SF: Move relevant scheduler files into one directory.

Scheduler (see go/surface-flinger-scheduler) is going to live in its own
directory. This CL just moves the relevant files into that directory. No
changes to business logic.

Test: all SF tests pass.
Change-Id: Iff0717f9867316b28e68fd8311bd9fdc4e029951
diff --git a/services/surfaceflinger/Scheduler/EventThread.cpp b/services/surfaceflinger/Scheduler/EventThread.cpp
new file mode 100644
index 0000000..b84177c
--- /dev/null
+++ b/services/surfaceflinger/Scheduler/EventThread.cpp
@@ -0,0 +1,410 @@
+/*
+ * Copyright (C) 2011 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.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include <pthread.h>
+#include <sched.h>
+#include <sys/types.h>
+#include <chrono>
+#include <cstdint>
+
+#include <cutils/compiler.h>
+#include <cutils/sched_policy.h>
+
+#include <gui/DisplayEventReceiver.h>
+
+#include <utils/Errors.h>
+#include <utils/String8.h>
+#include <utils/Trace.h>
+
+#include "EventThread.h"
+
+using namespace std::chrono_literals;
+
+// ---------------------------------------------------------------------------
+
+namespace android {
+
+// ---------------------------------------------------------------------------
+
+EventThread::~EventThread() = default;
+
+namespace impl {
+
+EventThread::EventThread(VSyncSource* src, ResyncWithRateLimitCallback resyncWithRateLimitCallback,
+                         InterceptVSyncsCallback interceptVSyncsCallback, const char* threadName)
+      : mVSyncSource(src),
+        mResyncWithRateLimitCallback(resyncWithRateLimitCallback),
+        mInterceptVSyncsCallback(interceptVSyncsCallback) {
+    for (auto& event : mVSyncEvent) {
+        event.header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
+        event.header.id = 0;
+        event.header.timestamp = 0;
+        event.vsync.count = 0;
+    }
+
+    mThread = std::thread(&EventThread::threadMain, this);
+
+    pthread_setname_np(mThread.native_handle(), threadName);
+
+    pid_t tid = pthread_gettid_np(mThread.native_handle());
+
+    // Use SCHED_FIFO to minimize jitter
+    constexpr int EVENT_THREAD_PRIORITY = 2;
+    struct sched_param param = {0};
+    param.sched_priority = EVENT_THREAD_PRIORITY;
+    if (pthread_setschedparam(mThread.native_handle(), SCHED_FIFO, &param) != 0) {
+        ALOGE("Couldn't set SCHED_FIFO for EventThread");
+    }
+
+    set_sched_policy(tid, SP_FOREGROUND);
+}
+
+EventThread::~EventThread() {
+    {
+        std::lock_guard<std::mutex> lock(mMutex);
+        mKeepRunning = false;
+        mCondition.notify_all();
+    }
+    mThread.join();
+}
+
+void EventThread::setPhaseOffset(nsecs_t phaseOffset) {
+    std::lock_guard<std::mutex> lock(mMutex);
+    mVSyncSource->setPhaseOffset(phaseOffset);
+}
+
+sp<BnDisplayEventConnection> EventThread::createEventConnection() const {
+    return new Connection(const_cast<EventThread*>(this));
+}
+
+status_t EventThread::registerDisplayEventConnection(
+        const sp<EventThread::Connection>& connection) {
+    std::lock_guard<std::mutex> lock(mMutex);
+    mDisplayEventConnections.add(connection);
+    mCondition.notify_all();
+    return NO_ERROR;
+}
+
+void EventThread::removeDisplayEventConnectionLocked(
+        const wp<EventThread::Connection>& connection) {
+    mDisplayEventConnections.remove(connection);
+}
+
+void EventThread::setVsyncRate(uint32_t count, const sp<EventThread::Connection>& connection) {
+    if (int32_t(count) >= 0) { // server must protect against bad params
