/*
 * 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.
 */

package android.view;

import static android.view.DisplayEventReceiver.VSYNC_SOURCE_APP;
import static android.view.DisplayEventReceiver.VSYNC_SOURCE_SURFACE_FLINGER;

import android.annotation.TestApi;
import android.hardware.display.DisplayManagerGlobal;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.os.SystemClock;
import android.os.SystemProperties;
import android.os.Trace;
import android.util.Log;
import android.util.TimeUtils;
import android.view.animation.AnimationUtils;

import java.io.PrintWriter;

Coordinates the timing of animations, input and drawing.

The choreographer receives timing pulses (such as vertical synchronization) from the display subsystem then schedules work to occur as part of rendering the next display frame.

Applications typically interact with the choreographer indirectly using higher level abstractions in the animation framework or the view hierarchy. Here are some examples of things you can do using the higher-level APIs.

However, there are a few cases where you might want to use the functions of the choreographer directly in your application. Here are some examples.

  • If your application does its rendering in a different thread, possibly using GL, or does not use the animation framework or view hierarchy at all and you want to ensure that it is appropriately synchronized with the display, then use postFrameCallback.
  • ... and that's about it.

Each Looper thread has its own choreographer. Other threads can post callbacks to run on the choreographer but they will run on the Looper to which the choreographer belongs.

