Remove old TaskManager system
Replace it with a newer, fancier, WorkQueue-inspired
one that's just a global common thread pool.
Test: hwuiunit passes
Change-Id: Ib5d03104a08bbac9a4ec67a1bfc0db2b35d6700f
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index 4da0eac..abca342 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -28,8 +28,6 @@
#include "ReliableSurface.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
-#include "thread/Task.h"
-#include "thread/TaskProcessor.h"
#include <EGL/egl.h>
#include <SkBitmap.h>
@@ -42,6 +40,7 @@
#include <set>
#include <string>
#include <vector>
+#include <future>
namespace android {
namespace uirenderer {
@@ -274,15 +273,7 @@
// Stores the bounds of the main content.
Rect mContentDrawBounds;
- // TODO: This is really a Task<void> but that doesn't really work
- // when Future<> expects to be able to get/set a value
- struct FuncTask : public Task<bool> {
- std::function<void()> func;
- };
- class FuncTaskProcessor;
-
- std::vector<sp<FuncTask>> mFrameFences;
- sp<TaskProcessor<bool>> mFrameWorkProcessor;
+ std::vector<std::future<void>> mFrameFences;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks;