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:
Mathias Agopian 2011-08-10 16:33:23 -07:00
parent ef51b99219
commit 2560d14ce8
2 changed files with 39 additions and 32 deletions

View File

@ -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:

View File

@ -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();