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/*
* Copyright (C) 2013 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.
*/
#ifndef RENDERTHREAD_H_
#define RENDERTHREAD_H_
#include "RenderTask.h"
#include <memory>
#include <set>
#include <cutils/compiler.h>
#include <utils/Condition.h>
#include <utils/Looper.h>
#include <utils/Mutex.h>
#include <utils/Singleton.h>
#include <utils/Thread.h>
#include "TimeLord.h"
namespace android {
class DisplayEventReceiver;
namespace uirenderer {
class RenderState;
namespace renderthread {
class DispatchFrameCallbacks;
class EglManager;
class RenderProxy;
class TaskQueue {
public:
TaskQueue();
RenderTask* next();
void queue(RenderTask* task);
void queueAtFront(RenderTask* task);
RenderTask* peek();
void remove(RenderTask* task);
private:
RenderTask* mHead;
RenderTask* mTail;
};
// Mimics android.view.Choreographer.FrameCallback
class IFrameCallback {
public:
virtual void doFrame() = 0;
protected:
~IFrameCallback() {}
};
class ANDROID_API RenderThread : public Thread, protected Singleton<RenderThread> {
public:
// RenderThread takes complete ownership of tasks that are queued
// and will delete them after they are run
ANDROID_API void queue(RenderTask* task);
void queueAndWait(RenderTask* task, Condition& signal, Mutex& lock);
ANDROID_API void queueAtFront(RenderTask* task);
void queueDelayed(RenderTask* task, int delayMs);
void remove(RenderTask* task);
// Mimics android.view.Choreographer
void postFrameCallback(IFrameCallback* callback);
void removeFrameCallback(IFrameCallback* callback);
// If the callback is currently registered, it will be pushed back until
// the next vsync. If it is not currently registered this does nothing.
void pushBackFrameCallback(IFrameCallback* callback);
TimeLord& timeLord() { return mTimeLord; }
RenderState& renderState() { return *mRenderState; }
EglManager& eglManager() { return *mEglManager; }
protected:
virtual bool threadLoop();
private:
friend class Singleton<RenderThread>;
friend class DispatchFrameCallbacks;
friend class RenderProxy;
RenderThread();
virtual ~RenderThread();
void initThreadLocals();
void initializeDisplayEventReceiver();
static int displayEventReceiverCallback(int fd, int events, void* data);
void drainDisplayEventQueue(bool skipCallbacks = false);
void dispatchFrameCallbacks();
void requestVsync();
// VERY DANGEROUS HANDLE WITH EXTREME CARE
void nukeFromOrbit();
// Returns the next task to be run. If this returns NULL nextWakeup is set
// to the time to requery for the nextTask to run. mNextWakeup is also
// set to this time
RenderTask* nextTask(nsecs_t* nextWakeup);
pthread_t mThreadId;
sp<Looper> mLooper;
Mutex mLock;
nsecs_t mNextWakeup;
TaskQueue mQueue;
DisplayEventReceiver* mDisplayEventReceiver;
bool mVsyncRequested;
std::set<IFrameCallback*> mFrameCallbacks;
// We defer the actual registration of these callbacks until
// both mQueue *and* mDisplayEventReceiver have been drained off all
// immediate events. This makes sure that we catch the next vsync, not
// the previous one
std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
bool mFrameCallbackTaskPending;
DispatchFrameCallbacks* mFrameCallbackTask;
TimeLord mTimeLord;
RenderState* mRenderState;
EglManager* mEglManager;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERTHREAD_H_ */