Fix deadlock when cleaning objects in eglTerminate
When eglTerminate() is called with a window surface still exists, a deadlock would occur since egl_display_t::terminate() holds a lock while destroying the window surface, which calls onWindowSurfaceDestroyed() which attempts to take the same lock. This change refactors the hibernation code and data into a separate object with its own lock, separate from the egl_display_t lock. This avoids the deadlock and better encapsulates the hibernation logic. The change also fixes a bug discovered incidentally while debugging: hibernating after calling eglTerminate() succeeds, but will cause awakens from subsequent eglInitialize() to fail. We will no longer hibernate a terminated display. Change-Id: If55e5bb603d4f8953babc439ffc8d8a60af103d9
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@ -70,8 +70,7 @@ extern void setGLHooksThreadSpecific(gl_hooks_t const *value);
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egl_display_t egl_display_t::sDisplay[NUM_DISPLAYS];
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egl_display_t::egl_display_t() :
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magic('_dpy'), finishOnSwap(false), traceGpuCompletion(false), refs(0),
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mWakeCount(0), mHibernating(false), mAttemptHibernation(false) {
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magic('_dpy'), finishOnSwap(false), traceGpuCompletion(false), refs(0) {
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}
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egl_display_t::~egl_display_t() {
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@ -253,6 +252,9 @@ EGLBoolean egl_display_t::initialize(EGLint *major, EGLint *minor) {
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*major = VERSION_MAJOR;
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if (minor != NULL)
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*minor = VERSION_MINOR;
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mHibernation.setDisplayValid(true);
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return EGL_TRUE;
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}
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@ -282,6 +284,8 @@ EGLBoolean egl_display_t::terminate() {
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res = EGL_TRUE;
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}
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mHibernation.setDisplayValid(false);
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// Mark all objects remaining in the list as terminated, unless
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// there are no reference to them, it which case, we're free to
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// delete them.
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@ -351,8 +355,7 @@ EGLBoolean egl_display_t::makeCurrent(egl_context_t* c, egl_context_t* cur_c,
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if (result == EGL_TRUE) {
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c->onMakeCurrent(draw, read);
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if (!cur_c) {
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mWakeCount++;
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mAttemptHibernation = false;
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mHibernation.incWakeCount(HibernationMachine::STRONG);
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}
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}
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} else {
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@ -360,8 +363,7 @@ EGLBoolean egl_display_t::makeCurrent(egl_context_t* c, egl_context_t* cur_c,
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disp.dpy, impl_draw, impl_read, impl_ctx);
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if (result == EGL_TRUE) {
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cur_c->onLooseCurrent();
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mWakeCount--;
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mAttemptHibernation = true;
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mHibernation.decWakeCount(HibernationMachine::STRONG);
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}
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}
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}
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@ -378,14 +380,26 @@ EGLBoolean egl_display_t::makeCurrent(egl_context_t* c, egl_context_t* cur_c,
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return result;
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}
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bool egl_display_t::enter() {
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Mutex::Autolock _l(lock);
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// ----------------------------------------------------------------------------
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bool egl_display_t::HibernationMachine::incWakeCount(WakeRefStrength strength) {
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Mutex::Autolock _l(mLock);
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ALOGE_IF(mWakeCount < 0 || mWakeCount == INT32_MAX,
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"Invalid WakeCount (%d) on enter\n", mWakeCount);
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mWakeCount++;
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if (strength == STRONG)
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mAttemptHibernation = false;
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if (CC_UNLIKELY(mHibernating)) {
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ALOGV("Awakening\n");
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egl_connection_t* const cnx = &gEGLImpl;
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// These conditions should be guaranteed before entering hibernation;
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// we don't want to get into a state where we can't wake up.
