/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// The following values will get calculated at compile time
const float DEFAULT_FRAME_DURATION_IN_SECONDS( 1.0f / 60.0f );
-const unsigned int DEFAULT_FRAME_DURATION_IN_MILLISECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * MILLISECONDS_PER_SECOND );
-const unsigned int DEFAULT_FRAME_DURATION_IN_NANOSECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * NANOSECONDS_PER_SECOND );
+const uint64_t DEFAULT_FRAME_DURATION_IN_MILLISECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * MILLISECONDS_PER_SECOND );
+const uint64_t DEFAULT_FRAME_DURATION_IN_NANOSECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * NANOSECONDS_PER_SECOND );
/**
* Handles the use case when an update-request is received JUST before we process a sleep-request. If we did not have an update-request count then
void CombinedUpdateRenderController::RequestUpdateOnce()
{
+ // Increment the update-request count to the maximum
+ if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
+ {
+ ++mUpdateRequestCount;
+ }
+
if( IsUpdateRenderThreadPaused() )
{
LOG_EVENT_TRACE;
{
// Not protected by lock, but written to rarely so not worth adding a lock when reading
mDefaultFrameDelta = numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_SECONDS;
- mDefaultFrameDurationMilliseconds = (uint64_t)numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
- mDefaultFrameDurationNanoseconds = (uint64_t)numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
- mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2;
+ mDefaultFrameDurationMilliseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
+ mDefaultFrameDurationNanoseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
+ mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2u;
LOG_EVENT( "mDefaultFrameDelta(%.6f), mDefaultFrameDurationMilliseconds(%lld), mDefaultFrameDurationNanoseconds(%lld)", mDefaultFrameDelta, mDefaultFrameDurationMilliseconds, mDefaultFrameDurationNanoseconds );
}
bool useElapsedTime = true;
bool updateRequired = true;
+ uint64_t timeToSleepUntil = 0;
+ int extraFramesDropped = 0;
- while( UpdateRenderReady( useElapsedTime, updateRequired ) )
+ while( UpdateRenderReady( useElapsedTime, updateRequired, timeToSleepUntil ) )
{
LOG_UPDATE_RENDER_TRACE;
if( useElapsedTime )
{
// If using the elapsed time, then calculate frameDelta as a multiple of mDefaultFrameDelta
- // Round up if remainder is more than half the default frame time
- noOfFramesSinceLastUpdate = ( timeSinceLastFrame + mDefaultHalfFrameNanoseconds) / mDefaultFrameDurationNanoseconds;
+ noOfFramesSinceLastUpdate += extraFramesDropped;
+
frameDelta = mDefaultFrameDelta * noOfFramesSinceLastUpdate;
}
LOG_UPDATE_RENDER( "timeSinceLastFrame(%llu) noOfFramesSinceLastUpdate(%u) frameDelta(%.6f)", timeSinceLastFrame, noOfFramesSinceLastUpdate, frameDelta );
mCore.Render( renderStatus );
AddPerformanceMarker( PerformanceInterface::RENDER_END );
- mRenderHelper.PostRender();
+ if( renderStatus.NeedsPostRender() )
+ {
+ mRenderHelper.PostRender();
+ }
// Trigger event thread to request Update/Render thread to sleep if update not required
if( ( Integration::KeepUpdating::NOT_REQUESTED == keepUpdatingStatus ) &&
// FRAME TIME
//////////////////////////////
+ extraFramesDropped = 0;
+
+ if (timeToSleepUntil == 0)
+ {
+ // If this is the first frame after the thread is initialized or resumed, we
+ // use the actual time the current frame starts from to calculate the time to
+ // sleep until the next frame.
+ timeToSleepUntil = currentFrameStartTime + mDefaultFrameDurationNanoseconds;
+ }
+ else
+ {
+ // Otherwise, always use the sleep-until time calculated in the last frame to
+ // calculate the time to sleep until the next frame. In this way, if there is
+ // any time gap between the current frame and the next frame, or if update or
+ // rendering in the current frame takes too much time so that the specified
+ // sleep-until time has already passed, it will try to keep the frames syncing
+ // by shortening the duration of the next frame.
+ timeToSleepUntil += mDefaultFrameDurationNanoseconds;
+
+ // Check the current time at the end of the frame
+ uint64_t currentFrameEndTime = 0;
+ TimeService::GetNanoseconds( currentFrameEndTime );
+ while ( currentFrameEndTime > timeToSleepUntil + mDefaultFrameDurationNanoseconds )
+ {
+ // We are more than one frame behind already, so just drop the next frames
+ // until the sleep-until time is later than the current time so that we can
+ // catch up.
+ timeToSleepUntil += mDefaultFrameDurationNanoseconds;
+ extraFramesDropped++;
+ }
+ }
+
// Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
- TimeService::SleepUntil( currentFrameStartTime + mDefaultFrameDurationNanoseconds );
+ TimeService::SleepUntil( timeToSleepUntil );
}
// Inform core of context destruction & shutdown EGL
mEnvironmentOptions.UnInstallLogFunction();
}
-bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired )
+bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil )
{
useElapsedTime = true;
LOG_UPDATE_RENDER( " mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
LOG_UPDATE_RENDER( " mNewSurface: %d", mNewSurface );
+ // Reset the time when the thread is waiting, so the sleep-until time for
+ // the first frame after resuming should be based on the actual start time
+ // of the first frame.
+ timeToSleepUntil = 0;
+
mUpdateRenderThreadWaitCondition.Wait( updateLock );
if( ! mUseElapsedTimeAfterWait )