blob: be67de8367c589637f1a037a9d803f3036a33356 [file] [log] [blame]
/*
* Copyright 2019 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.
*/
#pragma once
#include <condition_variable>
#include <mutex>
#include <queue>
#include <thread>
#include <ui/GraphicBuffer.h>
namespace android {
namespace renderengine {
namespace gl {
class GLESRenderEngine;
class ImageManager {
public:
struct Barrier {
std::mutex mutex;
std::condition_variable_any condition;
bool isOpen GUARDED_BY(mutex) = false;
status_t result GUARDED_BY(mutex) = NO_ERROR;
};
ImageManager(GLESRenderEngine* engine);
~ImageManager();
// Starts the background thread for the ImageManager
// We need this to guarantee that the class is fully-constructed before the
// thread begins running.
void initThread();
void cacheAsync(const sp<GraphicBuffer>& buffer, const std::shared_ptr<Barrier>& barrier)
EXCLUDES(mMutex);
status_t cache(const sp<GraphicBuffer>& buffer);
void releaseAsync(uint64_t bufferId, const std::shared_ptr<Barrier>& barrier) EXCLUDES(mMutex);
private:
struct QueueEntry {
enum class Operation { Delete, Insert };
Operation op = Operation::Delete;
sp<GraphicBuffer> buffer = nullptr;
uint64_t bufferId = 0;
std::shared_ptr<Barrier> barrier = nullptr;
};
void queueOperation(const QueueEntry&& entry);
void threadMain();
GLESRenderEngine* const mEngine;
std::thread mThread;
std::condition_variable_any mCondition;
std::mutex mMutex;
std::queue<QueueEntry> mQueue GUARDED_BY(mMutex);
bool mRunning GUARDED_BY(mMutex) = true;
};
} // namespace gl
} // namespace renderengine
} // namespace android