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ALOGD_IF(!mDpyValid || !cnx->egl.eglAwakenProcessIMG,
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"Invalid hibernation state, unable to awaken\n");
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if (!cnx->egl.eglAwakenProcessIMG()) {
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ALOGE("Failed to awaken EGL implementation\n");
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return false;
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@ -395,13 +409,20 @@ bool egl_display_t::enter() {
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return true;
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}
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void egl_display_t::leave() {
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Mutex::Autolock _l(lock);
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void egl_display_t::HibernationMachine::decWakeCount(WakeRefStrength strength) {
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Mutex::Autolock _l(mLock);
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ALOGE_IF(mWakeCount <= 0, "Invalid WakeCount (%d) on leave\n", mWakeCount);
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if (--mWakeCount == 0 && CC_UNLIKELY(mAttemptHibernation)) {
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mWakeCount--;
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if (strength == STRONG)
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mAttemptHibernation = true;
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if (mWakeCount == 0 && CC_UNLIKELY(mAttemptHibernation)) {
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egl_connection_t* const cnx = &gEGLImpl;
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mAttemptHibernation = false;
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if (cnx->egl.eglHibernateProcessIMG && cnx->egl.eglAwakenProcessIMG) {
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if (mDpyValid &&
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cnx->egl.eglHibernateProcessIMG &&
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cnx->egl.eglAwakenProcessIMG) {
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ALOGV("Hibernating\n");
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if (!cnx->egl.eglHibernateProcessIMG()) {
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ALOGE("Failed to hibernate EGL implementation\n");
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@ -412,16 +433,9 @@ void egl_display_t::leave() {
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}
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}
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void egl_display_t::onWindowSurfaceCreated() {
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Mutex::Autolock _l(lock);
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mWakeCount++;
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mAttemptHibernation = false;
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}
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void egl_display_t::onWindowSurfaceDestroyed() {
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Mutex::Autolock _l(lock);
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mWakeCount--;
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mAttemptHibernation = true;
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void egl_display_t::HibernationMachine::setDisplayValid(bool valid) {
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Mutex::Autolock _l(mLock);
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mDpyValid = valid;
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}
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// ----------------------------------------------------------------------------
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@ -77,8 +77,12 @@ public:
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// proper hibernate/wakeup sequencing. If a surface destruction triggers
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// hibernation, hibernation will be delayed at least until the calling
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// thread's egl_display_ptr is destroyed.
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void onWindowSurfaceCreated();
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void onWindowSurfaceDestroyed();
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void onWindowSurfaceCreated() {
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mHibernation.incWakeCount(HibernationMachine::STRONG);
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}
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void onWindowSurfaceDestroyed() {
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mHibernation.decWakeCount(HibernationMachine::STRONG);
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}
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static egl_display_t* get(EGLDisplay dpy);
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static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
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@ -123,8 +127,8 @@ public:
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private:
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friend class egl_display_ptr;
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bool enter();
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void leave();
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bool enter() { return mHibernation.incWakeCount(HibernationMachine::WEAK); }
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void leave() { return mHibernation.decWakeCount(HibernationMachine::WEAK); }
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uint32_t refs;
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mutable Mutex lock;
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@ -133,9 +137,41 @@ private:
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String8 mVersionString;
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String8 mClientApiString;
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String8 mExtensionString;
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int32_t mWakeCount;
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bool mHibernating;
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bool mAttemptHibernation;
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// HibernationMachine uses its own internal mutex to protect its own data.
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// The owning egl_display_t's lock may be but is not required to be held
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// when calling HibernationMachine methods. As a result, nothing in this
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// class may call back up to egl_display_t directly or indirectly.
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class HibernationMachine {
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public:
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// STRONG refs cancel (inc) or initiate (dec) a hibernation attempt
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// the next time the wakecount reaches zero. WEAK refs don't affect
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// whether a hibernation attempt will be made. Use STRONG refs only
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// for infrequent/heavy changes that are likely to indicate the
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// EGLDisplay is entering or leaving a long-term idle state.
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enum WakeRefStrength {
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WEAK = 0,
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STRONG = 1,
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};
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HibernationMachine(): mWakeCount(0), mHibernating(false),
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mAttemptHibernation(false), mDpyValid(false)
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{}
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~HibernationMachine() {}
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bool incWakeCount(WakeRefStrength strenth);
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void decWakeCount(WakeRefStrength strenth);
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void setDisplayValid(bool valid);
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private:
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Mutex mLock;
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int32_t mWakeCount;
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bool mHibernating;
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bool mAttemptHibernation;
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bool mDpyValid;
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};
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HibernationMachine mHibernation;
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};
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// ----------------------------------------------------------------------------
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