1 /* 2 * Copyright (c) 2010, 2014, Oracle and/or its affiliates. All rights reserved. 3 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. 4 * 5 * This code is free software; you can redistribute it and/or modify it 6 * under the terms of the GNU General Public License version 2 only, as 7 * published by the Free Software Foundation. Oracle designates this 8 * particular file as subject to the "Classpath" exception as provided 9 * by Oracle in the LICENSE file that accompanied this code. 10 * 11 * This code is distributed in the hope that it will be useful, but WITHOUT 12 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or 13 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 14 * version 2 for more details (a copy is included in the LICENSE file that 15 * accompanied this code). 16 * 17 * You should have received a copy of the GNU General Public License version 18 * 2 along with this work; if not, write to the Free Software Foundation, 19 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. 20 * 21 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA 22 * or visit www.oracle.com if you need additional information or have any 23 * questions. 24 */ 25 26 package com.sun.javafx.tk.quantum; 27 28 import java.util.ArrayList; 29 import java.util.Collections; 30 import java.util.Comparator; 31 import java.util.List; 32 import java.util.concurrent.CountDownLatch; 33 import com.sun.javafx.PlatformUtil; 34 35 import com.sun.glass.ui.Application; 36 import com.sun.glass.ui.Window; 37 import com.sun.javafx.tk.CompletionListener; 38 import com.sun.javafx.tk.RenderJob; 39 40 import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED; 41 import com.sun.javafx.logging.PulseLogger; 42 43 /** 44 * Manages the collection and rendering of dirty scenes. This class has 45 * methods which may be called from one of several threads, depending 46 * on the method. 47 * 48 * <ul> 49 * <li>createInstance: Called by QuantumToolkit once during initialization</li> 50 * <li>getInstance: May be called from any thread</li> 51 * <li>hasDirty: May be called from any thread</li> 52 * <li>addDirtyScene: Called only on the FX Thread</li> 53 * <li>removeDirtyScene: Called only on the FX Thread</li> 54 * <li>getRendered: May be called from any thread</li> 55 * <li>liveRepaintRenderJob: Called only on the FX Thread</li> 56 * <li>renderAll: Called only on the FX Thread</li> 57 * </ul> 58 * 59 * Assertions have been added to each method to verify whether the calling 60 * thread is the expected thread. 61 */ 62 final class PaintCollector implements CompletionListener { 63 /* 64 Generally we would prefer to remove this static state and pass the 65 collector where it needs to go rather than having code reach into this 66 static method to get the instance. IoC (inversion of control) makes 67 the code more readable and testable, in general. 68 */ 69 private static volatile PaintCollector collector; 70 71 static PaintCollector createInstance(QuantumToolkit toolkit) { 72 return collector = new PaintCollector(toolkit); 73 } 74 75 static PaintCollector getInstance() { 76 return collector; 77 } 78 79 /** 80 * Sorts the dirty scenes such that asynchronous scenes come first 81 */ 82 private static final Comparator<GlassScene> DIRTY_SCENE_SORTER = (o1, o2) -> { 83 int i1 = o1.isSynchronous() ? 1 : 0; 84 int i2 = o2.isSynchronous() ? 1 : 0; 85 return i1 - i2; 86 }; 87 88 /** 89 * Contains a list of all of the dirty scenes. This list is populated 90 * only from the FX Thread in consequence of a call to addDirtyScene, 91 * or cleared from the FX Thread in consequence of a call to renderAll 92 * or removeDirtyScene. It is only ever accessed (both read and write!) 93 * from the FX thread. 94 */ 95 private final List<GlassScene> dirtyScenes = new ArrayList<>(); 96 97 /** 98 * Keeps track of the number of scenes which still need to be processed. 99 * In the renderAll method, we will await on this latch until all currently 100 * pending scenes are completed. Once they are all completed, we will 101 * create a new CountDownLatch initialized to the size of the number of 102 * scenes to be processed, and then process each scene in turn (or rather, 103 * cause them to render on the render thread). As each scene completes, 104 * the CompletionListener will be invoked which will decrement the 105 * allWorkCompletedLatch. 