2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "combined-update-render-controller.h"
23 #include <dali/integration-api/platform-abstraction.h>
26 #include <trigger-event-factory.h>
27 #include <base/combined-update-render/combined-update-render-controller-debug.h>
28 #include <base/environment-options.h>
29 #include <base/time-service.h>
30 #include <base/interfaces/adaptor-internal-services.h>
43 const unsigned int CREATED_THREAD_COUNT = 1u;
45 const int CONTINUOUS = -1;
48 const unsigned int TRUE = 1u;
49 const unsigned int FALSE = 0u;
51 const unsigned int MILLISECONDS_PER_SECOND( 1e+3 );
52 const float NANOSECONDS_TO_SECOND( 1e-9f );
53 const unsigned int NANOSECONDS_PER_SECOND( 1e+9 );
54 const unsigned int NANOSECONDS_PER_MILLISECOND( 1e+6 );
56 // The following values will get calculated at compile time
57 const float DEFAULT_FRAME_DURATION_IN_SECONDS( 1.0f / 60.0f );
58 const uint64_t DEFAULT_FRAME_DURATION_IN_MILLISECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * MILLISECONDS_PER_SECOND );
59 const uint64_t DEFAULT_FRAME_DURATION_IN_NANOSECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * NANOSECONDS_PER_SECOND );
62 * Handles the use case when an update-request is received JUST before we process a sleep-request. If we did not have an update-request count then
63 * there is a danger that, on the event-thread we could have:
64 * 1) An update-request where we do nothing as Update/Render thread still running.
65 * 2) Quickly followed by a sleep-request being handled where we pause the Update/Render Thread (even though we have an update to process).
67 * Using a counter means we increment the counter on an update-request, and decrement it on a sleep-request. This handles the above scenario because:
68 * 1) MAIN THREAD: Update Request: COUNTER = 1
69 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
70 * 3) MAIN THREAD: Update Request: COUNTER = 2
71 * 4) MAIN THREAD: Sleep Request: COUNTER = 1 -> We do not sleep just yet
73 * Also ensures we preserve battery life by only doing ONE update when the above use case is not triggered.
74 * 1) MAIN THREAD: Update Request: COUNTER = 1
75 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
76 * 3) MAIN THREAD: Sleep Request: COUNTER = 0 -> Go to sleep
78 const unsigned int MAXIMUM_UPDATE_REQUESTS = 2;
79 } // unnamed namespace
81 ///////////////////////////////////////////////////////////////////////////////////////////////////
83 ///////////////////////////////////////////////////////////////////////////////////////////////////
85 CombinedUpdateRenderController::CombinedUpdateRenderController( AdaptorInternalServices& adaptorInterfaces, const EnvironmentOptions& environmentOptions )
86 : mFpsTracker( environmentOptions ),
87 mUpdateStatusLogger( environmentOptions ),
88 mRenderHelper( adaptorInterfaces ),
89 mEventThreadSemaphore(),
90 mUpdateRenderThreadWaitCondition(),
91 mAdaptorInterfaces( adaptorInterfaces ),
92 mPerformanceInterface( adaptorInterfaces.GetPerformanceInterface() ),
93 mCore( adaptorInterfaces.GetCore() ),
94 mEnvironmentOptions( environmentOptions ),
95 mNotificationTrigger( adaptorInterfaces.GetProcessCoreEventsTrigger() ),
96 mSleepTrigger( NULL ),
97 mUpdateRenderThread( NULL ),
98 mDefaultFrameDelta( 0.0f ),
99 mDefaultFrameDurationMilliseconds( 0u ),
100 mDefaultFrameDurationNanoseconds( 0u ),
101 mDefaultHalfFrameNanoseconds( 0u ),
102 mUpdateRequestCount( 0u ),
104 mUpdateRenderRunCount( 0 ),
105 mDestroyUpdateRenderThread( FALSE ),
106 mUpdateRenderThreadCanSleep( FALSE ),
107 mPendingRequestUpdate( FALSE ),
108 mUseElapsedTimeAfterWait( FALSE ),
110 mPostRendering( FALSE ),
111 mSurfaceResized( FALSE )
115 // Initialise frame delta/duration variables first
116 SetRenderRefreshRate( environmentOptions.GetRenderRefreshRate() );
118 // Set the thread-synchronization interface on the render-surface
119 RenderSurface* currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
122 currentSurface->SetThreadSynchronization( *this );
