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89 lines
2.7 KiB
89 lines
2.7 KiB
7 months ago
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/*
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* Copyright (C) 2017 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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#include "GLcommon/GLBackgroundLoader.h"
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#include "GLcommon/GLEScontext.h"
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#include "GLcommon/SaveableTexture.h"
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#include "base/System.h"
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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EGLContext s_context = EGL_NO_CONTEXT;
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EGLSurface s_surface = EGL_NO_SURFACE;
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intptr_t GLBackgroundLoader::main() {
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#if SNAPSHOT_PROFILE > 1
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const auto start = get_uptime_ms();
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printf("Starting GL background loading at %" PRIu64 " ms\n", start);
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#endif
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if (s_context == EGL_NO_CONTEXT) {
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if (!m_eglIface.createAndBindAuxiliaryContext(&s_context, &s_surface)) {
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return 0;
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}
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} else {
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// In unit tests, we might have torn down EGL. Check for stale
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// context and surface, and recreate them if that happened.
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if (!m_eglIface.bindAuxiliaryContext(s_context, s_surface)) {
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printf("GLBackgroundLoader::%s auxiliary context gone, create a new one\n", __func__);
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m_eglIface.createAndBindAuxiliaryContext(&s_context, &s_surface);
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}
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}
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for (const auto& it : m_textureMap) {
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if (m_interrupted.load(std::memory_order_relaxed)) break;
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// Acquire the texture loader for each load; bail
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// in case something else happened to interrupt loading.
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auto ptr = m_textureLoaderWPtr.lock();
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if (!ptr) {
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break;
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}
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const SaveableTexturePtr& saveable = it.second;
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if (saveable) {
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m_glesIface.restoreTexture(saveable.get());
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// allow other threads to run for a while
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ptr.reset();
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android::base::sleepMs(
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m_loadDelayMs.load(std::memory_order_relaxed));
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}
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}
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m_textureMap.clear();
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m_eglIface.unbindAuxiliaryContext();
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#if SNAPSHOT_PROFILE > 1
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const auto end = get_uptime_ms();
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printf("Finished GL background loading at %" PRIu64 " ms (%d ms total)\n",
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end, int(end - start));
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#endif
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return 0;
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}
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bool GLBackgroundLoader::wait(intptr_t* exitStatus) {
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m_loadDelayMs.store(0, std::memory_order_relaxed);
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return Thread::wait();
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}
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void GLBackgroundLoader::interrupt() {
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m_interrupted.store(true, std::memory_order_relaxed);
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}
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