106 */ 107 private volatile CountDownLatch allWorkCompletedLatch = new CountDownLatch(0); 108 109 /** 110 * Indicates whether this PaintCollector has any dirty scenes that 111 * need to be processed. This is used by the QuantumToolkit to detect 112 * in the postPulse() method whether there are dirty scenes. If there 113 * are, then the postPulse will potentially post a new pulse event. 114 * Updated from the FX Thread, but may be read from any thread. 115 */ 116 private volatile boolean hasDirty; 117 118 /** 119 * A reference to the toolkit. This is supplied in the constructor. 120 * Although a Toolkit.getToolkit() call and cast to QuantumToolkit 121 * could be used, it is somewhat cleaner to simply supply these 122 * parameters in the constructor and not reach out to static state. 123 */ 124 private final QuantumToolkit toolkit; 125 126 /** 127 * Indicates whether we should attempt to wait for vsync at 128 * the conclusion of rendering all scenes. This is set in the 129 * renderAll method if there are any synchronous scenes. If true, 130 * then after the last scene is processed we will indicate to the 131 * Toolkit that it should exercise the vsync block, and let it 132 * decide whether to actually do so or not (based on flags, or 133 * what OS we're on, etc). 134 * 135 * <p>This field will be set from the FX thread and read from 136 * the Render thread, hence it is volatile.</p> 137 */ 138 private volatile boolean needsHint; 139 140 /** 141 * Singleton constructor. 142 * 143 * @param qt The QuantumToolkit instance. 144 */ 145 private PaintCollector(QuantumToolkit qt) { 146 toolkit = qt; 147 } 148 149 /** 150 * Called by renderAll to wait for rendering to complete before 151 * continuing. 152 */ 153 void waitForRenderingToComplete() { 154 while (true) { 155 try { 156 // We need to keep waiting until things are done! 157 allWorkCompletedLatch.await(); 158 return; 159 } catch (InterruptedException ex) { 160 // An interrupted exception at this point is a 161 // bad thing. It might have happened during shutdown, 162 // perhaps? Or somebody is poking the FX thread and 163 // asking it to interrupt. Either way, it means 164 // that we have not yet completed rendering some 165 // scenes and we're about to make a mess of things. 166 // Best thing to do is to retry. 167 } 168 } 169 } 170 171 /** 172 * Gets whether there are any dirty scenes that need to be rendered. If 173 * true, then a subsequent pulse event and renderAll call is required. 174 * 175 * @return Whether there are any dirty scenes that need to be rendered. 176 */ 177 final boolean hasDirty() { 178 return hasDirty; 179 } 180 181 /** 182 * Adds a dirty scene to the PaintCollector for subsequent processing. 183 * This method simply makes the PaintCollector aware of this new 184 * scene and ensure it gets processed on the next call to renderAll. 185 * 186 * The next QuantumToolkit Glass timer generated pulse or PaintCollector 187 * rendering vsync hinted pulse will process these dirty scenes. 188 * 189 * <p>This method must only be called on the FX Thread</p> 190 * 191 * @param scene The scene which is dirty. This must not be null. 192 */ 193 final void addDirtyScene(GlassScene scene) { 194 // Check that we are on the expected thread. 195 assert Thread.currentThread() == QuantumToolkit.getFxUserThread(); 196 // Scene must not be null (using assert for performance) 197 assert scene != null; 198 199 if (QuantumToolkit.verbose) { 200 System.err.println("PC.addDirtyScene: " + System.nanoTime() + scene); 201 } 202 203 // Because dirtyScenes is ever only accessed from the FX Thread, 204 // we don't need any form of concurrent access here. Note also 205 // that doing a contains() call here is probably faster than using 206 // a HashSet because we are dealing with such a small number of 207 // scenes that simple iteration is likely to be much faster 208 if (!dirtyScenes.contains(scene)) { 209 dirtyScenes.add(scene); 210 // Now that we know we have added a scene to dirtyScenes, 211 // we should ensure hasDirty is true. 212 hasDirty = true; 213 } 214 } 215 216 /** 217 * Removes a scene from the dirtyScene list. If the given scene 218 * was previously added with a call to addDirtyScene, it will 219 * be removed. Potentially this means that after this call the 220 * PaintCollector will no longer have any dirty scenes and will 221 * no longer require a repaint. 