/** * Coordinates the timing of animations, input and drawing. * <p> * The choreographer receives timing pulses (such as vertical synchronization) * from the display subsystem then schedules work to occur as part of rendering * the next display frame. * </p><p> * Applications typically interact with the choreographer indirectly using * higher level abstractions in the animation framework or the view hierarchy. * Here are some examples of things you can do using the higher-level APIs. * </p> * <ul> * <li>To post an animation to be processed on a regular time basis synchronized with * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li> * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display * frame, use {@link View#postOnAnimation}.</li> * <li>To post a {@link Runnable} to be invoked once at the beginning of the next display * frame after a delay, use {@link View#postOnAnimationDelayed}.</li> * <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the * next display frame, use {@link View#postInvalidateOnAnimation()} or * {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li> * <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in * sync with display frame rendering, do nothing. This already happens automatically. * {@link View#onDraw} will be called at the appropriate time.</li> * </ul> * <p> * However, there are a few cases where you might want to use the functions of the * choreographer directly in your application. Here are some examples. * </p> * <ul> * <li>If your application does its rendering in a different thread, possibly using GL, * or does not use the animation framework or view hierarchy at all * and you want to ensure that it is appropriately synchronized with the display, then use * {@link Choreographer#postFrameCallback}.</li> * <li>... and that's about it.</li> * </ul> * <p> * Each {@link Looper} thread has its own choreographer. Other threads can * post callbacks to run on the choreographer but they will run on the {@link Looper} * to which the choreographer belongs. * </p> */
public final class Choreographer { private static final String TAG = "Choreographer"; // Prints debug messages about jank which was detected (low volume). private static final boolean DEBUG_JANK = false; // Prints debug messages about every frame and callback registered (high volume). private static final boolean DEBUG_FRAMES = false; // The default amount of time in ms between animation frames. // When vsync is not enabled, we want to have some idea of how long we should // wait before posting the next animation message. It is important that the // default value be less than the true inter-frame delay on all devices to avoid // situations where we might skip frames by waiting too long (we must compensate // for jitter and hardware variations). Regardless of this value, the animation // and display loop is ultimately rate-limited by how fast new graphics buffers can // be dequeued. private static final long DEFAULT_FRAME_DELAY = 10; // The number of milliseconds between animation frames. private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY; // Thread local storage for the choreographer. private static final ThreadLocal<Choreographer> sThreadInstance = new ThreadLocal<Choreographer>() { @Override protected Choreographer initialValue() { Looper looper = Looper.myLooper(); if (looper == null) { throw new IllegalStateException("The current thread must have a looper!"); } Choreographer choreographer = new Choreographer(looper, VSYNC_SOURCE_APP); if (looper == Looper.getMainLooper()) { mMainInstance = choreographer; } return choreographer; } }; private static volatile Choreographer mMainInstance; // Thread local storage for the SF choreographer. private static final ThreadLocal<Choreographer> sSfThreadInstance = new ThreadLocal<Choreographer>() { @Override protected Choreographer initialValue() { Looper looper = Looper.myLooper(); if (looper == null) { throw new IllegalStateException("The current thread must have a looper!"); } return new Choreographer(looper, VSYNC_SOURCE_SURFACE_FLINGER); } }; // Enable/disable vsync for animations and drawing. private static final boolean USE_VSYNC = SystemProperties.getBoolean( "debug.choreographer.vsync", true); // Enable/disable using the frame time instead of returning now. private static final boolean USE_FRAME_TIME = SystemProperties.getBoolean( "debug.choreographer.frametime", true); // Set a limit to warn about skipped frames. // Skipped frames imply jank. private static final int SKIPPED_FRAME_WARNING_LIMIT = SystemProperties.getInt( "debug.choreographer.skipwarning", 30); private static final int MSG_DO_FRAME = 0; private static final int MSG_DO_SCHEDULE_VSYNC = 1; private static final int MSG_DO_SCHEDULE_CALLBACK = 2; // All frame callbacks posted by applications have this token. private static final Object FRAME_CALLBACK_TOKEN = new Object() { public String toString() { return "FRAME_CALLBACK_TOKEN"; } }; private final Object mLock = new Object(); private final Looper mLooper; private final FrameHandler mHandler; // The display event receiver can only be accessed by the looper thread to which // it is attached. We take care to ensure that we post message to the looper // if appropriate when interacting with the display event receiver. private final FrameDisplayEventReceiver mDisplayEventReceiver; private CallbackRecord mCallbackPool; private final CallbackQueue[] mCallbackQueues; private boolean mFrameScheduled; private boolean mCallbacksRunning; private long mLastFrameTimeNanos; private long mFrameIntervalNanos; private boolean mDebugPrintNextFrameTimeDelta; private int mFPSDivisor = 1;
Contains information about the current frame for jank-tracking, mainly timings of key events along with a bit of metadata about view tree state TODO: Is there a better home for this? Currently Choreographer is the only one with CALLBACK_ANIMATION start time, hence why this resides here.
@hide
/** * Contains information about the current frame for jank-tracking, * mainly timings of key events along with a bit of metadata about * view tree state * * TODO: Is there a better home for this? Currently Choreographer * is the only one with CALLBACK_ANIMATION start time, hence why this * resides here. * * @hide */
FrameInfo mFrameInfo = new FrameInfo();
Must be kept in sync with CALLBACK_* ints below, used to index into this array.
@hide
/** * Must be kept in sync with CALLBACK_* ints below, used to index into this array. * @hide */
private static final String[] CALLBACK_TRACE_TITLES = { "input", "animation", "traversal", "commit" };
Callback type: Input callback. Runs first.
@hide
/** * Callback type: Input callback. Runs first. * @hide */
public static final int CALLBACK_INPUT = 0;
Callback type: Animation callback. Runs before traversals.
@hide
/** * Callback type: Animation callback. Runs before traversals. * @hide */
@TestApi public static final int CALLBACK_ANIMATION = 1;
Callback type: Traversal callback. Handles layout and draw. Runs after all other asynchronous messages have been handled.
@hide
/** * Callback type: Traversal callback. Handles layout and draw. Runs * after all other asynchronous messages have been handled. * @hide */
public static final int CALLBACK_TRAVERSAL = 2;
Callback type: Commit callback. Handles post-draw operations for the frame. Runs after traversal completes. The frame time reported during this callback may be updated to reflect delays that occurred while traversals were in progress in case heavy layout operations caused some frames to be skipped. The frame time reported during this callback provides a better estimate of the start time of the frame in which animations (and other updates to the view hierarchy state) actually took effect.
@hide
/** * Callback type: Commit callback. Handles post-draw operations for the frame. * Runs after traversal completes. The {@link #getFrameTime() frame time} reported * during this callback may be updated to reflect delays that occurred while * traversals were in progress in case heavy layout operations caused some frames * to be skipped. The frame time reported during this callback provides a better * estimate of the start time of the frame in which animations (and other updates * to the view hierarchy state) actually took effect. * @hide */
public static final int CALLBACK_COMMIT = 3; private static final int CALLBACK_LAST = CALLBACK_COMMIT; private Choreographer(Looper looper, int vsyncSource) { mLooper = looper; mHandler = new FrameHandler(looper); mDisplayEventReceiver = USE_VSYNC ? new FrameDisplayEventReceiver(looper, vsyncSource) : null; mLastFrameTimeNanos = Long.MIN_VALUE; mFrameIntervalNanos = (long)(1000000000 / getRefreshRate()); mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1]; for (int i = 0; i <= CALLBACK_LAST; i++) { mCallbackQueues[i] = new CallbackQueue(); } // b/68769804: For low FPS experiments. setFPSDivisor(SystemProperties.getInt(ThreadedRenderer.DEBUG_FPS_DIVISOR, 1)); } private static float getRefreshRate() { DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo( Display.DEFAULT_DISPLAY); return di.getMode().getRefreshRate(); }
Gets the choreographer for the calling thread. Must be called from a thread that already has a Looper associated with it.
Throws:
Returns:The choreographer for this thread.
/** * Gets the choreographer for the calling thread. Must be called from * a thread that already has a {@link android.os.Looper} associated with it. * * @return The choreographer for this thread. * @throws IllegalStateException if the thread does not have a looper. */
public static Choreographer getInstance() { return sThreadInstance.get(); }
@hide
/** * @hide */
public static Choreographer getSfInstance() { return sSfThreadInstance.get(); }
Returns:The Choreographer of the main thread, if it exists, or null otherwise.
@hide
/** * @return The Choreographer of the main thread, if it exists, or {@code null} otherwise. * @hide */
public static Choreographer getMainThreadInstance() { return mMainInstance; }
Destroys the calling thread's choreographer
@hide
/** Destroys the calling thread's choreographer * @hide */
public static void releaseInstance() { Choreographer old = sThreadInstance.get(); sThreadInstance.remove(); old.dispose(); } private void dispose() { mDisplayEventReceiver.dispose(); }
The amount of time, in milliseconds, between each frame of the animation.

This is a requested time that the animation will attempt to honor, but the actual delay between frames may be different, depending on system load and capabilities. This is a static function because the same delay will be applied to all animations, since they are all run off of a single timing loop.

The frame delay may be ignored when the animation system uses an external timing source, such as the display refresh rate (vsync), to govern animations.

Returns:the requested time between frames, in milliseconds
@hide
/** * The amount of time, in milliseconds, between each frame of the animation. * <p> * This is a requested time that the animation will attempt to honor, but the actual delay * between frames may be different, depending on system load and capabilities. This is a static * function because the same delay will be applied to all animations, since they are all * run off of a single timing loop. * </p><p> * The frame delay may be ignored when the animation system uses an external timing * source, such as the display refresh rate (vsync), to govern animations. * </p> * * @return the requested time between frames, in milliseconds * @hide */
@TestApi public static long getFrameDelay() { return sFrameDelay; }
The amount of time, in milliseconds, between each frame of the animation.

This is a requested time that the animation will attempt to honor, but the actual delay between frames may be different, depending on system load and capabilities. This is a static function because the same delay will be applied to all animations, since they are all run off of a single timing loop.

The frame delay may be ignored when the animation system uses an external timing source, such as the display refresh rate (vsync), to govern animations.

Params:
  • frameDelay – the requested time between frames, in milliseconds
@hide
/** * The amount of time, in milliseconds, between each frame of the animation. * <p> * This is a requested time that the animation will attempt to honor, but the actual delay * between frames may be different, depending on system load and capabilities. This is a static * function because the same delay will be applied to all animations, since they are all * run off of a single timing loop. * </p><p> * The frame delay may be ignored when the animation system uses an external timing * source, such as the display refresh rate (vsync), to govern animations. * </p> * * @param frameDelay the requested time between frames, in milliseconds * @hide */
@TestApi public static void setFrameDelay(long frameDelay) { sFrameDelay = frameDelay; }
Subtracts typical frame delay time from a delay interval in milliseconds.

This method can be used to compensate for animation delay times that have baked in assumptions about the frame delay. For example, it's quite common for code to assume a 60Hz frame time and bake in a 16ms delay. When we call postAnimationCallbackDelayed we want to know how long to wait before posting the animation callback but let the animation timer take care of the remaining frame delay time.

This method is somewhat conservative about how much of the frame delay it subtracts. It uses the same value returned by getFrameDelay which by default is 10ms even though many parts of the system assume 16ms. Consequently, we might still wait 6ms before posting an animation callback that we want to run on the next frame, but this is much better than waiting a whole 16ms and likely missing the deadline.

