153 lines
6.1 KiB
C++
153 lines
6.1 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <functional>
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#include <future>
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#include <string>
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#include <type_traits>
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#include "aemu/base/synchronization/ConditionVariable.h"
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#include "aemu/base/HealthMonitor.h"
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#include "aemu/base/synchronization/Lock.h"
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#include "aemu/base/synchronization/MessageChannel.h"
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#include "aemu/base/Optional.h"
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#include "aemu/base/threads/Thread.h"
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#include "aemu/base/threads/ThreadPool.h"
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#include "gl/EmulatedEglFenceSync.h"
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#include "render-utils/virtio_gpu_ops.h"
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#include "vulkan/VkDecoderGlobalState.h"
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namespace gfxstream {
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using emugl::HealthMonitor;
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using emugl::HealthWatchdog;
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// SyncThread///////////////////////////////////////////////////////////////////
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// The purpose of SyncThread is to track sync device timelines and give out +
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// signal FD's that correspond to the completion of host-side GL fence commands.
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struct RenderThreadInfo;
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class SyncThread : public android::base::Thread {
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public:
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// - constructor: start up the sync worker threads for a given context.
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// The initialization of the sync threads is nonblocking.
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// - Triggers a |SyncThreadCmd| with op code |SYNC_THREAD_EGL_INIT|
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SyncThread(bool hasGl, HealthMonitor<>* healthMonitor);
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~SyncThread();
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// |triggerWait|: async wait with a given EmulatedEglFenceSync object.
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// We use the wait() method to do a eglClientWaitSyncKHR.
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// After wait is over, the timeline will be incremented,
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// which should signal the guest-side fence FD.
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// This method is how the goldfish sync virtual device
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// knows when to increment timelines / signal native fence FD's.
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void triggerWait(gl::EmulatedEglFenceSync* fenceSync, uint64_t timeline);
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// |triggerWaitVk|: async wait with a given VkFence object.
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// The |vkFence| argument is a *boxed* host Vulkan handle of the fence.
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//
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// We call vkWaitForFences() on host Vulkan device to wait for the fence.
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// After wait is over, the timeline will be incremented,
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// which should signal the guest-side fence FD / Zircon eventpair.
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// This method is how the goldfish sync virtual device
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// knows when to increment timelines / signal native fence FD's.
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void triggerWaitVk(VkFence vkFence, uint64_t timeline);
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// for use with the virtio-gpu path; is meant to have a current context
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// while waiting.
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void triggerBlockedWaitNoTimeline(gl::EmulatedEglFenceSync* fenceSync);
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// For use with virtio-gpu and async fence completion callback. This is async like triggerWait,
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// but takes a fence completion callback instead of incrementing some timeline directly.
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void triggerWaitWithCompletionCallback(gl::EmulatedEglFenceSync* fenceSync,
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FenceCompletionCallback);
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void triggerWaitVkWithCompletionCallback(VkFence fenceHandle, FenceCompletionCallback);
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void triggerWaitVkQsriWithCompletionCallback(VkImage image, FenceCompletionCallback);
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void triggerGeneral(FenceCompletionCallback, std::string description);
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// |cleanup|: for use with destructors and other cleanup functions.
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// it destroys the sync context and exits the sync thread.
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// This is blocking; after this function returns, we're sure
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// the sync thread is gone.
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// - Triggers a |SyncThreadCmd| with op code |SYNC_THREAD_EXIT|
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void cleanup();
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// Initialize the global sync thread.
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static void initialize(bool hasGl, HealthMonitor<>* healthMonitor);
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// Obtains the global sync thread.
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static SyncThread* get();
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// Destroys and cleanup the global sync thread.
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static void destroy();
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private:
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using WorkerId = android::base::ThreadPoolWorkerId;
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struct Command {
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std::packaged_task<int(WorkerId)> mTask;
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std::string mDescription;
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};
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using ThreadPool = android::base::ThreadPool<Command>;
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// |initSyncContext| creates an EGL context expressly for calling
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// eglClientWaitSyncKHR in the processing caused by |triggerWait|.
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// This is used by the constructor only. It is non-blocking.
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// - Triggers a |SyncThreadCmd| with op code |SYNC_THREAD_EGL_INIT|
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void initSyncEGLContext();
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// Thread function.
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// It keeps the workers runner until |mExiting| is set.
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virtual intptr_t main() override final;
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// These two functions are used to communicate with the sync thread from another thread:
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// - |sendAndWaitForResult| issues |job| to the sync thread, and blocks until it receives the
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// result of the job.
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// - |sendAsync| issues |job| to the sync thread and does not wait for the result, returning
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// immediately after.
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int sendAndWaitForResult(std::function<int(WorkerId)> job, std::string description);
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void sendAsync(std::function<void(WorkerId)> job, std::string description);
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// |doSyncThreadCmd| execute the actual task. These run on the sync thread.
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void doSyncThreadCmd(Command&& command, ThreadPool::WorkerId);
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void doSyncWait(gl::EmulatedEglFenceSync* fenceSync, std::function<void()> onComplete);
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static int doSyncWaitVk(VkFence, std::function<void()> onComplete);
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// EGL objects / object handles specific to
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// a sync thread.
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static const uint32_t kNumWorkerThreads = 4u;
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EGLDisplay mDisplay = EGL_NO_DISPLAY;
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EGLSurface mSurface[kNumWorkerThreads];
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EGLContext mContext[kNumWorkerThreads];
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bool mExiting = false;
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android::base::Lock mLock;
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android::base::ConditionVariable mCv;
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ThreadPool mWorkerThreadPool;
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bool mHasGl;
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HealthMonitor<>* mHealthMonitor;
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};
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} // namespace gfxstream
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