Bug: webrtc:351858995 Change-Id: I6c07d71afeae886ff6a20509bca5b5c65f131e41 Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/356800 Reviewed-by: Fabian Bergmark <fabianbergmark@google.com> Reviewed-by: Zoé Lepaul <xalep@webrtc.org> Commit-Queue: Ranveer Aggarwal <ranvr@webrtc.org> Cr-Commit-Position: refs/heads/main@{#42617}
217 lines
7.1 KiB
Java
217 lines
7.1 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 android.os.Looper;
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import android.os.Message;
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import androidx.annotation.GuardedBy;
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import androidx.annotation.Nullable;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Optional;
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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 implements RenderSynchronizer.Listener {
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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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/** Interface for clients to schedule rendering updates that will run synchronized. */
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public interface RenderUpdate {
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/**
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* Called by EglThread when the rendering window is open. `runsInline` is true when the update
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* is executed directly while the client schedules the update.
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*/
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void update(boolean runsInline);
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}
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public static EglThread create(
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@Nullable ReleaseMonitor releaseMonitor,
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@Nullable final EglBase.Context sharedContext,
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final int[] configAttributes,
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@Nullable RenderSynchronizer renderSynchronizer) {
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final HandlerThread renderThread = new HandlerThread("EglThread");
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renderThread.start();
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HandlerWithExceptionCallbacks handler =
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new HandlerWithExceptionCallbacks(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,
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handler,
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eglConnection,
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renderSynchronizer);
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}
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public static EglThread create(
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@Nullable ReleaseMonitor releaseMonitor,
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@Nullable final EglBase.Context sharedContext,
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final int[] configAttributes) {
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return create(releaseMonitor, sharedContext, configAttributes, /* renderSynchronizer= */ null);
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}
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/**
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* Handler that triggers callbacks when an uncaught exception happens when handling a message.
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*/
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private static class HandlerWithExceptionCallbacks extends Handler {
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private final Object callbackLock = new Object();
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@GuardedBy("callbackLock") private final List<Runnable> exceptionCallbacks = new ArrayList<>();
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public HandlerWithExceptionCallbacks(Looper looper) {
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super(looper);
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}
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@Override
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public void dispatchMessage(Message msg) {
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try {
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super.dispatchMessage(msg);
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} catch (Exception e) {
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Logging.e("EglThread", "Exception on EglThread", e);
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synchronized (callbackLock) {
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for (Runnable callback : exceptionCallbacks) {
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callback.run();
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}
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}
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throw e;
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}
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}
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public void addExceptionCallback(Runnable callback) {
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synchronized (callbackLock) {
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exceptionCallbacks.add(callback);
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}
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}
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public void removeExceptionCallback(Runnable callback) {
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synchronized (callbackLock) {
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exceptionCallbacks.remove(callback);
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}
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}
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}
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private final ReleaseMonitor releaseMonitor;
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private final HandlerWithExceptionCallbacks handler;
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private final EglConnection eglConnection;
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private final RenderSynchronizer renderSynchronizer;
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private Optional<RenderUpdate> pendingRenderUpdate = Optional.empty();
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private boolean renderWindowOpen = true;
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private EglThread(
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ReleaseMonitor releaseMonitor,
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HandlerWithExceptionCallbacks handler,
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EglConnection eglConnection,
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RenderSynchronizer renderSynchronizer) {
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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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this.renderSynchronizer = renderSynchronizer;
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if (renderSynchronizer != null) {
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renderSynchronizer.registerListener(this);
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}
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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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if (renderSynchronizer != null) {
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renderSynchronizer.removeListener(this);
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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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* Adds a callback that will be called on the EGL thread if there is an exception on the thread.
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*/
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public void addExceptionCallback(Runnable callback) {
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handler.addExceptionCallback(callback);
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}
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/**
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* Removes a previously added exception callback.
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*/
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public void removeExceptionCallback(Runnable callback) {
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handler.removeExceptionCallback(callback);
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}
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/**
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* Schedules a render update (like swapBuffers) to be run in sync with other updates on the next
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* open render window. If the render window is currently open the update will run immediately.
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* This method must be called on the EglThread during a render pass.
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*/
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public void scheduleRenderUpdate(RenderUpdate update) {
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if (renderWindowOpen) {
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update.update(/* runsInline = */true);
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} else {
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pendingRenderUpdate = Optional.of(update);
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}
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}
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@Override
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public void onRenderWindowOpen() {
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handler.post(
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() -> {
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renderWindowOpen = true;
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pendingRenderUpdate.ifPresent(
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renderUpdate -> renderUpdate.update(/* runsInline = */ false));
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pendingRenderUpdate = Optional.empty();
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});
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}
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@Override
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public void onRenderWindowClose() {
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handler.post(() -> renderWindowOpen = false);
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}
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}
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