a6260b83da
Change-Id: I54f752bb7faab5fa66c36252c9f7cf8f5c9939c9
183 lines
5.1 KiB
C++
183 lines
5.1 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "RenderThread"
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#include "RenderThread.h"
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#include "CanvasContext.h"
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#include "RenderProxy.h"
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#include <utils/Log.h>
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namespace android {
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using namespace uirenderer::renderthread;
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ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
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namespace uirenderer {
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namespace renderthread {
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TaskQueue::TaskQueue() : mHead(0), mTail(0) {}
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RenderTask* TaskQueue::next() {
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RenderTask* ret = mHead;
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if (ret) {
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mHead = ret->mNext;
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if (!mHead) {
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mTail = 0;
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}
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ret->mNext = 0;
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}
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return ret;
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}
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RenderTask* TaskQueue::peek() {
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return mHead;
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}
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void TaskQueue::queue(RenderTask* task) {
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// Since the RenderTask itself forms the linked list it is not allowed
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// to have the same task queued twice
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LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!");
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if (mTail) {
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// Fast path if we can just append
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if (mTail->mRunAt <= task->mRunAt) {
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mTail->mNext = task;
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mTail = task;
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} else {
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// Need to find the proper insertion point
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RenderTask* previous = 0;
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RenderTask* next = mHead;
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while (next && next->mRunAt <= task->mRunAt) {
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previous = next;
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next = next->mNext;
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}
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if (!previous) {
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task->mNext = mHead;
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mHead = task;
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} else {
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previous->mNext = task;
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if (next) {
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task->mNext = next;
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} else {
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mTail = task;
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}
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}
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}
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} else {
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mTail = mHead = task;
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}
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}
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void TaskQueue::remove(RenderTask* task) {
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// TaskQueue is strict here to enforce that users are keeping track of
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// their RenderTasks due to how their memory is managed
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LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task,
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"Cannot remove a task that isn't in the queue!");
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// If task is the head we can just call next() to pop it off
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// Otherwise we need to scan through to find the task before it
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if (peek() == task) {
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next();
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} else {
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RenderTask* previous = mHead;
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while (previous->mNext != task) {
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previous = previous->mNext;
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}
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previous->mNext = task->mNext;
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if (mTail == task) {
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mTail = previous;
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}
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}
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}
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RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>()
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, mNextWakeup(LLONG_MAX) {
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mLooper = new Looper(false);
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run("RenderThread");
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}
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RenderThread::~RenderThread() {
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}
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bool RenderThread::threadLoop() {
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int timeoutMillis = -1;
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for (;;) {
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int result = mLooper->pollAll(timeoutMillis);
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LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR,
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"RenderThread Looper POLL_ERROR!");
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nsecs_t nextWakeup;
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// Process our queue, if we have anything
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while (RenderTask* task = nextTask(&nextWakeup)) {
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task->run();
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// task may have deleted itself, do not reference it again
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}
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if (nextWakeup == LLONG_MAX) {
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timeoutMillis = -1;
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} else {
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nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC);
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timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos);
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if (timeoutMillis < 0) {
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timeoutMillis = 0;
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}
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}
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}
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return false;
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}
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void RenderThread::queue(RenderTask* task) {
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AutoMutex _lock(mLock);
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mQueue.queue(task);
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if (mNextWakeup && task->mRunAt < mNextWakeup) {
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mNextWakeup = 0;
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mLooper->wake();
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}
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}
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void RenderThread::queueDelayed(RenderTask* task, int delayMs) {
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nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
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task->mRunAt = now + milliseconds_to_nanoseconds(delayMs);
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queue(task);
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}
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void RenderThread::remove(RenderTask* task) {
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AutoMutex _lock(mLock);
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mQueue.remove(task);
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}
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RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) {
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AutoMutex _lock(mLock);
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RenderTask* next = mQueue.peek();
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if (!next) {
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mNextWakeup = LLONG_MAX;
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} else {
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// Most tasks won't be delayed, so avoid unnecessary systemTime() calls
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if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) {
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next = mQueue.next();
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}
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mNextWakeup = next->mRunAt;
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}
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if (nextWakeup) {
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*nextWakeup = mNextWakeup;
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}
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return next;
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}
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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