222 * 223 * <p>This method is typically called when a scene is removed 224 * from a stage, or when visible becomes false. 225 * </p> 226 * 227 * <p>This method must only be called on the FX Thread</p> 228 * 229 * @param scene The scene which is no longer dirty. Must not be null. 230 */ 231 final void removeDirtyScene(GlassScene scene) { 232 // Ensure we're called only from the FX thread 233 assert Thread.currentThread() == QuantumToolkit.getFxUserThread(); 234 assert scene != null; 235 236 // Need to convert to use JavaFX Logging instead. 237 if (QuantumToolkit.verbose) { 238 System.err.println("PC.removeDirtyScene: " + scene); 239 } 240 241 // Remove the scene 242 dirtyScenes.remove(scene); 243 // Update hasDirty 244 hasDirty = !dirtyScenes.isEmpty(); 245 } 246 247 /** 248 * Gets the CompletionListener which must be notified when a 249 * GlassScene has completed rendering. 250 * 251 * @return The CompletionListener. Will never be null. 252 */ 253 final CompletionListener getRendered() { 254 return this; 255 } 256 257 /** 258 * This object is a CompletionListener is registered with every GlassScene, 259 * such that when the repaint has completed, this method is called. 260 * This method will decrement the count on the allWorkCompletedLatch. 261 */ 262 @Override public void done(RenderJob job) { 263 // It would be better to have an assertive check that 264 // this call is being made on the render thread, rather 265 // than on the FXT, but this is easier for now. 266 assert Thread.currentThread() != QuantumToolkit.getFxUserThread(); 267 268 if (!(job instanceof PaintRenderJob)) { 269 throw new IllegalArgumentException("PaintCollector: invalid RenderJob"); 270 } 271 272 final PaintRenderJob paintjob = (PaintRenderJob)job; 273 final GlassScene scene = paintjob.getScene(); 274 275 if (scene == null) { 276 throw new IllegalArgumentException("PaintCollector: null scene"); 277 } 278 279 // This callback on Scene only exists to allow the performance 280 // counter to be notified when a scene has been rendered. We 281 // could reduce the class count and indirection if we had a more 282 // direct method for notifying some performance tracker rather 283 // than going through this round-about way. 284 scene.frameRendered(); 285 286 // Work to be done after all rendering is completed. Note that 287 // I check against "1" to indicate all rendering is done, and 288 // only decrement the allWorkCompletedLatch after wards. This is 289 // because as soon as I decrement the allWorkCompletedLatch to 0, 290 // then whatever code remains in this method will run concurrently 291 // with the FX app thread, and I'd prefer to minimize the number 292 // of things here that could be happening in parallel. 293 if (allWorkCompletedLatch.getCount() == 1) { 294 // In some cases we need to tell the toolkit that 295 // now would be a great time to vsync! 296 if (needsHint && !toolkit.hasNativeSystemVsync()) { 297 toolkit.vsyncHint(); 298 } 299 300 Application.GetApplication().notifyRenderingFinished(); 301 302 // If pulse logging is enabled, then we must call renderEnd now 303 // that we know that all of the scene's being rendered are finished 304 if (PULSE_LOGGING_ENABLED) { 305 PulseLogger.renderEnd(); 306 } 307 } 308 309 // Count down the latch, indicating that drawing has 310 // completed for some scene. 311 allWorkCompletedLatch.countDown(); 312 } 313 314 /** 315 * Run a full pulse and repaint before returning. 316 */ 317 final void liveRepaintRenderJob(final ViewScene scene) { 318 ViewPainter viewPainter = scene.getPainter(); 319 QuantumToolkit quantum = (QuantumToolkit)QuantumToolkit.getToolkit(); 320 quantum.pulse(false); 321 final CountDownLatch latch = new CountDownLatch(1); 322 QuantumToolkit.runWithoutRenderLock(() -> { 323 quantum.addRenderJob(new RenderJob(viewPainter, rj -> latch.countDown())); 324 try { 325 latch.await(); 326 } catch (InterruptedException e) { 327 //Fail silently. If interrupted, then proceed with the UI ... 328 } 329 return null; 330 }); 331 } 332 333 /** 334 * Called by QuantumToolkit during a pulse to render whatever dirty scenes 335 * we have. This method is only called on the FX thread. 