Greg Kaiser a95435b836 RenderThread: Make ~IFrameCallback() virtual
IFrameCallback has a pure virtual method, but its destructor was
non-virtual.  While CanvasContext, which inherits from
IFrameCallback, declares its own destructor virtual, this is not
sufficient when accessing via an IFrameCallback pointer.

We fix this by making the base destructor virtual.

Test: Treehugger
Change-Id: I6424f90c16caea417b5f80b60d76a7ca7c7ef97c
2018-08-23 17:07:56 -07:00

164 lines
4.5 KiB
C++

/*
* 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 "CacheManager.h"
#include "TimeLord.h"
#include "thread/ThreadBase.h"
#include <GrContext.h>
#include <SkBitmap.h>
#include <cutils/compiler.h>
#include <ui/DisplayInfo.h>
#include <utils/Looper.h>
#include <utils/Thread.h>
#include <thread/ThreadBase.h>
#include <memory>
#include <mutex>
#include <set>
namespace android {
class Bitmap;
namespace uirenderer {
class Readback;
class RenderState;
class TestUtils;
namespace renderthread {
class CanvasContext;
class EglManager;
class RenderProxy;
class VulkanManager;
// Mimics android.view.Choreographer.FrameCallback
class IFrameCallback {
public:
virtual void doFrame() = 0;
protected:
virtual ~IFrameCallback() {}
};
struct VsyncSource {
virtual void requestNextVsync() = 0;
virtual nsecs_t latestVsyncEvent() = 0;
virtual ~VsyncSource() {}
};
class DummyVsyncSource;
class RenderThread : private ThreadBase {
PREVENT_COPY_AND_ASSIGN(RenderThread);
public:
// Sets a callback that fires before any RenderThread setup has occured.
ANDROID_API static void setOnStartHook(void (*onStartHook)());
WorkQueue& queue() { return ThreadBase::queue(); }
// 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() const { return *mRenderState; }
EglManager& eglManager() const { return *mEglManager; }
ProfileDataContainer& globalProfileData() { return mGlobalProfileData; }
Readback& readback();
const DisplayInfo& mainDisplayInfo() { return mDisplayInfo; }
GrContext* getGrContext() const { return mGrContext.get(); }
void setGrContext(sk_sp<GrContext> cxt);
CacheManager& cacheManager() { return *mCacheManager; }
VulkanManager& vulkanManager() { return *mVkManager; }
sk_sp<Bitmap> allocateHardwareBitmap(SkBitmap& skBitmap);
void dumpGraphicsMemory(int fd);
/**
* isCurrent provides a way to query, if the caller is running on
* the render thread.
*
* @return true only if isCurrent is invoked from the render thread.
*/
static bool isCurrent();
protected:
virtual bool threadLoop() override;
private:
friend class DispatchFrameCallbacks;
friend class RenderProxy;
friend class DummyVsyncSource;
friend class android::uirenderer::TestUtils;
RenderThread();
virtual ~RenderThread();
static bool hasInstance();
static RenderThread& getInstance();
void initThreadLocals();
void initializeDisplayEventReceiver();
static int displayEventReceiverCallback(int fd, int events, void* data);
void drainDisplayEventQueue();
void dispatchFrameCallbacks();
void requestVsync();
DisplayInfo mDisplayInfo;
VsyncSource* mVsyncSource;
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;
TimeLord mTimeLord;
RenderState* mRenderState;
EglManager* mEglManager;
ProfileDataContainer mGlobalProfileData;
Readback* mReadback = nullptr;
sk_sp<GrContext> mGrContext;
CacheManager* mCacheManager;
VulkanManager* mVkManager;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERTHREAD_H_ */