+        std::lock_guard<std::mutex> lock(mMutex);
+        const int32_t new_count = (count == 0) ? -1 : count;
+        if (connection->count != new_count) {
+            connection->count = new_count;
+            mCondition.notify_all();
+        }
+    }
+}
+
+void EventThread::requestNextVsync(const sp<EventThread::Connection>& connection) {
+    std::lock_guard<std::mutex> lock(mMutex);
+
+    if (mResyncWithRateLimitCallback) {
+        mResyncWithRateLimitCallback();
+    }
+
+    if (connection->count < 0) {
+        connection->count = 0;
+        mCondition.notify_all();
+    }
+}
+
+void EventThread::onScreenReleased() {
+    std::lock_guard<std::mutex> lock(mMutex);
+    if (!mUseSoftwareVSync) {
+        // disable reliance on h/w vsync
+        mUseSoftwareVSync = true;
+        mCondition.notify_all();
+    }
+}
+
+void EventThread::onScreenAcquired() {
+    std::lock_guard<std::mutex> lock(mMutex);
+    if (mUseSoftwareVSync) {
+        // resume use of h/w vsync
+        mUseSoftwareVSync = false;
+        mCondition.notify_all();
+    }
+}
+
+void EventThread::onVSyncEvent(nsecs_t timestamp) {
+    std::lock_guard<std::mutex> lock(mMutex);
+    mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
+    mVSyncEvent[0].header.id = 0;
+    mVSyncEvent[0].header.timestamp = timestamp;
+    mVSyncEvent[0].vsync.count++;
+    mCondition.notify_all();
+}
+
+void EventThread::onHotplugReceived(DisplayType displayType, bool connected) {
+    std::lock_guard<std::mutex> lock(mMutex);
+
+    DisplayEventReceiver::Event event;
+    event.header.type = DisplayEventReceiver::DISPLAY_EVENT_HOTPLUG;
+    event.header.id = displayType == DisplayType::Primary ? 0 : 1;
+    event.header.timestamp = systemTime();
+    event.hotplug.connected = connected;
+
+    mPendingEvents.add(event);
+    mCondition.notify_all();
+}
+
+void EventThread::threadMain() NO_THREAD_SAFETY_ANALYSIS {
+    std::unique_lock<std::mutex> lock(mMutex);
+    while (mKeepRunning) {
+        DisplayEventReceiver::Event event;
+        Vector<sp<EventThread::Connection> > signalConnections;
+        signalConnections = waitForEventLocked(&lock, &event);
+
+        // dispatch events to listeners...
+        const size_t count = signalConnections.size();
+        for (size_t i = 0; i < count; i++) {
+            const sp<Connection>& conn(signalConnections[i]);
+            // now see if we still need to report this event
+            status_t err = conn->postEvent(event);
+            if (err == -EAGAIN || err == -EWOULDBLOCK) {
+                // The destination doesn't accept events anymore, it's probably
+                // full. For now, we just drop the events on the floor.
+                // FIXME: Note that some events cannot be dropped and would have
+                // to be re-sent later.
+                // Right-now we don't have the ability to do this.
+                ALOGW("EventThread: dropping event (%08x) for connection %p", event.header.type,
+                      conn.get());
+            } else if (err < 0) {
+                // handle any other error on the pipe as fatal. the only
+                // reasonable thing to do is to clean-up this connection.
+                // The most common error we'll get here is -EPIPE.
+                removeDisplayEventConnectionLocked(signalConnections[i]);
+            }
+        }
+    }
+}
+
+// This will return when (1) a vsync event has been received, and (2) there was
+// at least one connection interested in receiving it when we started waiting.