125 TriggerEventFactoryInterface& triggerFactory = mAdaptorInterfaces.GetTriggerEventFactoryInterface();
126 mSleepTrigger = triggerFactory.CreateTriggerEvent( MakeCallback( this, &CombinedUpdateRenderController::ProcessSleepRequest ), TriggerEventInterface::KEEP_ALIVE_AFTER_TRIGGER );
128 sem_init( &mEventThreadSemaphore, 0, 0 ); // Initialize to 0 so that it just waits if sem_post has not been called
131 CombinedUpdateRenderController::~CombinedUpdateRenderController()
137 delete mSleepTrigger;
140 void CombinedUpdateRenderController::Initialize()
144 // Ensure Update/Render Thread not already created
145 DALI_ASSERT_ALWAYS( ! mUpdateRenderThread );
147 // Create Update/Render Thread
148 mUpdateRenderThread = new pthread_t();
149 int error = pthread_create( mUpdateRenderThread, NULL, InternalUpdateRenderThreadEntryFunc, this );
150 DALI_ASSERT_ALWAYS( !error && "Return code from pthread_create() when creating UpdateRenderThread" );
152 // The Update/Render thread will now run and initialise EGL etc. and will then wait for Start to be called
153 // When this function returns, the application initialisation on the event thread should occur
156 void CombinedUpdateRenderController::Start()
160 DALI_ASSERT_ALWAYS( !mRunning && mUpdateRenderThread );
162 // Wait until all threads created in Initialise are up and running
163 for( unsigned int i = 0; i < CREATED_THREAD_COUNT; ++i )
165 sem_wait( &mEventThreadSemaphore );
168 mRenderHelper.Start();
172 LOG_EVENT( "Startup Complete, starting Update/Render Thread" );
174 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
177 void CombinedUpdateRenderController::Pause()
183 PauseUpdateRenderThread();
185 AddPerformanceMarker( PerformanceInterface::PAUSED );
188 void CombinedUpdateRenderController::Resume()
192 if( !mRunning && IsUpdateRenderThreadPaused() )
194 LOG_EVENT( "Resuming" );
196 RunUpdateRenderThread( CONTINUOUS, true /* Animation progression required while we were paused */ );
198 AddPerformanceMarker( PerformanceInterface::RESUME );
204 void CombinedUpdateRenderController::Stop()
208 // Stop Rendering and the Update/Render Thread
209 mRenderHelper.Stop();
211 StopUpdateRenderThread();
213 if( mUpdateRenderThread )
215 LOG_EVENT( "Destroying UpdateRenderThread" );
217 // wait for the thread to finish
218 pthread_join( *mUpdateRenderThread, NULL );
220 delete mUpdateRenderThread;
221 mUpdateRenderThread = NULL;
227 void CombinedUpdateRenderController::RequestUpdate()
231 // Increment the update-request count to the maximum
232 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
234 ++mUpdateRequestCount;
237 if( mRunning && IsUpdateRenderThreadPaused() )
239 LOG_EVENT( "Processing" );
241 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
244 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
245 mPendingRequestUpdate = TRUE;
248 void CombinedUpdateRenderController::RequestUpdateOnce()
250 // Increment the update-request count to the maximum
251 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
253 ++mUpdateRequestCount;
256 if( IsUpdateRenderThreadPaused() )
260 // Run Update/Render once
261 RunUpdateRenderThread( ONCE, false /* No animation progression */ );
265 void CombinedUpdateRenderController::ReplaceSurface( RenderSurface* newSurface )
269 // Set the ThreadSyncronizationInterface on the new surface
270 newSurface->SetThreadSynchronization( *this );
272 LOG_EVENT( "Starting to replace the surface, event-thread blocked" );
274 // Start replacing the surface.
276 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
277 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will replace the surface now
278 mNewSurface = newSurface;
279 mUpdateRenderThreadWaitCondition.Notify( lock );
282 // Wait until the surface has been replaced
283 sem_wait( &mEventThreadSemaphore );
285 LOG_EVENT( "Surface replaced, event-thread continuing" );
288 void CombinedUpdateRenderController::ResizeSurface()
292 LOG_EVENT( "Starting to resize the surface, event-thread blocked" );
294 // Start resizing the surface.
