webrtc_m130/sdk/android/api/org/webrtc/EglThread.java
Linus Nilsson 3369729100 Add EglThread class wrapping EglConnection and handler.
EglThread can be shared by multiple clients each using their own
EglBase instance, but sharing thread and EglConnection.
go/meet-android-eglcontext-reduction

Bug: b/225229697
Change-Id: I2d18b92bdef51362a9dbd9c0af56cb868e29869d
Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/305462
Reviewed-by: Magnus Jedvert <magjed@webrtc.org>
Commit-Queue: Linus Nilsson <lnilsson@webrtc.org>
Reviewed-by: Xavier Lepaul‎ <xalep@webrtc.org>
Cr-Commit-Position: refs/heads/main@{#40121}
2023-05-23 14:02:21 +00:00

88 lines
3.1 KiB
Java

/*
* Copyright 2022 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
package org.webrtc;
import android.os.Handler;
import android.os.HandlerThread;
import androidx.annotation.Nullable;
import androidx.annotation.VisibleForTesting;
import org.webrtc.EglBase.EglConnection;
/** EGL graphics thread that allows multiple clients to share the same underlying EGLContext. */
public class EglThread {
/** Callback for externally managed reference count. */
public interface ReleaseMonitor {
/**
* Called by EglThread when a client releases its reference. Returns true when there are no more
* references and resources should be released.
*/
boolean onRelease(EglThread eglThread);
}
public static EglThread create(@Nullable ReleaseMonitor releaseMonitor,
@Nullable final EglBase.Context sharedContext, final int[] configAttributes) {
final HandlerThread renderThread = new HandlerThread("EglThread");
renderThread.start();
Handler handler = new Handler(renderThread.getLooper());
// If sharedContext is null, then texture frames are disabled. This is typically for old
// devices that might not be fully spec compliant, so force EGL 1.0 since EGL 1.4 has
// caused trouble on some weird devices.
EglConnection eglConnection;
if (sharedContext == null) {
eglConnection = EglConnection.createEgl10(configAttributes);
} else {
eglConnection = EglConnection.create(sharedContext, configAttributes);
}
return new EglThread(
releaseMonitor != null ? releaseMonitor : eglThread -> true, handler, eglConnection);
}
private final ReleaseMonitor releaseMonitor;
private final Handler handler;
private final EglConnection eglConnection;
@VisibleForTesting
EglThread(ReleaseMonitor releaseMonitor, Handler handler, EglConnection eglConnection) {
this.releaseMonitor = releaseMonitor;
this.handler = handler;
this.eglConnection = eglConnection;
}
public void release() {
if (!releaseMonitor.onRelease(this)) {
// Thread is still in use, do not release yet.
return;
}
handler.post(eglConnection::release);
handler.getLooper().quitSafely();
}
/**
* Creates an EglBase instance with the EglThread's EglConnection. This method can be called on
* any thread, but the returned EglBase instance should only be used on this EglThread's Handler.
*/
public EglBase createEglBaseWithSharedConnection() {
return EglBase.create(eglConnection);
}
/**
* Returns the Handler to interact with Gl/EGL on. Callers need to make sure that their own
* EglBase is current on the handler before running any graphics operations since the EglThread
* can be shared by multiple clients.
*/
public Handler getHandler() {
return handler;
}
}