+Vector<sp<EventThread::Connection> > EventThread::waitForEventLocked(
+        std::unique_lock<std::mutex>* lock, DisplayEventReceiver::Event* outEvent) {
+    Vector<sp<EventThread::Connection> > signalConnections;
+
+    while (signalConnections.isEmpty() && mKeepRunning) {
+        bool eventPending = false;
+        bool waitForVSync = false;
+
+        size_t vsyncCount = 0;
+        nsecs_t timestamp = 0;
+        for (auto& event : mVSyncEvent) {
+            timestamp = event.header.timestamp;
+            if (timestamp) {
+                // we have a vsync event to dispatch
+                if (mInterceptVSyncsCallback) {
+                    mInterceptVSyncsCallback(timestamp);
+                }
+                *outEvent = event;
+                event.header.timestamp = 0;
+                vsyncCount = event.vsync.count;
+                break;
+            }
+        }
+
+        if (!timestamp) {
+            // no vsync event, see if there are some other event
+            eventPending = !mPendingEvents.isEmpty();
+            if (eventPending) {
+                // we have some other event to dispatch
+                *outEvent = mPendingEvents[0];
+                mPendingEvents.removeAt(0);
+            }
+        }
+
+        // find out connections waiting for events
+        size_t count = mDisplayEventConnections.size();
+        for (size_t i = 0; i < count;) {
+            sp<Connection> connection(mDisplayEventConnections[i].promote());
+            if (connection != nullptr) {
+                bool added = false;
+                if (connection->count >= 0) {
+                    // we need vsync events because at least
+                    // one connection is waiting for it
+                    waitForVSync = true;
+                    if (timestamp) {
+                        // we consume the event only if it's time
+                        // (ie: we received a vsync event)
+                        if (connection->count == 0) {
+                            // fired this time around
+                            connection->count = -1;
+                            signalConnections.add(connection);
+                            added = true;
+                        } else if (connection->count == 1 ||
+                                   (vsyncCount % connection->count) == 0) {
+                            // continuous event, and time to report it
+                            signalConnections.add(connection);
+                            added = true;
+                        }
+                    }
+                }
+
+                if (eventPending && !timestamp && !added) {
+                    // we don't have a vsync event to process
+                    // (timestamp==0), but we have some pending
+                    // messages.
+                    signalConnections.add(connection);
+                }
+                ++i;
+            } else {
+                // we couldn't promote this reference, the connection has
+                // died, so clean-up!
+                mDisplayEventConnections.removeAt(i);
+                --count;
+            }
+        }
+
+        // Here we figure out if we need to enable or disable vsyncs
+        if (timestamp && !waitForVSync) {
+            // we received a VSYNC but we have no clients
+            // don't report it, and disable VSYNC events
+            disableVSyncLocked();
+        } else if (!timestamp && waitForVSync) {
+            // we have at least one client, so we want vsync enabled
+            // (TODO: this function is called right after we finish
+            // notifying clients of a vsync, so this call will be made
+            // at the vsync rate, e.g. 60fps.  If we can accurately
+            // track the current state we could avoid making this call
+            // so often.)
+            enableVSyncLocked();
+        }
+
+        // note: !timestamp implies signalConnections.isEmpty(), because we
+        // don't populate signalConnections if there's no vsync pending
+        if (!timestamp && !eventPending) {
+            // wait for something to happen
+            if (waitForVSync) {
+                // This is where we spend most of our time, waiting
+                // for vsync events and new client registrations.
+                //
+                // If the screen is off, we can't use h/w vsync, so we
+                // use a 16ms timeout instead.  It doesn't need to be
+                // precise, we just need to keep feeding our clients.
+                //
+                // We don't want to stall if there's a driver bug, so we
+                // use a (long) timeout when waiting for h/w vsync, and
+                // generate fake events when necessary.
+                bool softwareSync = mUseSoftwareVSync;
+                auto timeout = softwareSync ? 16ms : 1000ms;
+                if (mCondition.wait_for(*lock, timeout) == std::cv_status::timeout) {
+                    if (!softwareSync) {
+                        ALOGW("Timed out waiting for hw vsync; faking it");
+                    }
+                    // FIXME: how do we decide which display id the fake
+                    // vsync came from ?