336 */ 337 final void renderAll() { 338 // Ensure we're called only from the FX thread 339 assert Thread.currentThread() == QuantumToolkit.getFxUserThread(); 340 341 // TODO switch to using a logger 342 if (QuantumToolkit.pulseDebug) { 343 System.err.println("PC.renderAll(" + dirtyScenes.size() + "): " + System.nanoTime()); 344 } 345 346 // Since hasDirty can only be set to true from the FX Thread, 347 // we can do just a simple boolean check here. If we don't 348 // have any dirty scenes to process, then we are done. 349 if (!hasDirty) { 350 return; 351 } 352 353 // Because hasDirty is tied to dirtyScenes, it should 354 // not be possible that we reach this point if dirtyScenes 355 // is empty (since hasDirty was true) 356 assert !dirtyScenes.isEmpty(); 357 358 // Sort the dirty scenes based on whether they are 359 // synchronous or not. If they are not synchronous, 360 // then we want to process them first. 361 Collections.sort(dirtyScenes, DIRTY_SCENE_SORTER); 362 363 // Reset the fields 364 hasDirty = false; 365 needsHint = false; 366 367 // If pulse logging is enabled, then we must call renderStart 368 // BEFORE we actually call repaint on any of the dirty scenes. 369 if (PULSE_LOGGING_ENABLED) { 370 PulseLogger.renderStart(); 371 } 372 373 // This part needs to be handled a bit differently depending on whether our platform has a native 374 // window manager or not. 375 // So, check to see if we do (Note: how we determine this need to be improved, this should 376 // eventually call down into platform-specific glass code and not rely on 377 // a system property, but we will use this for now) 378 if (!Application.GetApplication().hasWindowManager()) { 379 // No native window manager. We call repaint on every scene (to make sure it gets recopied 380 // to the screen) but we may be able to skip some steps in the repaint. 381 382 // Obtain a z-ordered window list from glass. For platforms without a native window manager, 383 // we need to recopy the all of the window contents to the screen on every frame. 384 final List<com.sun.glass.ui.Window> glassWindowList = com.sun.glass.ui.Window.getWindows(); 385 allWorkCompletedLatch = new CountDownLatch(glassWindowList.size()); 386 for (int i = 0, n = glassWindowList.size(); i < n; i++) { 387 final Window w = glassWindowList.get(i); 388 final WindowStage ws = WindowStage.findWindowStage(w); 389 if (ws != null) { 390 final ViewScene vs = ws.getViewScene(); 391 392 // Check to see if this scene is in our dirty list. If so, we will need to render 393 // the scene before we recopy it to the screen. If not, we can skip this step. 394 if (dirtyScenes.indexOf(vs) != -1) { 395 if (!needsHint) { 396 needsHint = vs.isSynchronous(); 397 } 398 } 399 if (!PlatformUtil.useEGL() || i == (n - 1)) { 400 // for platforms without a native window manager, we only want to do the 401 // swap to the screen after the last window has been rendered 402 vs.setDoPresent(true); 403 } else { 404 vs.setDoPresent(false); 405 } 406 try { 407 vs.repaint(); 408 } catch (Throwable t) { 409 t.printStackTrace(); 410 } 411 } 412 } 413 } else { 414 // We have a native window manager. Only call repaint on the dirty scenes, 415 // and swap to the screen on a per-window basis. 416 // 417 // Now we are ready to repaint each scene. We will first process 418 // the uploadScenes, followed by the syncScenes. The reason we 419 // want to do this is that when the last syncScene is processed, 420 // if needsHint is true, then we will wait for vsync. We clearly 421 // don't want to do this until all the dirty scenes have been 422 // processed. 423 allWorkCompletedLatch = new CountDownLatch(dirtyScenes.size()); 424 425 for (final GlassScene gs : dirtyScenes) { 426 // Only post the vsync hint if there are synchronous scenes 427 if (!needsHint) { 428 needsHint = gs.isSynchronous(); 429 } 430 // On platforms with a window manager, we always set doPresent = true, because 431 // we always need to rerender the scene if it's in the dirty list and we do a 432 // swap on a per-window basis 433 gs.setDoPresent(true); 434 try { 435 gs.repaint(); 436 } catch (Throwable t) { 437 t.printStackTrace(); 438 } 439 } 440 } 441 442 dirtyScenes.clear(); 443 444 if (toolkit.shouldWaitForRenderingToComplete()) { 445 waitForRenderingToComplete(); 446 } 447 } 448 }