after a few seconds.
+ ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out!");
+ mTransactionPending = false;
+ mPendingSyncInputWindows = false;
+ break;
+ }
+ }
+
return NO_ERROR;
}
-void SurfaceFlinger::applyTransactionState(
- const FrameTimelineInfo& frameTimelineInfo, const Vector<ComposerState>& states,
- const Vector<DisplayState>& displays, uint32_t flags,
- const InputWindowCommands& inputWindowCommands, const int64_t desiredPresentTime,
- bool isAutoTimestamp, const client_cache_t& uncacheBuffer, const int64_t postTime,
- bool privileged, bool hasListenerCallbacks,
- const std::vector<ListenerCallbacks>& listenerCallbacks, int originPid, int originUid,
- uint64_t transactionId, bool isMainThread) {
+void SurfaceFlinger::applyTransactionState(const FrameTimelineInfo& frameTimelineInfo,
+ const Vector<ComposerState>& states,
+ const Vector<DisplayState>& displays, uint32_t flags,
+ const InputWindowCommands& inputWindowCommands,
+ const int64_t desiredPresentTime, bool isAutoTimestamp,
+ const client_cache_t& uncacheBuffer,
+ const int64_t postTime, bool privileged,
+ bool hasListenerCallbacks,
+ const std::vector<ListenerCallbacks>& listenerCallbacks,
+ int originPid, int originUid, uint64_t transactionId) {
uint32_t transactionFlags = 0;
- if (flags & eAnimation) {
- // For window updates that are part of an animation we must wait for
- // previous animation "frames" to be handled.
- while (!isMainThread && mAnimTransactionPending) {
- status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
- if (CC_UNLIKELY(err != NO_ERROR)) {
- // just in case something goes wrong in SF, return to the
- // caller after a few seconds.
- ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out "
- "waiting for previous animation frame");
- mAnimTransactionPending = false;
- break;
- }
- }
- }
-
for (const DisplayState& display : displays) {
transactionFlags |= setDisplayStateLocked(display);
}
@@ -3527,80 +3574,25 @@
transactionFlags = eTransactionNeeded;
}
- // If we are on the main thread, we are about to preform a traversal. Clear the traversal bit
- // so we don't have to wake up again next frame to preform an uneeded traversal.
- if (isMainThread && (transactionFlags & eTraversalNeeded)) {
- transactionFlags = transactionFlags & (~eTraversalNeeded);
- mForceTraversal = true;
- }
-
- const auto schedule = [](uint32_t flags) {
- if (flags & eEarlyWakeup) return TransactionSchedule::Early;
- if (flags & eExplicitEarlyWakeupEnd) return TransactionSchedule::EarlyEnd;
- if (flags & eExplicitEarlyWakeupStart) return TransactionSchedule::EarlyStart;
- return TransactionSchedule::Late;
- }(flags);
-
if (transactionFlags) {
if (mInterceptor->isEnabled()) {
mInterceptor->saveTransaction(states, mCurrentState.displays, displays, flags,
originPid, originUid, transactionId);
}
- // TODO(b/159125966): Remove eEarlyWakeup completly as no client should use this flag
- if (flags & eEarlyWakeup) {
- ALOGW("eEarlyWakeup is deprecated. Use eExplicitEarlyWakeup[Start|End]");
+ // We are on the main thread, we are about to preform a traversal. Clear the traversal bit
+ // so we don't have to wake up again next frame to preform an unnecessary traversal.
+ if (transactionFlags & eTraversalNeeded) {
+ transactionFlags = transactionFlags & (~eTraversalNeeded);
+ mForceTraversal = true;
}
-
- if (!privileged && (flags & (eExplicitEarlyWakeupStart | eExplicitEarlyWakeupEnd))) {
- ALOGE("Only WindowManager is allowed to use eExplicitEarlyWakeup[Start|End] flags");
- flags &= ~(eExplicitEarlyWakeupStart | eExplicitEarlyWakeupEnd);
+ if (transactionFlags) {
+ setTransactionFlags(transactionFlags);
}
- // this triggers the transaction
- setTransactionFlags(transactionFlags, schedule);
-
if (flags & eAnimation) {
mAnimTransactionPending = true;
}
-
- // if this is a synchronous transaction, wait for it to take effect
- // before returning.
- const bool synchronous = flags & eSynchronous;
- const bool syncInput = inputWindowCommands.syncInputWindows;
- if (!synchronous && !syncInput) {
- return;
- }
-
- if (synchronous) {
- mTransactionPending = true;
- }
- if (syncInput) {
- mPendingSyncInputWindows = true;
- }
-
-
- // applyTransactionState can be called by either the main SF thread or by
- // another process through setTransactionState. While a given process may wish
- // to wait on synchronous transactions, the main SF thread should never
- // be blocked. Therefore, we only wait if isMainThread is false.
- while (!isMainThread && (mTransactionPending || mPendingSyncInputWindows)) {
- status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5));
- if (CC_UNLIKELY(err != NO_ERROR)) {
- // just in case something goes wrong in SF, return to the
- // called after a few seconds.
- ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out!");
- mTransactionPending = false;
- mPendingSyncInputWindows = false;
- break;
- }
- }
- } else {
- // Update VsyncModulator state machine even if transaction is not needed.
- if (schedule == TransactionSchedule::EarlyStart ||
- schedule == TransactionSchedule::EarlyEnd) {
- modulateVsync(&VsyncModulator::setTransactionSchedule, schedule);
- }
}
}
@@ -3999,7 +3991,7 @@
}
uint32_t SurfaceFlinger::addInputWindowCommands(const InputWindowCommands& inputWindowCommands) {
- bool hasChanges = mPendingInputWindowCommands.merge(inputWindowCommands);
+ bool hasChanges = mInputWindowCommands.merge(inputWindowCommands);
return hasChanges ? eTraversalNeeded : 0;
}
@@ -4264,9 +4256,11 @@
d.width = 0;
d.height = 0;
displays.add(d);
- setTransactionState(FrameTimelineInfo{}, state, displays, 0, nullptr,
- mPendingInputWindowCommands, systemTime(), true, {}, false, {},
- 0 /* Undefined transactionId */);
+
+ // It should be on the main thread, apply it directly.
+ applyTransactionState(FrameTimelineInfo{}, state, displays, 0, mInputWindowCommands,
+ systemTime(), true, {}, systemTime(), true, false, {}, getpid(), getuid(),
+ 0 /* Undefined transactionId */);
setPowerModeInternal(display, hal::PowerMode::ON);
const nsecs_t vsyncPeriod = mRefreshRateConfigs->getCurrentRefreshRate().getVsyncPeriod();