Params:
  • delayMillis – The original delay time including an assumed frame delay.
Returns:The adjusted delay time with the assumed frame delay subtracted out.
@hide
/** * Subtracts typical frame delay time from a delay interval in milliseconds. * <p> * This method can be used to compensate for animation delay times that have baked * in assumptions about the frame delay. For example, it's quite common for code to * assume a 60Hz frame time and bake in a 16ms delay. When we call * {@link #postAnimationCallbackDelayed} we want to know how long to wait before * posting the animation callback but let the animation timer take care of the remaining * frame delay time. * </p><p> * This method is somewhat conservative about how much of the frame delay it * subtracts. It uses the same value returned by {@link #getFrameDelay} which by * default is 10ms even though many parts of the system assume 16ms. Consequently, * we might still wait 6ms before posting an animation callback that we want to run * on the next frame, but this is much better than waiting a whole 16ms and likely * missing the deadline. * </p> * * @param delayMillis The original delay time including an assumed frame delay. * @return The adjusted delay time with the assumed frame delay subtracted out. * @hide */
public static long subtractFrameDelay(long delayMillis) { final long frameDelay = sFrameDelay; return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay; }
Returns:The refresh rate as the nanoseconds between frames
@hide
/** * @return The refresh rate as the nanoseconds between frames * @hide */
public long getFrameIntervalNanos() { return mFrameIntervalNanos; } void dump(String prefix, PrintWriter writer) { String innerPrefix = prefix + " "; writer.print(prefix); writer.println("Choreographer:"); writer.print(innerPrefix); writer.print("mFrameScheduled="); writer.println(mFrameScheduled); writer.print(innerPrefix); writer.print("mLastFrameTime="); writer.println(TimeUtils.formatUptime(mLastFrameTimeNanos / 1000000)); }
Posts a callback to run on the next frame.

The callback runs once then is automatically removed.

Params:
  • callbackType – The callback type.
  • action – The callback action to run during the next frame.
  • token – The callback token, or null if none.
See Also:
@hide
/** * Posts a callback to run on the next frame. * <p> * The callback runs once then is automatically removed. * </p> * * @param callbackType The callback type. * @param action The callback action to run during the next frame. * @param token The callback token, or null if none. * * @see #removeCallbacks * @hide */
@TestApi public void postCallback(int callbackType, Runnable action, Object token) { postCallbackDelayed(callbackType, action, token, 0); }
Posts a callback to run on the next frame after the specified delay.

The callback runs once then is automatically removed.

Params:
  • callbackType – The callback type.
  • action – The callback action to run during the next frame after the specified delay.
  • token – The callback token, or null if none.
  • delayMillis – The delay time in milliseconds.
See Also:
  • removeCallback
@hide
/** * Posts a callback to run on the next frame after the specified delay. * <p> * The callback runs once then is automatically removed. * </p> * * @param callbackType The callback type. * @param action The callback action to run during the next frame after the specified delay. * @param token The callback token, or null if none. * @param delayMillis The delay time in milliseconds. * * @see #removeCallback * @hide */
@TestApi public void postCallbackDelayed(int callbackType, Runnable action, Object token, long delayMillis) { if (action == null) { throw new IllegalArgumentException("action must not be null"); } if (callbackType < 0 || callbackType > CALLBACK_LAST) { throw new IllegalArgumentException("callbackType is invalid"); } postCallbackDelayedInternal(callbackType, action, token, delayMillis); } private void postCallbackDelayedInternal(int callbackType, Object action, Object token, long delayMillis) { if (DEBUG_FRAMES) { Log.d(TAG, "PostCallback: type=" + callbackType + ", action=" + action + ", token=" + token + ", delayMillis=" + delayMillis); } synchronized (mLock) { final long now = SystemClock.uptimeMillis(); final long dueTime = now + delayMillis; mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token); if (dueTime <= now) { scheduleFrameLocked(now); } else { Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action); msg.arg1 = callbackType; msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, dueTime); } } }
Removes callbacks that have the specified action and token.
Params:
  • callbackType – The callback type.
  • action – The action property of the callbacks to remove, or null to remove callbacks with any action.
  • token – The token property of the callbacks to remove, or null to remove callbacks with any token.
See Also:
@hide
/** * Removes callbacks that have the specified action and token. * * @param callbackType The callback type. * @param action The action property of the callbacks to remove, or null to remove * callbacks with any action. * @param token The token property of the callbacks to remove, or null to remove * callbacks with any token. * * @see #postCallback * @see #postCallbackDelayed * @hide */
@TestApi public void removeCallbacks(int callbackType, Runnable action, Object token) { if (callbackType < 0 || callbackType > CALLBACK_LAST) { throw new IllegalArgumentException("callbackType is invalid"); } removeCallbacksInternal(callbackType, action, token); } private void removeCallbacksInternal(int callbackType, Object action, Object token) { if (DEBUG_FRAMES) { Log.d(TAG, "RemoveCallbacks: type=" + callbackType + ", action=" + action + ", token=" + token); } synchronized (mLock) { mCallbackQueues[callbackType].removeCallbacksLocked(action, token); if (action != null && token == null) { mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action); } } }
Posts a frame callback to run on the next frame.

The callback runs once then is automatically removed.

Params:
  • callback – The frame callback to run during the next frame.
See Also:
/** * Posts a frame callback to run on the next frame. * <p> * The callback runs once then is automatically removed. * </p> * * @param callback The frame callback to run during the next frame. * * @see #postFrameCallbackDelayed * @see #removeFrameCallback */
public void postFrameCallback(FrameCallback callback) { postFrameCallbackDelayed(callback, 0); }
Posts a frame callback to run on the next frame after the specified delay.

The callback runs once then is automatically removed.

Params:
  • callback – The frame callback to run during the next frame.
  • delayMillis – The delay time in milliseconds.
See Also:
/** * Posts a frame callback to run on the next frame after the specified delay. * <p> * The callback runs once then is automatically removed. * </p> * * @param callback The frame callback to run during the next frame. * @param delayMillis The delay time in milliseconds. * * @see #postFrameCallback * @see #removeFrameCallback */
public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) { if (callback == null) { throw new IllegalArgumentException("callback must not be null"); } postCallbackDelayedInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN, delayMillis); }
Removes a previously posted frame callback.
Params:
  • callback – The frame callback to remove.
See Also:
/** * Removes a previously posted frame callback. * * @param callback The frame callback to remove. * * @see #postFrameCallback * @see #postFrameCallbackDelayed */
public void removeFrameCallback(FrameCallback callback) { if (callback == null) { throw new IllegalArgumentException("callback must not be null"); } removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN); }
Gets the time when the current frame started.

This method provides the time in milliseconds when the frame started being rendered. The frame time provides a stable time base for synchronizing animations and drawing. It should be used instead of SystemClock.uptimeMillis() or System.nanoTime() for animations and drawing in the UI. Using the frame time helps to reduce inter-frame jitter because the frame time is fixed at the time the frame was scheduled to start, regardless of when the animations or drawing callback actually runs. All callbacks that run as part of rendering a frame will observe the same frame time so using the frame time also helps to synchronize effects that are performed by different callbacks.

Please note that the framework already takes care to process animations and drawing using the frame time as a stable time base. Most applications should not need to use the frame time information directly.

This method should only be called from within a callback.