296 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
297 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will resize the surface now
298 mSurfaceResized = TRUE;
299 mUpdateRenderThreadWaitCondition.Notify( lock );
302 // Wait until the surface has been resized
303 sem_wait( &mEventThreadSemaphore );
305 LOG_EVENT( "Surface resized, event-thread continuing" );
308 void CombinedUpdateRenderController::SetRenderRefreshRate( unsigned int numberOfFramesPerRender )
310 // Not protected by lock, but written to rarely so not worth adding a lock when reading
311 mDefaultFrameDelta = numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_SECONDS;
312 mDefaultFrameDurationMilliseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
313 mDefaultFrameDurationNanoseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
314 mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2u;
316 LOG_EVENT( "mDefaultFrameDelta(%.6f), mDefaultFrameDurationMilliseconds(%lld), mDefaultFrameDurationNanoseconds(%lld)", mDefaultFrameDelta, mDefaultFrameDurationMilliseconds, mDefaultFrameDurationNanoseconds );
319 ///////////////////////////////////////////////////////////////////////////////////////////////////
321 ///////////////////////////////////////////////////////////////////////////////////////////////////
323 void CombinedUpdateRenderController::RunUpdateRenderThread( int numberOfCycles, bool useElapsedTime )
325 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
326 mUpdateRenderRunCount = numberOfCycles;
327 mUpdateRenderThreadCanSleep = FALSE;
328 mUseElapsedTimeAfterWait = useElapsedTime;
329 LOG_COUNTER_EVENT( "mUpdateRenderRunCount: %d, mUseElapsedTimeAfterWait: %d", mUpdateRenderRunCount, mUseElapsedTimeAfterWait );
330 mUpdateRenderThreadWaitCondition.Notify( lock );
333 void CombinedUpdateRenderController::PauseUpdateRenderThread()
335 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
336 mUpdateRenderRunCount = 0;
339 void CombinedUpdateRenderController::StopUpdateRenderThread()
341 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
342 mDestroyUpdateRenderThread = TRUE;
343 mUpdateRenderThreadWaitCondition.Notify( lock );
346 bool CombinedUpdateRenderController::IsUpdateRenderThreadPaused()
348 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
349 return ( mUpdateRenderRunCount != CONTINUOUS ) || // Report paused if NOT continuously running
350 mUpdateRenderThreadCanSleep; // Report paused if sleeping
353 void CombinedUpdateRenderController::ProcessSleepRequest()
357 // Decrement Update request count
358 if( mUpdateRequestCount > 0 )
360 --mUpdateRequestCount;
363 // Can sleep if our update-request count is 0
364 // Update/Render thread can choose to carry on updating if it determines more update/renders are required
365 if( mUpdateRequestCount == 0 )
367 LOG_EVENT( "Going to sleep" );
369 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
370 mUpdateRenderThreadCanSleep = TRUE;
374 ///////////////////////////////////////////////////////////////////////////////////////////////////
375 // UPDATE/RENDER THREAD
376 ///////////////////////////////////////////////////////////////////////////////////////////////////
378 void CombinedUpdateRenderController::UpdateRenderThread()
380 // Install a function for logging
381 mEnvironmentOptions.InstallLogFunction();
383 LOG_UPDATE_RENDER( "THREAD CREATED" );
385 mRenderHelper.InitializeEgl();
387 // tell core it has a context
388 mCore.ContextCreated();
390 NotifyThreadInitialised();
393 uint64_t lastFrameTime;
394 TimeService::GetNanoseconds( lastFrameTime );
396 LOG_UPDATE_RENDER( "THREAD INITIALISED" );
398 bool useElapsedTime = true;
399 bool updateRequired = true;
400 uint64_t timeToSleepUntil = 0;
401 int extraFramesDropped = 0;
403 while( UpdateRenderReady( useElapsedTime, updateRequired, timeToSleepUntil ) )
405 LOG_UPDATE_RENDER_TRACE;
407 // Performance statistics are logged upon a VSYNC tick so use this point for a VSync marker
408 AddPerformanceMarker( PerformanceInterface::VSYNC );
