Move updating window position off RT
Bug: 27385141
Change-Id: I6c75b5f1d9ef55ef64dde050f71d0e28fb8714bf
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index a496b49..c539d63 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -484,6 +484,8 @@
bool drew = mCanvas->finish();
#endif
+ waitOnFences();
+
GL_CHECKPOINT(LOW);
// Even if we decided to cancel the frame, from the perspective of jank
@@ -726,6 +728,37 @@
#endif
}
+void CanvasContext::waitOnFences() {
+ if (mFrameFences.size()) {
+ ATRACE_CALL();
+ for (auto& fence : mFrameFences) {
+ fence->getResult();
+ }
+ mFrameFences.clear();
+ }
+}
+
+class CanvasContext::FuncTaskProcessor : public TaskProcessor<bool> {
+public:
+ FuncTaskProcessor(Caches& caches)
+ : TaskProcessor<bool>(&caches.tasks) {}
+
+ virtual void onProcess(const sp<Task<bool> >& task) override {
+ FuncTask* t = static_cast<FuncTask*>(task.get());
+ t->func();
+ task->setResult(true);
+ }
+};
+
+void CanvasContext::enqueueFrameWork(std::function<void()>&& func) {
+ if (!mFrameWorkProcessor.get()) {
+ mFrameWorkProcessor = new FuncTaskProcessor(Caches::getInstance());
+ }
+ sp<FuncTask> task(new FuncTask());
+ task->func = func;
+ mFrameWorkProcessor->add(task);
+}
+
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index cb61e51..6706c30 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -24,6 +24,8 @@
#include "IContextFactory.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
+#include "thread/Task.h"
+#include "thread/TaskProcessor.h"
#include "utils/RingBuffer.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
@@ -41,6 +43,7 @@
#include <utils/Functor.h>
#include <gui/Surface.h>
+#include <functional>
#include <set>
#include <string>
#include <vector>
@@ -159,6 +162,9 @@
}
}
+ // Used to queue up work that needs to be completed before this frame completes
+ ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
+
private:
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
@@ -170,6 +176,8 @@
void freePrefetechedLayers();
+ void waitOnFences();
+
EGLint mLastFrameWidth = 0;
EGLint mLastFrameHeight = 0;
@@ -213,6 +221,16 @@
// 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;
};
} /* namespace renderthread */