Throws:
Returns:The frame start time, in the SystemClock.uptimeMillis() time base.
@hide
/** * Gets the time when the current frame started. * <p> * This method provides the time in milliseconds when the frame started being rendered. * The frame time provides a stable time base for synchronizing animations * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()} * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame * time helps to reduce inter-frame jitter because the frame time is fixed at the time * the frame was scheduled to start, regardless of when the animations or drawing * callback actually runs. All callbacks that run as part of rendering a frame will * observe the same frame time so using the frame time also helps to synchronize effects * that are performed by different callbacks. * </p><p> * Please note that the framework already takes care to process animations and * drawing using the frame time as a stable time base. Most applications should * not need to use the frame time information directly. * </p><p> * This method should only be called from within a callback. * </p> * * @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base. * * @throws IllegalStateException if no frame is in progress. * @hide */
public long getFrameTime() { return getFrameTimeNanos() / TimeUtils.NANOS_PER_MS; }
Same as getFrameTime() but with nanosecond precision.
Throws:
Returns:The frame start time, in the System.nanoTime() time base.
@hide
/** * Same as {@link #getFrameTime()} but with nanosecond precision. * * @return The frame start time, in the {@link System#nanoTime()} time base. * * @throws IllegalStateException if no frame is in progress. * @hide */
public long getFrameTimeNanos() { synchronized (mLock) { if (!mCallbacksRunning) { throw new IllegalStateException("This method must only be called as " + "part of a callback while a frame is in progress."); } return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime(); } }
Like getLastFrameTimeNanos, but always returns the last frame time, not matter whether callbacks are currently running.
Returns:The frame start time of the last frame, in the System.nanoTime() time base.
@hide
/** * Like {@link #getLastFrameTimeNanos}, but always returns the last frame time, not matter * whether callbacks are currently running. * @return The frame start time of the last frame, in the {@link System#nanoTime()} time base. * @hide */
public long getLastFrameTimeNanos() { synchronized (mLock) { return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime(); } } private void scheduleFrameLocked(long now) { if (!mFrameScheduled) { mFrameScheduled = true; if (USE_VSYNC) { if (DEBUG_FRAMES) { Log.d(TAG, "Scheduling next frame on vsync."); } // If running on the Looper thread, then schedule the vsync immediately, // otherwise post a message to schedule the vsync from the UI thread // as soon as possible. if (isRunningOnLooperThreadLocked()) { scheduleVsyncLocked(); } else { Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC); msg.setAsynchronous(true); mHandler.sendMessageAtFrontOfQueue(msg); } } else { final long nextFrameTime = Math.max( mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now); if (DEBUG_FRAMES) { Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms."); } Message msg = mHandler.obtainMessage(MSG_DO_FRAME); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, nextFrameTime); } } } void setFPSDivisor(int divisor) { if (divisor <= 0) divisor = 1; mFPSDivisor = divisor; ThreadedRenderer.setFPSDivisor(divisor); } void doFrame(long frameTimeNanos, int frame) { final long startNanos; synchronized (mLock) { if (!mFrameScheduled) { return; // no work to do } if (DEBUG_JANK && mDebugPrintNextFrameTimeDelta) { mDebugPrintNextFrameTimeDelta = false; Log.d(TAG, "Frame time delta: " + ((frameTimeNanos - mLastFrameTimeNanos) * 0.000001f) + " ms"); } long intendedFrameTimeNanos = frameTimeNanos; startNanos = System.nanoTime(); final long jitterNanos = startNanos - frameTimeNanos; if (jitterNanos >= mFrameIntervalNanos) { final long skippedFrames = jitterNanos / mFrameIntervalNanos; if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) { Log.i(TAG, "Skipped " + skippedFrames + " frames! " + "The application may be doing too much work on its main thread."); } final long lastFrameOffset = jitterNanos % mFrameIntervalNanos; if (DEBUG_JANK) { Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms " + "which is more than the frame interval of " + (mFrameIntervalNanos * 0.000001f) + " ms! " + "Skipping " + skippedFrames + " frames and setting frame " + "time to " + (lastFrameOffset * 0.000001f) + " ms in the past."); } frameTimeNanos = startNanos - lastFrameOffset; } if (frameTimeNanos < mLastFrameTimeNanos) { if (DEBUG_JANK) { Log.d(TAG, "Frame time appears to be going backwards. May be due to a " + "previously skipped frame. Waiting for next vsync."); } scheduleVsyncLocked(); return; } if (mFPSDivisor > 1) { long