+                    mVSyncEvent[0].header.type = DisplayEventReceiver::DISPLAY_EVENT_VSYNC;
+                    mVSyncEvent[0].header.id = 0;
+                    mVSyncEvent[0].header.timestamp = systemTime(SYSTEM_TIME_MONOTONIC);
+                    mVSyncEvent[0].vsync.count++;
+                }
+            } else {
+                // Nobody is interested in vsync, so we just want to sleep.
+                // h/w vsync should be disabled, so this will wait until we
+                // get a new connection, or an existing connection becomes
+                // interested in receiving vsync again.
+                mCondition.wait(*lock);
+            }
+        }
+    }
+
+    // here we're guaranteed to have a timestamp and some connections to signal
+    // (The connections might have dropped out of mDisplayEventConnections
+    // while we were asleep, but we'll still have strong references to them.)
+    return signalConnections;
+}
+
+void EventThread::enableVSyncLocked() {
+    if (!mUseSoftwareVSync) {
+        // never enable h/w VSYNC when screen is off
+        if (!mVsyncEnabled) {
+            mVsyncEnabled = true;
+            mVSyncSource->setCallback(this);
+            mVSyncSource->setVSyncEnabled(true);
+        }
+    }
+    mDebugVsyncEnabled = true;
+}
+
+void EventThread::disableVSyncLocked() {
+    if (mVsyncEnabled) {
+        mVsyncEnabled = false;
+        mVSyncSource->setVSyncEnabled(false);
+        mDebugVsyncEnabled = false;
+    }
+}
+
+void EventThread::dump(String8& result) const {
+    std::lock_guard<std::mutex> lock(mMutex);
+    result.appendFormat("VSYNC state: %s\n", mDebugVsyncEnabled ? "enabled" : "disabled");
+    result.appendFormat("  soft-vsync: %s\n", mUseSoftwareVSync ? "enabled" : "disabled");
+    result.appendFormat("  numListeners=%zu,\n  events-delivered: %u\n",
+                        mDisplayEventConnections.size(), mVSyncEvent[0].vsync.count);
+    for (size_t i = 0; i < mDisplayEventConnections.size(); i++) {
+        sp<Connection> connection = mDisplayEventConnections.itemAt(i).promote();
+        result.appendFormat("    %p: count=%d\n", connection.get(),
+                            connection != nullptr ? connection->count : 0);
+    }
+}
+
+// ---------------------------------------------------------------------------
+
+EventThread::Connection::Connection(EventThread* eventThread)
+      : count(-1), mEventThread(eventThread), mChannel(gui::BitTube::DefaultSize) {}
+
+EventThread::Connection::~Connection() {
+    // do nothing here -- clean-up will happen automatically
+    // when the main thread wakes up
+}
+
+void EventThread::Connection::onFirstRef() {
+    // NOTE: mEventThread doesn't hold a strong reference on us
+    mEventThread->registerDisplayEventConnection(this);
+}
+
+status_t EventThread::Connection::stealReceiveChannel(gui::BitTube* outChannel) {
+    outChannel->setReceiveFd(mChannel.moveReceiveFd());
+    return NO_ERROR;
+}
+
+status_t EventThread::Connection::setVsyncRate(uint32_t count) {
+    mEventThread->setVsyncRate(count, this);
+    return NO_ERROR;
+}
+
+void EventThread::Connection::requestNextVsync() {
+    mEventThread->requestNextVsync(this);
+}
+
+status_t EventThread::Connection::postEvent(const DisplayEventReceiver::Event& event) {
+    ssize_t size = DisplayEventReceiver::sendEvents(&mChannel, &event, 1);
+    return size < 0 ? status_t(size) : status_t(NO_ERROR);
+}
+
+// ---------------------------------------------------------------------------
+
+} // namespace impl
+} // namespace android