File: RenderEngineThreaded.h

package info (click to toggle)
android-platform-tools 34.0.5-12
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 150,900 kB
  • sloc: cpp: 805,786; java: 293,500; ansic: 128,288; xml: 127,491; python: 41,481; sh: 14,245; javascript: 9,665; cs: 3,846; asm: 2,049; makefile: 1,917; yacc: 440; awk: 368; ruby: 183; sql: 140; perl: 88; lex: 67
file content (114 lines) | stat: -rw-r--r-- 4,689 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
/*
 * Copyright 2020 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.
 */

#pragma once

#include <android-base/thread_annotations.h>
#include <condition_variable>
#include <mutex>
#include <queue>
#include <thread>

#include "renderengine/RenderEngine.h"

namespace android {
namespace renderengine {
namespace threaded {

using CreateInstanceFactory = std::function<std::unique_ptr<renderengine::RenderEngine>()>;

/**
 * This class extends a basic RenderEngine class. It contains a thread. Each time a function of
 * this class is called, we create a lambda function that is put on a queue. The main thread then
 * executes the functions in order.
 */
class RenderEngineThreaded : public RenderEngine {
public:
    static std::unique_ptr<RenderEngineThreaded> create(CreateInstanceFactory factory,
                                                        RenderEngineType type);

    RenderEngineThreaded(CreateInstanceFactory factory, RenderEngineType type);
    ~RenderEngineThreaded() override;
    std::future<void> primeCache() override;

    void dump(std::string& result) override;

    void genTextures(size_t count, uint32_t* names) override;
    void deleteTextures(size_t count, uint32_t const* names) override;
    size_t getMaxTextureSize() const override;
    size_t getMaxViewportDims() const override;

    bool isProtected() const override;
    bool supportsProtectedContent() const override;
    void useProtectedContext(bool useProtectedContext) override;
    void cleanupPostRender() override;

    std::future<RenderEngineResult> drawLayers(const DisplaySettings& display,
                                               const std::vector<LayerSettings>& layers,
                                               const std::shared_ptr<ExternalTexture>& buffer,
                                               const bool useFramebufferCache,
                                               base::unique_fd&& bufferFence) override;

    void cleanFramebufferCache() override;
    int getContextPriority() override;
    bool supportsBackgroundBlur() override;
    void onActiveDisplaySizeChanged(ui::Size size) override;
    std::optional<pid_t> getRenderEngineTid() const override;
    void setEnableTracing(bool tracingEnabled) override;

protected:
    void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) override;
    void unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) override;
    bool canSkipPostRenderCleanup() const override;
    void drawLayersInternal(const std::shared_ptr<std::promise<RenderEngineResult>>&& resultPromise,
                            const DisplaySettings& display,
                            const std::vector<LayerSettings>& layers,
                            const std::shared_ptr<ExternalTexture>& buffer,
                            const bool useFramebufferCache, base::unique_fd&& bufferFence) override;

private:
    void threadMain(CreateInstanceFactory factory);
    void waitUntilInitialized() const;
    static status_t setSchedFifo(bool enabled);

    /* ------------------------------------------------------------------------
     * Threading
     */
    const char* const mThreadName = "RenderEngine";
    // Protects the creation and destruction of mThread.
    mutable std::mutex mThreadMutex;
    std::thread mThread GUARDED_BY(mThreadMutex);
    std::atomic<bool> mRunning = true;

    using Work = std::function<void(renderengine::RenderEngine&)>;
    mutable std::queue<Work> mFunctionCalls GUARDED_BY(mThreadMutex);
    mutable std::condition_variable mCondition;

    // Used to allow select thread safe methods to be accessed without requiring the
    // method to be invoked on the RenderEngine thread
    bool mIsInitialized = false;
    mutable std::mutex mInitializedMutex;
    mutable std::condition_variable mInitializedCondition;

    /* ------------------------------------------------------------------------
     * Render Engine
     */
    std::unique_ptr<renderengine::RenderEngine> mRenderEngine;
    std::atomic<bool> mIsProtected = false;
};
} // namespace threaded
} // namespace renderengine
} // namespace android