Files
frameworks_base/libs/hwui/renderthread/RenderThread.h
Stan Iliev 52e4392ed0 Access VectorDrawableAtlas only on RenderThread
VectorDrawableAtlas dtor can run only on RenderThread, because
it releases GPU resources. It is usually CacheManager, which
destroys the atlas on RenderThread in response to trimMemory.
This CL fixes a rare situation, when a Java finalizer thread
deletes the atlas.

Bug: 137722646
Test: Manual testing on a device
Change-Id: I9d900809c23efaead9aaf16ee3306bc8c7c6b379
2019-08-09 15:52:05 -04:00

189 lines
5.2 KiB
C++

/*
* Copyright (C) 2013 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 RENDERTHREAD_H_
#define RENDERTHREAD_H_
#include "RenderTask.h"
#include "CacheManager.h"
#include "ProfileDataContainer.h"
#include "TimeLord.h"
#include "WebViewFunctorManager.h"
#include "thread/ThreadBase.h"
#include "utils/TimeUtils.h"
#include <GrContext.h>
#include <SkBitmap.h>
#include <cutils/compiler.h>
#include <ui/DisplayInfo.h>
#include <utils/Looper.h>
#include <utils/Thread.h>
#include <thread/ThreadBase.h>
#include <memory>
#include <mutex>
#include <set>
namespace android {
class Bitmap;
class AutoBackendTextureRelease;
namespace uirenderer {
class Readback;
class RenderState;
class TestUtils;
namespace skiapipeline {
class VkFunctorDrawHandler;
}
namespace VectorDrawable {
class Tree;
}
namespace renderthread {
class CanvasContext;
class EglManager;
class RenderProxy;
class VulkanManager;
// Mimics android.view.Choreographer.FrameCallback
class IFrameCallback {
public:
virtual void doFrame() = 0;
protected:
virtual ~IFrameCallback() {}
};
struct VsyncSource {
virtual void requestNextVsync() = 0;
virtual nsecs_t latestVsyncEvent() = 0;
virtual ~VsyncSource() {}
};
class DummyVsyncSource;
typedef void (*JVMAttachHook)(const char* name);
class RenderThread : private ThreadBase {
PREVENT_COPY_AND_ASSIGN(RenderThread);
public:
// Sets a callback that fires before any RenderThread setup has occurred.
ANDROID_API static void setOnStartHook(JVMAttachHook onStartHook);
static JVMAttachHook getOnStartHook();
WorkQueue& queue() { return ThreadBase::queue(); }
// Mimics android.view.Choreographer
void postFrameCallback(IFrameCallback* callback);
bool removeFrameCallback(IFrameCallback* callback);
// If the callback is currently registered, it will be pushed back until
// the next vsync. If it is not currently registered this does nothing.
void pushBackFrameCallback(IFrameCallback* callback);
TimeLord& timeLord() { return mTimeLord; }
RenderState& renderState() const { return *mRenderState; }
EglManager& eglManager() const { return *mEglManager; }
ProfileDataContainer& globalProfileData() { return mGlobalProfileData; }
Readback& readback();
GrContext* getGrContext() const { return mGrContext.get(); }
void setGrContext(sk_sp<GrContext> cxt);
CacheManager& cacheManager() { return *mCacheManager; }
VulkanManager& vulkanManager() { return *mVkManager; }
sk_sp<Bitmap> allocateHardwareBitmap(SkBitmap& skBitmap);
void dumpGraphicsMemory(int fd);
void requireGlContext();
void requireVkContext();
void destroyRenderingContext();
void preload();
/**
* isCurrent provides a way to query, if the caller is running on
* the render thread.
*
* @return true only if isCurrent is invoked from the render thread.
*/
static bool isCurrent();
static void initGrContextOptions(GrContextOptions& options);
protected:
virtual bool threadLoop() override;
private:
friend class DispatchFrameCallbacks;
friend class RenderProxy;
friend class DummyVsyncSource;
friend class android::AutoBackendTextureRelease;
friend class android::uirenderer::TestUtils;
friend class android::uirenderer::WebViewFunctor;
friend class android::uirenderer::skiapipeline::VkFunctorDrawHandler;
friend class android::uirenderer::VectorDrawable::Tree;
RenderThread();
virtual ~RenderThread();
static bool hasInstance();
static RenderThread& getInstance();
void initThreadLocals();
void initializeDisplayEventReceiver();
void setupFrameInterval();
static int displayEventReceiverCallback(int fd, int events, void* data);
void drainDisplayEventQueue();
void dispatchFrameCallbacks();
void requestVsync();
VsyncSource* mVsyncSource;
bool mVsyncRequested;
std::set<IFrameCallback*> mFrameCallbacks;
// We defer the actual registration of these callbacks until
// both mQueue *and* mDisplayEventReceiver have been drained off all
// immediate events. This makes sure that we catch the next vsync, not
// the previous one
std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
bool mFrameCallbackTaskPending;
TimeLord mTimeLord;
nsecs_t mDispatchFrameDelay = 4_ms;
RenderState* mRenderState;
EglManager* mEglManager;
WebViewFunctorManager& mFunctorManager;
ProfileDataContainer mGlobalProfileData;
Readback* mReadback = nullptr;
sk_sp<GrContext> mGrContext;
CacheManager* mCacheManager;
VulkanManager* mVkManager;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERTHREAD_H_ */