/* * 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 "../JankTracker.h" #include "TimeLord.h" #include <cutils/compiler.h> #include <ui/DisplayInfo.h> #include <utils/Looper.h> #include <utils/Mutex.h> #include <utils/Singleton.h> #include <utils/Thread.h> #include <memory> #include <set> namespace android { class DisplayEventReceiver; namespace uirenderer { class RenderState; namespace renderthread { class CanvasContext; 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); ANDROID_API void queueAtFront(RenderTask* task); void queueAt(RenderTask* task, nsecs_t runAtNs); void remove(RenderTask* task); // Mimics android.view.Choreographer void postFrameCallback(IFrameCallback* callback); bool 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; } JankTracker& jankTracker() { return *mJankTracker; } const DisplayInfo& mainDisplayInfo() { return mDisplayInfo; } protected: virtual bool threadLoop() override; 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(); void dispatchFrameCallbacks(); void requestVsync(); // 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); sp<Looper> mLooper; Mutex mLock; nsecs_t mNextWakeup; TaskQueue mQueue; DisplayInfo mDisplayInfo; 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; JankTracker* mJankTracker = nullptr; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* RENDERTHREAD_H_ */