timeSinceVsync = frameTimeNanos - mLastFrameTimeNanos; if (timeSinceVsync < (mFrameIntervalNanos * mFPSDivisor) && timeSinceVsync > 0) { scheduleVsyncLocked(); return; } } mFrameInfo.setVsync(intendedFrameTimeNanos, frameTimeNanos); mFrameScheduled = false; mLastFrameTimeNanos = frameTimeNanos; } try { Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame"); AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS); mFrameInfo.markInputHandlingStart(); doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos); mFrameInfo.markAnimationsStart(); doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos); mFrameInfo.markPerformTraversalsStart(); doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos); doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos); } finally { AnimationUtils.unlockAnimationClock(); Trace.traceEnd(Trace.TRACE_TAG_VIEW); } if (DEBUG_FRAMES) { final long endNanos = System.nanoTime(); Log.d(TAG, "Frame " + frame + ": Finished, took " + (endNanos - startNanos) * 0.000001f + " ms, latency " + (startNanos - frameTimeNanos) * 0.000001f + " ms."); } } void doCallbacks(int callbackType, long frameTimeNanos) { CallbackRecord callbacks; synchronized (mLock) { // We use "now" to determine when callbacks become due because it's possible // for earlier processing phases in a frame to post callbacks that should run // in a following phase, such as an input event that causes an animation to start. final long now = System.nanoTime(); callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked( now / TimeUtils.NANOS_PER_MS); if (callbacks == null) { return; } mCallbacksRunning = true; // Update the frame time if necessary when committing the frame. // We only update the frame time if we are more than 2 frames late reaching // the commit phase. This ensures that the frame time which is observed by the // callbacks will always increase from one frame to the next and never repeat. // We never want the next frame's starting frame time to end up being less than // or equal to the previous frame's commit frame time. Keep in mind that the // next frame has most likely already been scheduled by now so we play it // safe by ensuring the commit time is always at least one frame behind. if (callbackType == Choreographer.CALLBACK_COMMIT) { final long jitterNanos = now - frameTimeNanos; Trace.traceCounter(Trace.TRACE_TAG_VIEW, "jitterNanos", (int) jitterNanos); if (jitterNanos >= 2 * mFrameIntervalNanos) { final long lastFrameOffset = jitterNanos % mFrameIntervalNanos + mFrameIntervalNanos; if (DEBUG_JANK) { Log.d(TAG, "Commit callback delayed by " + (jitterNanos * 0.000001f) + " ms which is more than twice the frame interval of " + (mFrameIntervalNanos * 0.000001f) + " ms! " + "Setting frame time to " + (lastFrameOffset * 0.000001f) + " ms in the past."); mDebugPrintNextFrameTimeDelta = true; } frameTimeNanos = now - lastFrameOffset; mLastFrameTimeNanos = frameTimeNanos; } } } try { Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]); for (CallbackRecord c = callbacks; c != null; c = c.next) { if (DEBUG_FRAMES) { Log.d(TAG, "RunCallback: type=" + callbackType + ", action=" + c.action + ", token=" + c.token + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime)); } c.run(frameTimeNanos); } } finally { synchronized (mLock) { mCallbacksRunning = false; do { final CallbackRecord next = callbacks.next; recycleCallbackLocked(callbacks); callbacks = next; } while (callbacks != null); } Trace.traceEnd(Trace.TRACE_TAG_VIEW); } } void doScheduleVsync() { synchronized (mLock) { if (mFrameScheduled) { scheduleVsyncLocked(); } } } void doScheduleCallback(int callbackType) { synchronized (mLock) { if (!mFrameScheduled) { final long now = SystemClock.uptimeMillis(); if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) { scheduleFrameLocked(now); } } } } private void scheduleVsyncLocked() { mDisplayEventReceiver.scheduleVsync(); } private boolean isRunningOnLooperThreadLocked() { return Looper.myLooper() == mLooper; } private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) { CallbackRecord callback = mCallbackPool; if (callback == null) { callback = new CallbackRecord(); } else { mCallbackPool = callback.next; callback.next = null; } callback.dueTime = dueTime; callback.action = action; callback.token = token; return callback; } private void recycleCallbackLocked(CallbackRecord callback) { callback.action = null; callback.token = null; callback.next = mCallbackPool; mCallbackPool = callback; }
Implement this interface to receive a callback when a new display frame is being rendered. The callback is invoked on the Looper thread to which the Choreographer is attached.
/** * Implement this interface to receive a callback when a new display frame is * being rendered. The callback is invoked on the {@link Looper} thread to * which the {@link Choreographer} is attached. */
public interface FrameCallback {
Called when a new display frame is being rendered.

