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Diffstat (limited to 'libs/hwui/renderthread/RenderThread.cpp')
-rw-r--r-- | libs/hwui/renderthread/RenderThread.cpp | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp new file mode 100644 index 000000000000..212f475e2aa7 --- /dev/null +++ b/libs/hwui/renderthread/RenderThread.cpp @@ -0,0 +1,182 @@ +/* + * 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. + */ + +#define LOG_TAG "RenderThread" + +#include "RenderThread.h" + +#include "CanvasContext.h" +#include "RenderProxy.h" +#include <utils/Log.h> + +namespace android { +using namespace uirenderer::renderthread; +ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread); + +namespace uirenderer { +namespace renderthread { + +TaskQueue::TaskQueue() : mHead(0), mTail(0) {} + +RenderTask* TaskQueue::next() { + RenderTask* ret = mHead; + if (ret) { + mHead = ret->mNext; + if (!mHead) { + mTail = 0; + } + ret->mNext = 0; + } + return ret; +} + +RenderTask* TaskQueue::peek() { + return mHead; +} + +void TaskQueue::queue(RenderTask* task) { + // Since the RenderTask itself forms the linked list it is not allowed + // to have the same task queued twice + LOG_ALWAYS_FATAL_IF(task->mNext || mTail == task, "Task is already in the queue!"); + if (mTail) { + // Fast path if we can just append + if (mTail->mRunAt <= task->mRunAt) { + mTail->mNext = task; + mTail = task; + } else { + // Need to find the proper insertion point + RenderTask* previous = 0; + RenderTask* next = mHead; + while (next && next->mRunAt <= task->mRunAt) { + previous = next; + next = next->mNext; + } + if (!previous) { + task->mNext = mHead; + mHead = task; + } else { + previous->mNext = task; + if (next) { + task->mNext = next; + } else { + mTail = task; + } + } + } + } else { + mTail = mHead = task; + } +} + +void TaskQueue::remove(RenderTask* task) { + // TaskQueue is strict here to enforce that users are keeping track of + // their RenderTasks due to how their memory is managed + LOG_ALWAYS_FATAL_IF(!task->mNext && mTail != task, + "Cannot remove a task that isn't in the queue!"); + + // If task is the head we can just call next() to pop it off + // Otherwise we need to scan through to find the task before it + if (peek() == task) { + next(); + } else { + RenderTask* previous = mHead; + while (previous->mNext != task) { + previous = previous->mNext; + } + previous->mNext = task->mNext; + if (mTail == task) { + mTail = previous; + } + } +} + +RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>() + , mNextWakeup(LLONG_MAX) { + mLooper = new Looper(false); + run("RenderThread"); +} + +RenderThread::~RenderThread() { +} + +bool RenderThread::threadLoop() { + int timeoutMillis = -1; + for (;;) { + int result = mLooper->pollAll(timeoutMillis); + LOG_ALWAYS_FATAL_IF(result == Looper::POLL_ERROR, + "RenderThread Looper POLL_ERROR!"); + + nsecs_t nextWakeup; + // Process our queue, if we have anything + while (RenderTask* task = nextTask(&nextWakeup)) { + task->run(); + // task may have deleted itself, do not reference it again + } + if (nextWakeup == LLONG_MAX) { + timeoutMillis = -1; + } else { + nsecs_t timeoutNanos = nextWakeup - systemTime(SYSTEM_TIME_MONOTONIC); + timeoutMillis = nanoseconds_to_milliseconds(timeoutNanos); + if (timeoutMillis < 0) { + timeoutMillis = 0; + } + } + } + + return false; +} + +void RenderThread::queue(RenderTask* task) { + AutoMutex _lock(mLock); + mQueue.queue(task); + if (mNextWakeup && task->mRunAt < mNextWakeup) { + mNextWakeup = 0; + mLooper->wake(); + } +} + +void RenderThread::queueDelayed(RenderTask* task, int delayMs) { + nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC); + task->mRunAt = now + milliseconds_to_nanoseconds(delayMs); + queue(task); +} + +void RenderThread::remove(RenderTask* task) { + AutoMutex _lock(mLock); + mQueue.remove(task); +} + +RenderTask* RenderThread::nextTask(nsecs_t* nextWakeup) { + AutoMutex _lock(mLock); + RenderTask* next = mQueue.peek(); + if (!next) { + mNextWakeup = LLONG_MAX; + } else { + // Most tasks won't be delayed, so avoid unnecessary systemTime() calls + if (next->mRunAt <= 0 || next->mRunAt <= systemTime(SYSTEM_TIME_MONOTONIC)) { + next = mQueue.next(); + } + mNextWakeup = next->mRunAt; + } + if (nextWakeup) { + *nextWakeup = mNextWakeup; + } + return next; +} + +} /* namespace renderthread */ +} /* namespace uirenderer */ +} /* namespace android */ |