410 uint64_t currentFrameStartTime = 0;
411 TimeService::GetNanoseconds( currentFrameStartTime );
413 const uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
415 // Optional FPS Tracking when continuously rendering
416 if( useElapsedTime && mFpsTracker.Enabled() )
418 float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
419 mFpsTracker.Track( absoluteTimeSinceLastRender );
422 lastFrameTime = currentFrameStartTime; // Store frame start time
424 //////////////////////////////
426 //////////////////////////////
428 RenderSurface* newSurface = ShouldSurfaceBeReplaced();
429 if( DALI_UNLIKELY( newSurface ) )
431 LOG_UPDATE_RENDER_TRACE_FMT( "Replacing Surface" );
432 mRenderHelper.ReplaceSurface( newSurface );
436 //////////////////////////////
438 //////////////////////////////
440 // The resizing will be applied in the next loop
441 bool surfaceResized = ShouldSurfaceBeResized();
442 if( DALI_UNLIKELY( surfaceResized ) )
444 LOG_UPDATE_RENDER_TRACE_FMT( "Resizing Surface" );
445 mRenderHelper.ResizeSurface();
449 //////////////////////////////
451 //////////////////////////////
453 const unsigned int currentTime = currentFrameStartTime / NANOSECONDS_PER_MILLISECOND;
454 const unsigned int nextFrameTime = currentTime + mDefaultFrameDurationMilliseconds;
456 uint64_t noOfFramesSinceLastUpdate = 1;
457 float frameDelta = 0.0f;
460 // If using the elapsed time, then calculate frameDelta as a multiple of mDefaultFrameDelta
461 noOfFramesSinceLastUpdate += extraFramesDropped;
463 frameDelta = mDefaultFrameDelta * noOfFramesSinceLastUpdate;
465 LOG_UPDATE_RENDER( "timeSinceLastFrame(%llu) noOfFramesSinceLastUpdate(%u) frameDelta(%.6f)", timeSinceLastFrame, noOfFramesSinceLastUpdate, frameDelta );
467 Integration::UpdateStatus updateStatus;
469 AddPerformanceMarker( PerformanceInterface::UPDATE_START );
470 mCore.Update( frameDelta, currentTime, nextFrameTime, updateStatus );
471 AddPerformanceMarker( PerformanceInterface::UPDATE_END );
473 unsigned int keepUpdatingStatus = updateStatus.KeepUpdating();
475 // Tell the event-thread to wake up (if asleep) and send a notification event to Core if required
476 if( updateStatus.NeedsNotification() )
478 mNotificationTrigger.Trigger();
479 LOG_UPDATE_RENDER( "Notification Triggered" );
482 // Optional logging of update/render status
483 mUpdateStatusLogger.Log( keepUpdatingStatus );
485 //////////////////////////////
487 //////////////////////////////
489 mRenderHelper.ConsumeEvents();
490 mRenderHelper.PreRender();
492 Integration::RenderStatus renderStatus;
494 AddPerformanceMarker( PerformanceInterface::RENDER_START );
495 mCore.Render( renderStatus );
496 AddPerformanceMarker( PerformanceInterface::RENDER_END );
498 if( renderStatus.NeedsPostRender() )
500 mRenderHelper.PostRender();
503 // Trigger event thread to request Update/Render thread to sleep if update not required
504 if( ( Integration::KeepUpdating::NOT_REQUESTED == keepUpdatingStatus ) &&
505 ! renderStatus.NeedsUpdate() )
507 mSleepTrigger->Trigger();
508 updateRequired = false;
509 LOG_UPDATE_RENDER( "Sleep Triggered" );
513 updateRequired = true;
516 //////////////////////////////
518 //////////////////////////////
520 extraFramesDropped = 0;
522 if (timeToSleepUntil == 0)
524 // If this is the first frame after the thread is initialized or resumed, we
525 // use the actual time the current frame starts from to calculate the time to
526 // sleep until the next frame.
527 timeToSleepUntil = currentFrameStartTime + mDefaultFrameDurationNanoseconds;
531 // Otherwise, always use the sleep-until time calculated in the last frame to
532 // calculate the time to sleep until the next frame. In this way, if there is
533 // any time gap between the current frame and the next frame, or if update or
534 // rendering in the current frame takes too much time so that the specified
535 // sleep-until time has already passed, it will try to keep the frames syncing
536 // by shortening the duration of the next frame.
