Not doing so seems to have caused issues with creating window surfaces on that context later on. Bug: b/225229697 Change-Id: Id202c93c4e51d1661e79a4b37751d11fcd64c119 Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/311462 Reviewed-by: Xavier Lepaul <xalep@webrtc.org> Commit-Queue: Linus Nilsson <lnilsson@webrtc.org> Cr-Commit-Position: refs/heads/main@{#40411}
92 lines
3.4 KiB
Java
92 lines
3.4 KiB
Java
/*
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* Copyright 2022 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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package org.webrtc;
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import android.os.Handler;
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import android.os.HandlerThread;
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import androidx.annotation.Nullable;
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import androidx.annotation.VisibleForTesting;
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import org.webrtc.EglBase.EglConnection;
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/** EGL graphics thread that allows multiple clients to share the same underlying EGLContext. */
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public class EglThread {
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/** Callback for externally managed reference count. */
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public interface ReleaseMonitor {
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/**
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* Called by EglThread when a client releases its reference. Returns true when there are no more
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* references and resources should be released.
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*/
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boolean onRelease(EglThread eglThread);
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}
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public static EglThread create(@Nullable ReleaseMonitor releaseMonitor,
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@Nullable final EglBase.Context sharedContext, final int[] configAttributes) {
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final HandlerThread renderThread = new HandlerThread("EglThread");
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renderThread.start();
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Handler handler = new Handler(renderThread.getLooper());
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// Not creating the EGLContext on the thread it will be used on seems to cause issues with
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// creating window surfaces on certain devices. So keep the same legacy behavior as EglRenderer
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// and create the context on the render thread.
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EglConnection eglConnection = ThreadUtils.invokeAtFrontUninterruptibly(handler, () -> {
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// If sharedContext is null, then texture frames are disabled. This is typically for old
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// devices that might not be fully spec compliant, so force EGL 1.0 since EGL 1.4 has
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// caused trouble on some weird devices.
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if (sharedContext == null) {
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return EglConnection.createEgl10(configAttributes);
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} else {
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return EglConnection.create(sharedContext, configAttributes);
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}
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});
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return new EglThread(
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releaseMonitor != null ? releaseMonitor : eglThread -> true, handler, eglConnection);
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}
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private final ReleaseMonitor releaseMonitor;
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private final Handler handler;
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private final EglConnection eglConnection;
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@VisibleForTesting
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EglThread(ReleaseMonitor releaseMonitor, Handler handler, EglConnection eglConnection) {
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this.releaseMonitor = releaseMonitor;
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this.handler = handler;
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this.eglConnection = eglConnection;
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}
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public void release() {
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if (!releaseMonitor.onRelease(this)) {
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// Thread is still in use, do not release yet.
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return;
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}
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handler.post(eglConnection::release);
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handler.getLooper().quitSafely();
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}
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/**
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* Creates an EglBase instance with the EglThread's EglConnection. This method can be called on
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* any thread, but the returned EglBase instance should only be used on this EglThread's Handler.
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*/
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public EglBase createEglBaseWithSharedConnection() {
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return EglBase.create(eglConnection);
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}
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/**
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* Returns the Handler to interact with Gl/EGL on. Callers need to make sure that their own
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* EglBase is current on the handler before running any graphics operations since the EglThread
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* can be shared by multiple clients.
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*/
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public Handler getHandler() {
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return handler;
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}
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}
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