Choreographer机制和卡顿优化

本文讨论了Android中Choreographer如何处理来自不同显示器的vsync信号,强调了消息队列管理和优化,以及如何通过分析frametime和messagelatency来识别和避免UI卡顿问题。作者提出了利用UI线程日志和Choreographer.FrameCallback进行卡顿检测和优化的方法。
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// 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);

}

注意看下timestampNanos的参数(简单来说就是从调用native方法以后到回调到这个方法所经过的的时间)

接着看会发送一条异步消息,简单来说就是此消息在消息队列中不用排队,可以最先被取出来,很明显,会调用下面的run方法进行处

@Override

public void run() {

mHavePendingVsync = false;

doFrame(mTimestampNanos, mFrame);

}

这里调用的doframe方法

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.");

}

}

有几个重点的地方要说下,我们开发时偶尔在log上会看到Skipped " + skippedFrames + " frames! "

+ "The application may be doing too much work on its main thread."这句话,很多人以为出现这句话是因为ui线程太耗时了,其实仔细想想就知道是错的,因为在回掉这方法的时候根本没有执行到

测量,绘制等,它的两个时间对比的是回掉到此帧的时间frameTimeNanos和当前的时间,如果大于16.66ms就会打印这句话,那就是说执行native方法到onFrame回掉超过16.66ms,而onFrame回掉是通过异步消息,可以忽略不计,那唯一可能出现的情况就是通过handler后执行dispatchVsync方法,与执行native方法的耗时,也就是说此时会有多个message,而执行dispatchVsync方法的message是排在比较后面的,这也解释了这句log:he application may be doing too much work on its main thread.

所以这句话并不能判断是ui卡顿了,只能说明有很多message,要减少不必要的message才是优化的根本。

而frameTimeNanos = startNanos - lastFrameOffset;简单来说就是给vsnc设置帧数的偏移量

那又是啥意思呢?

比如我在第一帧发起了重绘制,按理来说第二帧就会收到Vsync的信号值,但是由于message阻塞了超过了16.66,所以收到Vsync的信号自然延续要了第三帧。

在了解这句话以后,接下来就是回调绘制,或者input事件了,可以看到代码会间接调用doCallbacks

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);

}

}

从而执行 c.run(frameTimeNanos);方法进行回调

这里放张图,大家可以理解一下

简单说下

一开始注册了vsync信号,所以在下一帧调用了dispatchVsync方法,由于没有message阻塞,所以接收到了此帧的信号,进行了绘制,在绘制完成后又注册了信号,可以看到一帧内注册同一信号是无效的,但是回掉会执行,到了下一帧,由于message的超时不到16.66ms,所以也就是执行dispatchVsync与执行native方法的间隔时间,所以还是此帧还是有信号的,而由于此帧耗时超过了一帧,所以没有注册Vsync,当然也不会执行dispatchVsync方法,到了最后可以看到由于message超过了16.66即使在第三帧注册了Vsync信号,但是dispatchVsync执行的事件已经到了第5帧

卡顿优化

在简单分析完了Choreographer机制以后,来具体说下卡顿优化的两种方案的原理

1、 利用UI线程的Looper打印的日志匹配;

2、 使用Choreographer.FrameCallback

第一种是blockcanary的原理,就是利用looper.loop分发事件的时间间隔作为卡顿的依据

public static void loop() {

final Looper me = myLooper();

if (me == null) {

throw new RuntimeException(“No Looper; Looper.prepare() wasn’t called on this thread.”);

}

final MessageQueue queue = me.mQueue;

// Make sure the identity of this thread is that of the local process,

// and keep track of what that identity token actually is.

Binder.clearCallingIdentity();

final long ident = Binder.clearCallingIdentity();

// Allow overriding a threshold with a system prop. e.g.

// adb shell ‘setprop log.looper.1000.main.slow 1 && stop && start’

final int thresholdOverride =

SystemProperties.getInt(“log.looper.”

  • Process.myUid() + “.”

  • Thread.currentThread().getName()

  • “.slow”, 0);

boolean slowDeliveryDetected = false;

for (;😉 {

Message msg = queue.next(); // might block

if (msg == null) {

// No message indicates that the message queue is quitting.

return;

}

// This must be in a local variable, in case a UI event sets the logger

final Printer logging = me.mLogging;

if (logging != null) {

logging.println(">>>>> Dispatching to " + msg.target + " " +

msg.callback + ": " + msg.what);

}

final long traceTag = me.mTraceTag;

long slowDispatchThresholdMs = me.mSlowDispatchThresholdMs;

long slowDeliveryThresholdMs = me.mSlowDeliveryThresholdMs;

if (thresholdOverride > 0) {

slowDispatchThresholdMs = thresholdOverride;

slowDeliveryThresholdMs = thresholdOverride;

}

final boolean logSlowDelivery = (slowDeliveryThresholdMs > 0) && (msg.when > 0);

final boolean logSlowDispatch = (slowDispatchThresholdMs > 0);

final boolean needStartTime = logSlowDelivery || logSlowDispatch;

final boolean needEndTime = logSlowDispatch;

if (traceTag != 0 && Trace.isTagEnabled(traceTag)) {

Trace.traceBegin(traceTag, msg.target.getTraceName(msg));

}

final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;

final long dispatchEnd;

try {

msg.target.dispatchMessage(msg);

dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;

} finally {

if (traceTag != 0) {

Trace.traceEnd(traceTag);

}

}

if (logSlowDelivery) {

if (slowDeliveryDetected) {

if ((dispatchStart - msg.when) <= 10) {

Slog.w(TAG, “Drained”);

slowDeliveryDetected = false;

}

} else {

if (showSlowLog(slowDeliveryThresholdMs, msg.when, dispatchStart, “delivery”,

msg)) {

// Once we write a slow delivery log, suppress until the queue drains.

slowDeliveryDetected = true;

}

}

}

if (logSlowDispatch) {

showSlowLog(slowDispatchThresholdMs, dispatchStart, dispatchEnd, “dispatch”, msg);

}

if (logging != null) {

logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);

}

也就是对logging进行深入的研究,一般超过了1000ms就认为卡顿了,但我们有没有想过,我们通常说的卡顿不是说超过了16.66ms么,为何这里要超过500ms,甚至1000ms才算是卡顿?

我们要知道,android系统所有的执行都是基于looper机制的,也就是所有的消息执行的时间超过1000ms就认定卡顿了,举个例子,我们可能在主线程操作数据库,可能在主线程解析json,可能在主线程写文件,可能在主线程做一些例如高斯模糊的耗时操作

这种情况下我们利用blockcanary是可以检测出来的,但是如果是卡顿呢?当然我们也可以把时间设定为50ms,但是检测出来的太多了,所以就需要第二个机制了Choreographer.FrameCallback,通常这样写

public class BlockDetectByChoreographer {

public static void start() {

Choreographer.getInstance().postFrameCallback(new Choreographer.FrameCallback() {

long lastFrameTimeNanos = 0;

long currentFrameTimeNanos = 0;
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