| /* |
| * 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. |
| */ |
| |
| #define LOG_TAG "RenderThread" |
| |
| #include "RenderThread.h" |
| |
| #include "CanvasContext.h" |
| #include "RenderProxy.h" |
| #include <utils/Log.h> |
| |
| namespace android { |
| using namespace uirenderer::renderthread; |
| ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread); |
| |
| namespace uirenderer { |
| namespace renderthread { |
| |
| TaskQueue::TaskQueue() : mHead(0), mTail(0) {} |
| |
| RenderTask* TaskQueue::next() { |
| RenderTask* ret = mHead; |
| if (ret) { |
| mHead = ret->mNext; |
| if (!mHead) { |
| mTail = 0; |
| } |
| ret->mNext = 0; |
| } |
| return ret; |
| } |
| |
| RenderTask* TaskQueue::peek() { |
| return mHead; |
| } |
| |
| void TaskQueue::queue(RenderTask* task) { |
| // Since the RenderTask itself forms the linked list it is not allowed |
| // to have the same task queued twice |
| LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!"); |
| if (mTail) { |
| // Fast path if we can just append |
| if (mTail->mRunAt <= task->mRunAt) { |
| mTail->mNext = task; |
| mTail = task; |
| } else { |
| // Need to find the proper insertion point |
| RenderTask* previous = 0; |
| RenderTask* next = mHead; |
| while (next && next->mRunAt <= task->mRunAt) { |
| previous = next; |
| next = next->mNext; |
| } |
| if (!previous) { |
| task->mNext = mHead; |
| mHead = task; |
| } else { |
| previous->mNext = task; |
| if (next) { |
| task->mNext = next; |
| } else { |
| mTail = task; |
| } |
| } |
| } |
| } else { |
| mTail = mHead = task; |
| } |
| } |
| |
| void TaskQueue::remove(RenderTask* task) { |
| // TaskQueue is strict here to enforce that users are keeping track of |
| // their RenderTasks due to how their memory is managed |
| LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task, |
| "Cannot remove a task that isn't in the queue!"); |
| |
| // If task is the head we can just call next() to pop it off |
| // Otherwise we need to scan through to find the task before it |
| if (peek() == task) { |
| next(); |
| } else { |
| RenderTask* previous = mHead; |
| while (previous->mNext != task) { |
| previous = previous->mNext; |
| } |
| previous->mNext = task->mNext; |
| if (mTail == task) { |
| mTail = previous; |
| } |
| } |
| } |
| |
| RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>() |
| , mNextWakeup(LLONG_MAX) { |
| mLooper = new Looper(false); |
| run("RenderThread"); |
| } |
| |
| RenderThread::~RenderThread() { |
| } |
| |
| bool RenderThread::threadLoop() { |
| int timeoutMillis = -1; |
| for (;;) { |
| int result = mLooper->pollAll(timeoutMillis); |
| LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR, |
| "RenderThread Looper POLL_ERROR!"); |
| |
| nsecs_t nextWakeup; |
| // Process our queue, if we have anything |
| while (RenderTask* task = nextTask(&nextWakeup)) { |
| task->run(); |
| // task may have deleted itself, do not reference it again |
| } |
| if (nextWakeup == LLONG_MAX) { |
| timeoutMillis = -1; |
| } else { |
| nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC); |
| timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos); |
| if (timeoutMillis < 0) { |
| timeoutMillis = 0; |
| } |
| } |
| } |
| |
| return false; |
| } |
| |
| void RenderThread::queue(RenderTask* task) { |
| AutoMutex _lock(mLock); |
| mQueue.queue(task); |
| if (mNextWakeup && task->mRunAt < mNextWakeup) { |
| mNextWakeup = 0; |
| mLooper->wake(); |
| } |
| } |
| |
| void RenderThread::queueDelayed(RenderTask* task, int delayMs) { |
| nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC); |
| task->mRunAt = now + milliseconds_to_nanoseconds(delayMs); |
| queue(task); |
| } |
| |
| void RenderThread::remove(RenderTask* task) { |
| AutoMutex _lock(mLock); |
| mQueue.remove(task); |
| } |
| |
| RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) { |
| AutoMutex _lock(mLock); |
| RenderTask* next = mQueue.peek(); |
| if (!next) { |
| mNextWakeup = LLONG_MAX; |
| } else { |
| // Most tasks won't be delayed, so avoid unnecessary systemTime() calls |
| if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) { |
| next = mQueue.next(); |
| } |
| mNextWakeup = next->mRunAt; |
| } |
| if (nextWakeup) { |
| *nextWakeup = mNextWakeup; |
| } |
| return next; |
| } |
| |
| } /* namespace renderthread */ |
| } /* namespace uirenderer */ |
| } /* namespace android */ |