This method provides the time in nanoseconds when the frame started being rendered. The frame time provides a stable time base for synchronizing animations and drawing. It should be used instead of SystemClock.uptimeMillis() or System.nanoTime() for animations and drawing in the UI. Using the frame time helps to reduce inter-frame jitter because the frame time is fixed at the time the frame was scheduled to start, regardless of when the animations or drawing callback actually runs. All callbacks that run as part of rendering a frame will observe the same frame time so using the frame time also helps to synchronize effects that are performed by different callbacks.

Please note that the framework already takes care to process animations and drawing using the frame time as a stable time base. Most applications should not need to use the frame time information directly.

Params:
/** * Called when a new display frame is being rendered. * <p> * This method provides the time in nanoseconds when the frame started being rendered. * The frame time provides a stable time base for synchronizing animations * and drawing. It should be used instead of {@link SystemClock#uptimeMillis()} * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame * time helps to reduce inter-frame jitter because the frame time is fixed at the time * the frame was scheduled to start, regardless of when the animations or drawing * callback actually runs. All callbacks that run as part of rendering a frame will * observe the same frame time so using the frame time also helps to synchronize effects * that are performed by different callbacks. * </p><p> * Please note that the framework already takes care to process animations and * drawing using the frame time as a stable time base. Most applications should * not need to use the frame time information directly. * </p> * * @param frameTimeNanos The time in nanoseconds when the frame started being rendered, * in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000} * to convert it to the {@link SystemClock#uptimeMillis()} time base. */
public void doFrame(long frameTimeNanos); } private final class FrameHandler extends Handler { public FrameHandler(Looper looper) { super(looper); } @Override public void handleMessage(Message msg) { switch (msg.what) { case MSG_DO_FRAME: doFrame(System.nanoTime(), 0); break; case MSG_DO_SCHEDULE_VSYNC: doScheduleVsync(); break; case MSG_DO_SCHEDULE_CALLBACK: doScheduleCallback(msg.arg1); break; } } } private final class FrameDisplayEventReceiver extends DisplayEventReceiver implements Runnable { private boolean mHavePendingVsync; private long mTimestampNanos; private int mFrame; public FrameDisplayEventReceiver(Looper looper, int vsyncSource) { super(looper, vsyncSource); } @Override public void onVsync(long timestampNanos, int builtInDisplayId, int frame) { // Ignore vsync from secondary display. // This can be problematic because the call to scheduleVsync() is a one-shot. // We need to ensure that we will still receive the vsync from the primary // display which is the one we really care about. Ideally we should schedule // vsync for a particular display. // At this time Surface Flinger won't send us vsyncs for secondary displays // but that could change in the future so let's log a message to help us remember // that we need to fix this. if (builtInDisplayId != SurfaceControl.BUILT_IN_DISPLAY_ID_MAIN) { Log.d(TAG, "Received vsync from secondary display, but we don't support " + "this case yet. Choreographer needs a way to explicitly request " + "vsync for a specific display to ensure it doesn't lose track " + "of its scheduled vsync."); scheduleVsync(); return; } // Post the vsync event to the Handler. // The idea is to prevent incoming vsync events from completely starving // the message queue. If there are no messages in the queue with timestamps // earlier than the frame time, then the vsync event will be processed immediately. // Otherwise, messages that predate the vsync event will be handled first. long now = System.nanoTime(); if (timestampNanos > now) { Log.w(TAG, "Frame time is " + ((timestampNanos - now) * 0.000001f) + " ms in the future! Check that graphics HAL is generating vsync " + "timestamps using the correct timebase."); timestampNanos = now; } if (mHavePendingVsync) { Log.w(TAG, "Already have a pending vsync event. There should only be " + "one at a time."); } else { mHavePendingVsync = true; } mTimestampNanos = timestampNanos; mFrame = frame; Message msg = Message.obtain(mHandler, this); msg.setAsynchronous(true); mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS); } @Override public void run() { mHavePendingVsync = false; doFrame(mTimestampNanos, mFrame); } } private static final class CallbackRecord { public CallbackRecord next; public long dueTime; public Object action; // Runnable or FrameCallback public Object token; public void run(long frameTimeNanos) { if (token == FRAME_CALLBACK_TOKEN) { ((FrameCallback)action).doFrame(frameTimeNanos); } else { ((Runnable)action).run(); } } } private final class CallbackQueue { private CallbackRecord mHead; public boolean hasDueCallbacksLocked(long now) { return mHead != null && mHead.dueTime <= now; } public CallbackRecord extractDueCallbacksLocked(long now) { CallbackRecord callbacks = mHead; if (callbacks == null || callbacks.dueTime > now) { return null; } CallbackRecord last = callbacks; CallbackRecord next = last.next; while (next != null) { if (next.dueTime > now) { last.next = null; break; } last = next; next = next.next; } mHead = next; return callbacks; } public void addCallbackLocked(long dueTime, Object action, Object token) { CallbackRecord callback = obtainCallbackLocked(dueTime, action, token); CallbackRecord entry = mHead; if (entry == null) { mHead = callback; return; } if (dueTime < entry.dueTime) { callback.next = entry; mHead = callback; return; } while (entry.next != null) { if (dueTime < entry.next.dueTime) { callback.next = entry.next; break; } entry = entry.next; } entry.next = callback; } public void removeCallbacksLocked(Object action, Object token) { CallbackRecord predecessor = null; for (CallbackRecord callback = mHead; callback != null;) { final CallbackRecord next = callback.next; if ((action == null || callback.action == action) && (token == null || callback.token == token)) { if (predecessor != null) { predecessor.next = next; } else { mHead = next; } recycleCallbackLocked(callback); } else { predecessor = callback; } callback = next; } } } }