From 2560d14ce8e38984032d999e3fdf8da9a47baf3c Mon Sep 17 00:00:00 2001 From: Mathias Agopian Date: Wed, 10 Aug 2011 16:33:23 -0700 Subject: [PATCH] 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 --- include/gui/SurfaceTexture.h | 5 +++ libs/gui/SurfaceTexture.cpp | 66 +++++++++++++++++++----------------- 2 files changed, 39 insertions(+), 32 deletions(-) diff --git a/include/gui/SurfaceTexture.h b/include/gui/SurfaceTexture.h index f93930d43..71d818c1f 100644 --- a/include/gui/SurfaceTexture.h +++ b/include/gui/SurfaceTexture.h @@ -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: diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp index 806fbb1be..631cc1c97 100644 --- a/libs/gui/SurfaceTexture.cpp +++ b/libs/gui/SurfaceTexture.cpp @@ -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) { 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();