replicant-frameworks_native/opengl/libs/EGL/egl_display.h
Jesse Hall a0fef1c8bb 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
2012-04-17 14:52:13 -07:00

255 lines
8.5 KiB
C++

/*
** Copyright 2007, 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_EGL_DISPLAY_H
#define ANDROID_EGL_DISPLAY_H
#include <ctype.h>
#include <stdint.h>
#include <stdlib.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <cutils/compiler.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <utils/String8.h>
#include "egldefs.h"
#include "hooks.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
class egl_object_t;
class egl_context_t;
class egl_connection_t;
// ----------------------------------------------------------------------------
class EGLAPI egl_display_t { // marked as EGLAPI for testing purposes
static egl_display_t sDisplay[NUM_DISPLAYS];
EGLDisplay getDisplay(EGLNativeDisplayType display);
void loseCurrentImpl(egl_context_t * cur_c);
public:
enum {
NOT_INITIALIZED = 0,
INITIALIZED = 1,
TERMINATED = 2
};
egl_display_t();
~egl_display_t();
EGLBoolean initialize(EGLint *major, EGLint *minor);
EGLBoolean terminate();
// add object to this display's list
void addObject(egl_object_t* object);
// remove object from this display's list
void removeObject(egl_object_t* object);
// add reference to this object. returns true if this is a valid object.
bool getObject(egl_object_t* object) const;
// These notifications allow the display to keep track of how many window
// surfaces exist, which it uses to decide whether to hibernate the
// underlying EGL implementation. They can be called by any thread without
// holding a lock, but must be called via egl_display_ptr to ensure
// proper hibernate/wakeup sequencing. If a surface destruction triggers
// hibernation, hibernation will be delayed at least until the calling
// thread's egl_display_ptr is destroyed.
void onWindowSurfaceCreated() {
mHibernation.incWakeCount(HibernationMachine::STRONG);
}
void onWindowSurfaceDestroyed() {
mHibernation.decWakeCount(HibernationMachine::STRONG);
}
static egl_display_t* get(EGLDisplay dpy);
static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c,
EGLSurface draw, EGLSurface read, EGLContext ctx,
EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx);
static void loseCurrent(egl_context_t * cur_c);
inline bool isReady() const { return (refs > 0); }
inline bool isValid() const { return magic == '_dpy'; }
inline bool isAlive() const { return isValid(); }
char const * getVendorString() const { return mVendorString.string(); }
char const * getVersionString() const { return mVersionString.string(); }
char const * getClientApiString() const { return mClientApiString.string(); }
char const * getExtensionString() const { return mExtensionString.string(); }
inline uint32_t getRefsCount() const { return refs; }
struct strings_t {
char const * vendor;
char const * version;
char const * clientApi;
char const * extensions;
};
struct DisplayImpl {
DisplayImpl() : dpy(EGL_NO_DISPLAY), state(NOT_INITIALIZED) { }
EGLDisplay dpy;
EGLint state;
strings_t queryString;
};
private:
uint32_t magic;
public:
DisplayImpl disp;
bool finishOnSwap; // property: debug.egl.finish
bool traceGpuCompletion; // property: debug.egl.traceGpuCompletion
private:
friend class egl_display_ptr;
bool enter() { return mHibernation.incWakeCount(HibernationMachine::WEAK); }
void leave() { return mHibernation.decWakeCount(HibernationMachine::WEAK); }
uint32_t refs;
mutable Mutex lock;
SortedVector<egl_object_t*> objects;
String8 mVendorString;
String8 mVersionString;
String8 mClientApiString;
String8 mExtensionString;
// HibernationMachine uses its own internal mutex to protect its own data.
// The owning egl_display_t's lock may be but is not required to be held
// when calling HibernationMachine methods. As a result, nothing in this
// class may call back up to egl_display_t directly or indirectly.
class HibernationMachine {
public:
// STRONG refs cancel (inc) or initiate (dec) a hibernation attempt
// the next time the wakecount reaches zero. WEAK refs don't affect
// whether a hibernation attempt will be made. Use STRONG refs only
// for infrequent/heavy changes that are likely to indicate the
// EGLDisplay is entering or leaving a long-term idle state.
enum WakeRefStrength {
WEAK = 0,
STRONG = 1,
};
HibernationMachine(): mWakeCount(0), mHibernating(false),
mAttemptHibernation(false), mDpyValid(false)
{}
~HibernationMachine() {}
bool incWakeCount(WakeRefStrength strenth);
void decWakeCount(WakeRefStrength strenth);
void setDisplayValid(bool valid);
private:
Mutex mLock;
int32_t mWakeCount;
bool mHibernating;
bool mAttemptHibernation;
bool mDpyValid;
};
HibernationMachine mHibernation;
};
// ----------------------------------------------------------------------------
// An egl_display_ptr is a kind of smart pointer for egl_display_t objects.
// It doesn't refcount the egl_display_t, but does ensure that the underlying
// EGL implementation is "awake" (not hibernating) and ready for use as long
// as the egl_display_ptr exists.
class egl_display_ptr {
public:
explicit egl_display_ptr(egl_display_t* dpy): mDpy(dpy) {
if (mDpy) {
if (CC_UNLIKELY(!mDpy->enter())) {
mDpy = NULL;
}
}
}
// We only really need a C++11 move constructor, not a copy constructor.
// A move constructor would save an enter()/leave() pair on every EGL API
// call. But enabling -std=c++0x causes lots of errors elsewhere, so I
// can't use a move constructor until those are cleaned up.
//
// egl_display_ptr(egl_display_ptr&& other) {
// mDpy = other.mDpy;
// other.mDpy = NULL;
// }
//
egl_display_ptr(const egl_display_ptr& other): mDpy(other.mDpy) {
if (mDpy) {
mDpy->enter();
}
}
~egl_display_ptr() {
if (mDpy) {
mDpy->leave();
}
}
const egl_display_t* operator->() const { return mDpy; }
egl_display_t* operator->() { return mDpy; }
const egl_display_t* get() const { return mDpy; }
egl_display_t* get() { return mDpy; }
operator bool() const { return mDpy != NULL; }
private:
egl_display_t* mDpy;
// non-assignable
egl_display_ptr& operator=(const egl_display_ptr&);
};
// ----------------------------------------------------------------------------
inline egl_display_ptr get_display(EGLDisplay dpy) {
return egl_display_ptr(egl_display_t::get(dpy));
}
// Does not ensure EGL is unhibernated. Use with caution: calls into the
// underlying EGL implementation are not safe.
inline egl_display_t* get_display_nowake(EGLDisplay dpy) {
return egl_display_t::get(dpy);
}
// ----------------------------------------------------------------------------
egl_display_ptr validate_display(EGLDisplay dpy);
egl_display_ptr validate_display_connection(EGLDisplay dpy,
egl_connection_t*& cnx);
EGLBoolean validate_display_context(EGLDisplay dpy, EGLContext ctx);
EGLBoolean validate_display_surface(EGLDisplay dpy, EGLSurface surface);
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
#endif // ANDROID_EGL_DISPLAY_H