replicant-frameworks_native/services/surfaceflinger/EventThread.h
Mathias Agopian f6bbd44a23 simplify further vsync handling
- we now clean-up "dead" connection in the main loop,
this entirely avoid the problem with the side effects of
releasing strong references. We now only hold on to strong
reference for the connection we will signal.

- also simplify how we build the list of "ready" connections, by
only adding them to the list when we did receive a vsync event

Change-Id: I2a84da431320a2af8e8a93e07622a1d258236f43
2012-08-23 15:26:27 -07:00

119 lines
3.6 KiB
C++

/*
* Copyright (C) 2011 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.
*/
#ifndef ANDROID_SURFACE_FLINGER_EVENT_THREAD_H
#define ANDROID_SURFACE_FLINGER_EVENT_THREAD_H
#include <stdint.h>
#include <sys/types.h>
#include <gui/DisplayEventReceiver.h>
#include <gui/IDisplayEventConnection.h>
#include <utils/Errors.h>
#include <utils/threads.h>
#include <utils/SortedVector.h>
#include "DisplayHardware/PowerHAL.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
class SurfaceFlinger;
class String8;
// ---------------------------------------------------------------------------
class EventThread : public Thread {
class Connection : public BnDisplayEventConnection {
public:
Connection(const sp<EventThread>& eventThread);
status_t postEvent(const DisplayEventReceiver::Event& event);
// count >= 1 : continuous event. count is the vsync rate
// count == 0 : one-shot event that has not fired
// count ==-1 : one-shot event that fired this round / disabled
int32_t count;
private:
virtual ~Connection();
virtual void onFirstRef();
virtual sp<BitTube> getDataChannel() const;
virtual void setVsyncRate(uint32_t count);
virtual void requestNextVsync(); // asynchronous
sp<EventThread> const mEventThread;
sp<BitTube> const mChannel;
};
public:
EventThread(const sp<SurfaceFlinger>& flinger);
sp<Connection> createEventConnection() const;
status_t registerDisplayEventConnection(const sp<Connection>& connection);
void setVsyncRate(uint32_t count, const sp<Connection>& connection);
void requestNextVsync(const sp<Connection>& connection);
// called before the screen is turned off from main thread
void onScreenReleased();
// called after the screen is turned on from main thread
void onScreenAcquired();
// called when receiving a vsync event
void onVSyncReceived(int display, nsecs_t timestamp);
Vector< sp<EventThread::Connection> > waitForEvent(
DisplayEventReceiver::Event* event);
void dump(String8& result, char* buffer, size_t SIZE) const;
private:
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
void removeDisplayEventConnection(const wp<Connection>& connection);
void enableVSyncLocked();
void disableVSyncLocked();
// constants
sp<SurfaceFlinger> mFlinger;
PowerHAL mPowerHAL;
mutable Mutex mLock;
mutable Condition mCondition;
// protected by mLock
SortedVector< wp<Connection> > mDisplayEventConnections;
nsecs_t mVSyncTimestamp;
bool mUseSoftwareVSync;
size_t mVSyncCount;
// for debugging
bool mDebugVsyncEnabled;
};
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#endif /* ANDROID_SURFACE_FLINGER_EVENT_THREAD_H */