John Reck 8ca3eecc2b Remove sync flush
Bug: 13952590
 It was attempting to flush state changes after the canvas was
 destroyed, which caused layer updates to crash.

 Due to the removal of SetDisplayListData, the sync mode isn't able
 to do anything ever, so remove it.

Change-Id: I1e18ce288d81fd47cc6e612afda9476f75ecef2e
2014-04-10 10:46:55 -07:00

90 lines
2.4 KiB
C++

/*
* Copyright (C) 2014 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 DRAWFRAMETASK_H
#define DRAWFRAMETASK_H
#include <utils/Condition.h>
#include <utils/Mutex.h>
#include <utils/StrongPointer.h>
#include <utils/Vector.h>
#include "RenderTask.h"
#include "../Rect.h"
namespace android {
namespace uirenderer {
class DeferredLayerUpdater;
class DisplayListData;
class RenderNode;
namespace renderthread {
class CanvasContext;
class RenderThread;
/*
* This is a special Super Task. It is re-used multiple times by RenderProxy,
* and contains state (such as layer updaters & new DisplayListDatas) that is
* tracked across many frames not just a single frame.
* It is the sync-state task, and will kick off the post-sync draw
*/
class DrawFrameTask : public RenderTask {
public:
DrawFrameTask();
virtual ~DrawFrameTask();
void setContext(CanvasContext* context);
void addLayer(DeferredLayerUpdater* layer);
void removeLayer(DeferredLayerUpdater* layer);
void setRenderNode(RenderNode* renderNode);
void setDirty(int left, int top, int right, int bottom);
void drawFrame(RenderThread* renderThread);
virtual void run();
private:
void postAndWait(RenderThread* renderThread);
bool syncFrameState();
void unblockUiThread();
static void drawRenderNode(CanvasContext* context, RenderNode* renderNode, Rect* dirty);
Mutex mLock;
Condition mSignal;
CanvasContext* mContext;
/*********************************************
* Single frame data
*********************************************/
sp<RenderNode> mRenderNode;
Rect mDirty;
/*********************************************
* Multi frame data
*********************************************/
Vector<DeferredLayerUpdater*> mLayers;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* DRAWFRAMETASK_H */