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/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "base/Compiler.h"
#include "base/Lock.h"
namespace android {
namespace base { class Stream; }
namespace snapshot {
// LazySnapshotObj is a base class for objects that use lazy strategy for
// snapshot loading. It separates heavy-weight loading / restoring operations
// and only triggers it when the object needs to be used.
// Please implement heavy-weight loading / restoring operations in restore()
// method and call "touch" before you need to use the object.
// An example is for texture lazy loading. On load it only reads the data from
// disk but does not load them into GPU. On restore it performs the heavy-weight
// GPU data loading.
template <class Derived>
class LazySnapshotObj {
DISALLOW_COPY_AND_ASSIGN(LazySnapshotObj);
public:
LazySnapshotObj() = default;
// Snapshot loader
LazySnapshotObj(base::Stream*) : mNeedRestore(true) {}
void touch() {
base::AutoLock lock(mMutex);
if (!mNeedRestore) {
return;
}
static_cast<Derived*>(this)->restore();
mNeedRestore = false;
}
bool needRestore() const {
base::AutoLock lock(mMutex);
return mNeedRestore;
}
protected:
~LazySnapshotObj() = default;
bool mNeedRestore = false;
private:
mutable base::Lock mMutex;
};
} // namespace snapshot
} // namespace android