rework dequeueBuffer()'s main loop.
this simplifies the code a bit and also makes sure we reevaluate mAbandoned and mConnectedApi each time we come back from waiting on mDequeueCondition Change-Id: I1f8538b62ad321b51ed79d953b700036daba796d
This commit is contained in:
parent
ef51b99219
commit
2560d14ce8
@ -211,6 +211,11 @@ protected:
|
||||
// freeAllBuffers frees the resources (both GraphicBuffer and EGLImage) for
|
||||
// all slots.
|
||||
void freeAllBuffersLocked();
|
||||
|
||||
// drainQueueLocked drains the buffer queue if we're in synchronous mode
|
||||
// returns immediately otherwise.
|
||||
void drainQueueLocked();
|
||||
|
||||
static bool isExternalFormat(uint32_t format);
|
||||
|
||||
private:
|
||||
|
@ -158,7 +158,6 @@ status_t SurfaceTexture::setBufferCount(int bufferCount) {
|
||||
LOGE("setBufferCount: SurfaceTexture is not connected!");
|
||||
return NO_INIT;
|
||||
}
|
||||
|
||||
if (bufferCount > NUM_BUFFER_SLOTS) {
|
||||
LOGE("setBufferCount: bufferCount larger than slots available");
|
||||
return BAD_VALUE;
|
||||
@ -236,15 +235,6 @@ status_t SurfaceTexture::dequeueBuffer(int *outBuf, uint32_t w, uint32_t h,
|
||||
uint32_t format, uint32_t usage) {
|
||||
LOGV("SurfaceTexture::dequeueBuffer");
|
||||
|
||||
if (mAbandoned) {
|
||||
LOGE("dequeueBuffer: SurfaceTexture has been abandoned!");
|
||||
return NO_INIT;
|
||||
}
|
||||
if (mConnectedApi == NO_CONNECTED_API) {
|
||||
LOGE("dequeueBuffer: SurfaceTexture is not connected!");
|
||||
return NO_INIT;
|
||||
}
|
||||
|
||||
if ((w && !h) || (!w && h)) {
|
||||
LOGE("dequeueBuffer: invalid size: w=%u, h=%u", w, h);
|
||||
return BAD_VALUE;
|
||||
@ -258,10 +248,19 @@ status_t SurfaceTexture::dequeueBuffer(int *outBuf, uint32_t w, uint32_t h,
|
||||
int dequeuedCount = 0;
|
||||
bool tryAgain = true;
|
||||
while (tryAgain) {
|
||||
if (mAbandoned) {
|
||||
LOGE("dequeueBuffer: SurfaceTexture has been abandoned!");
|
||||
return NO_INIT;
|
||||
}
|
||||
if (mConnectedApi == NO_CONNECTED_API) {
|
||||
LOGE("dequeueBuffer: SurfaceTexture is not connected!");
|
||||
return NO_INIT;
|
||||
}
|
||||
|
||||
// We need to wait for the FIFO to drain if the number of buffer
|
||||
// needs to change.
|
||||
//
|
||||
// The condition "number of buffer needs to change" is true if
|
||||
// The condition "number of buffers needs to change" is true if
|
||||
// - the client doesn't care about how many buffers there are
|
||||
// - AND the actual number of buffer is different from what was
|
||||
// set in the last setBufferCountServer()
|
||||
@ -273,29 +272,22 @@ status_t SurfaceTexture::dequeueBuffer(int *outBuf, uint32_t w, uint32_t h,
|
||||
// As long as this condition is true AND the FIFO is not empty, we
|
||||
// wait on mDequeueCondition.
|
||||
|
||||
int minBufferCountNeeded = mSynchronousMode ?
|
||||
const int minBufferCountNeeded = mSynchronousMode ?
