RenderThread.h revision a5dda645da738da7b4ae15e28fa7d93d3b04b94f
1/* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef RENDERTHREAD_H_ 18#define RENDERTHREAD_H_ 19 20#include "RenderTask.h" 21 22#include <memory> 23#include <set> 24 25#include <cutils/compiler.h> 26#include <utils/Looper.h> 27#include <utils/Mutex.h> 28#include <utils/Singleton.h> 29#include <utils/Thread.h> 30 31#include "TimeLord.h" 32 33namespace android { 34class DisplayEventReceiver; 35 36namespace uirenderer { 37namespace renderthread { 38 39class DispatchFrameCallbacks; 40 41class TaskQueue { 42public: 43 TaskQueue(); 44 45 RenderTask* next(); 46 void queue(RenderTask* task); 47 void queueAtFront(RenderTask* task); 48 RenderTask* peek(); 49 void remove(RenderTask* task); 50 51private: 52 RenderTask* mHead; 53 RenderTask* mTail; 54}; 55 56// Mimics android.view.Choreographer.FrameCallback 57class IFrameCallback { 58public: 59 virtual void doFrame() = 0; 60 61protected: 62 ~IFrameCallback() {} 63}; 64 65class ANDROID_API RenderThread : public Thread, public Singleton<RenderThread> { 66public: 67 // RenderThread takes complete ownership of tasks that are queued 68 // and will delete them after they are run 69 ANDROID_API void queue(RenderTask* task); 70 ANDROID_API void queueAtFront(RenderTask* task); 71 void queueDelayed(RenderTask* task, int delayMs); 72 void remove(RenderTask* task); 73 74 // Mimics android.view.Choreographer 75 void postFrameCallback(IFrameCallback* callback); 76 void removeFrameCallback(IFrameCallback* callback); 77 // If the callback is currently registered, it will be pushed back until 78 // the next vsync. If it is not currently registered this does nothing. 79 void pushBackFrameCallback(IFrameCallback* callback); 80 81 TimeLord& timeLord() { return mTimeLord; } 82 83protected: 84 virtual bool threadLoop(); 85 86private: 87 friend class Singleton<RenderThread>; 88 friend class DispatchFrameCallbacks; 89 90 RenderThread(); 91 virtual ~RenderThread(); 92 93 void initializeDisplayEventReceiver(); 94 static int displayEventReceiverCallback(int fd, int events, void* data); 95 void drainDisplayEventQueue(bool skipCallbacks = false); 96 void dispatchFrameCallbacks(); 97 void requestVsync(); 98 99 // Returns the next task to be run. If this returns NULL nextWakeup is set 100 // to the time to requery for the nextTask to run. mNextWakeup is also 101 // set to this time 102 RenderTask* nextTask(nsecs_t* nextWakeup); 103 104 sp<Looper> mLooper; 105 Mutex mLock; 106 107 nsecs_t mNextWakeup; 108 TaskQueue mQueue; 109 110 DisplayEventReceiver* mDisplayEventReceiver; 111 bool mVsyncRequested; 112 std::set<IFrameCallback*> mFrameCallbacks; 113 // We defer the actual registration of these callbacks until 114 // both mQueue *and* mDisplayEventReceiver have been drained off all 115 // immediate events. This makes sure that we catch the next vsync, not 116 // the previous one 117 std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks; 118 bool mFrameCallbackTaskPending; 119 DispatchFrameCallbacks* mFrameCallbackTask; 120 121 TimeLord mTimeLord; 122}; 123 124} /* namespace renderthread */ 125} /* namespace uirenderer */ 126} /* namespace android */ 127#endif /* RENDERTHREAD_H_ */ 128