/* * 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 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() , 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 */