537 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
539 // Check the current time at the end of the frame
540 uint64_t currentFrameEndTime = 0;
541 TimeService::GetNanoseconds( currentFrameEndTime );
542 while ( currentFrameEndTime > timeToSleepUntil + mDefaultFrameDurationNanoseconds )
544 // We are more than one frame behind already, so just drop the next frames
545 // until the sleep-until time is later than the current time so that we can
547 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
548 extraFramesDropped++;
552 // Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
553 TimeService::SleepUntil( timeToSleepUntil );
556 // Inform core of context destruction & shutdown EGL
557 mCore.ContextDestroyed();
558 mRenderHelper.ShutdownEgl();
560 LOG_UPDATE_RENDER( "THREAD DESTROYED" );
562 // Uninstall the logging function
563 mEnvironmentOptions.UnInstallLogFunction();
566 bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil )
568 useElapsedTime = true;
570 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
571 while( ( ! mUpdateRenderRunCount || // Should try to wait if event-thread has paused the Update/Render thread
572 ( mUpdateRenderThreadCanSleep && ! updateRequired && ! mPendingRequestUpdate ) ) && // Ensure we wait if we're supposed to be sleeping AND do not require another update
573 ! mDestroyUpdateRenderThread && // Ensure we don't wait if the update-render-thread is supposed to be destroyed
574 ! mNewSurface && // Ensure we don't wait if we need to replace the surface
575 ! mSurfaceResized ) // Ensure we don't wait if we need to resize the surface
577 LOG_UPDATE_RENDER( "WAIT: mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
578 LOG_UPDATE_RENDER( " mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
579 LOG_UPDATE_RENDER( " mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
580 LOG_UPDATE_RENDER( " mNewSurface: %d", mNewSurface );
581 LOG_UPDATE_RENDER( " mSurfaceResized: %d", mSurfaceResized );
583 // Reset the time when the thread is waiting, so the sleep-until time for
584 // the first frame after resuming should be based on the actual start time
585 // of the first frame.
586 timeToSleepUntil = 0;
588 mUpdateRenderThreadWaitCondition.Wait( updateLock );
590 if( ! mUseElapsedTimeAfterWait )
592 useElapsedTime = false;
596 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
597 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
598 LOG_COUNTER_UPDATE_RENDER( "mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
599 LOG_COUNTER_UPDATE_RENDER( "mNewSurface: %d", mNewSurface );
600 LOG_COUNTER_UPDATE_RENDER( "mSurfaceResized: %d", mSurfaceResized );
602 mUseElapsedTimeAfterWait = FALSE;
603 mUpdateRenderThreadCanSleep = FALSE;
604 mPendingRequestUpdate = FALSE;
606 // If we've been asked to run Update/Render cycles a finite number of times then decrement so we wait after the
607 // requested number of cycles
608 if( mUpdateRenderRunCount > 0 )
610 --mUpdateRenderRunCount;
613 // Keep the update-render thread alive if this thread is NOT to be destroyed
614 return ! mDestroyUpdateRenderThread;
617 RenderSurface* CombinedUpdateRenderController::ShouldSurfaceBeReplaced()
619 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
621 RenderSurface* newSurface = mNewSurface;
627 void CombinedUpdateRenderController::SurfaceReplaced()
629 // Just increment the semaphore
630 sem_post( &mEventThreadSemaphore );
633 bool CombinedUpdateRenderController::ShouldSurfaceBeResized()
635 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
637 bool surfaceSized = mSurfaceResized;
638 mSurfaceResized = FALSE;
643 void CombinedUpdateRenderController::SurfaceResized()
645 // Just increment the semaphore
646 sem_post( &mEventThreadSemaphore );
649 ///////////////////////////////////////////////////////////////////////////////////////////////////
651 ///////////////////////////////////////////////////////////////////////////////////////////////////
653 void CombinedUpdateRenderController::NotifyThreadInitialised()
655 // Just increment the semaphore
656 sem_post( &mEventThreadSemaphore );
659 void CombinedUpdateRenderController::AddPerformanceMarker( PerformanceInterface::MarkerType type )
661 if( mPerformanceInterface )
663 mPerformanceInterface->AddMarker( type );
667 /////////////////////////////////////////////////////////////////////////////////////////////////
668 // POST RENDERING: EVENT THREAD
669 /////////////////////////////////////////////////////////////////////////////////////////////////
671 void CombinedUpdateRenderController::PostRenderComplete()
673 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
674 mPostRendering = FALSE;
675 mUpdateRenderThreadWaitCondition.Notify( lock );
678 ///////////////////////////////////////////////////////////////////////////////////////////////////
679 // POST RENDERING: RENDER THREAD
680 ///////////////////////////////////////////////////////////////////////////////////////////////////
682 void CombinedUpdateRenderController::PostRenderStarted()
684 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
685 mPostRendering = TRUE;
688 void CombinedUpdateRenderController::PostRenderWaitForCompletion()
690 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
691 while( mPostRendering &&
692 ! mNewSurface && // We should NOT wait if we're replacing the surface
693 ! mSurfaceResized && // We should NOT wait if we're resizing the surface
694 ! mDestroyUpdateRenderThread )
696 mUpdateRenderThreadWaitCondition.Wait( lock );
700 } // namespace Adaptor
702 } // namespace Internal