|
||||
MIN_SYNC_BUFFER_SLOTS : MIN_ASYNC_BUFFER_SLOTS;
|
||||
|
||||
if (!mClientBufferCount &&
|
||||
const bool numberOfBuffersNeedsToChange = !mClientBufferCount &&
|
||||
((mServerBufferCount != mBufferCount) ||
|
||||
(mServerBufferCount < minBufferCountNeeded))) {
|
||||
(mServerBufferCount < minBufferCountNeeded));
|
||||
|
||||
if (!mQueue.isEmpty() && numberOfBuffersNeedsToChange) {
|
||||
// wait for the FIFO to drain
|
||||
while (!mQueue.isEmpty()) {
|
||||
mDequeueCondition.wait(mMutex);
|
||||
if (mAbandoned) {
|
||||
LOGE("dequeueBuffer: SurfaceTexture was abandoned while "
|
||||
"blocked!");
|
||||
return NO_INIT;
|
||||
}
|
||||
}
|
||||
minBufferCountNeeded = mSynchronousMode ?
|
||||
MIN_SYNC_BUFFER_SLOTS : MIN_ASYNC_BUFFER_SLOTS;
|
||||
mDequeueCondition.wait(mMutex);
|
||||
// NOTE: we continue here because we need to reevaluate our
|
||||
// whole state (eg: we could be abandoned or disconnected)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
if (!mClientBufferCount &&
|
||||
((mServerBufferCount != mBufferCount) ||
|
||||
(mServerBufferCount < minBufferCountNeeded))) {
|
||||
if (numberOfBuffersNeedsToChange) {
|
||||
// here we're guaranteed that mQueue is empty
|
||||
freeAllBuffersLocked();
|
||||
mBufferCount = mServerBufferCount;
|
||||
@ -426,9 +418,7 @@ status_t SurfaceTexture::setSynchronousMode(bool enabled) {
|
||||
|
||||
if (!enabled) {
|
||||
// going to asynchronous mode, drain the queue
|
||||
while (mSynchronousMode != enabled && !mQueue.isEmpty()) {
|
||||
mDequeueCondition.wait(mMutex);
|
||||
}
|
||||
drainQueueLocked();
|
||||
}
|
||||
|
||||
if (mSynchronousMode != enabled) {
|
||||
@ -627,7 +617,12 @@ status_t SurfaceTexture::disconnect(int api) {
|
||||
case NATIVE_WINDOW_API_CAMERA:
|
||||
if (mConnectedApi == api) {
|
||||
mConnectedApi = NO_CONNECTED_API;
|
||||
freeAllBuffersLocked();
|
||||
if (mQueue.isEmpty()) {
|
||||
// if the queue is not empty, we need to wait for it
|
||||
// to drain before we can free all buffers. This is
|
||||
// done in updateTexImage().
|
||||
freeAllBuffersLocked();
|
||||
}
|
||||
} else {
|
||||
LOGE("disconnect: connected to another api (cur=%d, req=%d)",
|
||||
mConnectedApi, api);
|
||||
@ -890,6 +885,12 @@ void SurfaceTexture::freeAllBuffersLocked() {
|
||||
}
|
||||
}
|
||||
|
||||
void SurfaceTexture::drainQueueLocked() {
|
||||
while (mSynchronousMode && !mQueue.isEmpty()) {
|
||||
mDequeueCondition.wait(mMutex);
|
||||
}
|
||||
}
|
||||
|
||||
EGLImageKHR SurfaceTexture::createImage(EGLDisplay dpy,
|
||||
const sp<GraphicBuffer>& graphicBuffer) {
|
||||
EGLClientBuffer cbuf = (EGLClientBuffer)graphicBuffer->getNativeBuffer();
|
||||
@ -959,6 +960,7 @@ int SurfaceTexture::query(int what, int* outValue)
|
||||
|
||||
void SurfaceTexture::abandon() {
|
||||
Mutex::Autolock lock(mMutex);
|
||||
// clear the queue
|
||||
freeAllBuffersLocked();
|
||||
mAbandoned = true;
|
||||
mCurrentTextureBuf.clear();
|
||||
|
Loading…
Reference in New Issue
Block a user