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-rw-r--r--libs/hwui/renderthread/RenderThread.cpp182
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diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
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+/*
+ * 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 */