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( "Resize the surface" );
295 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
296 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will resize the surface now
297 mSurfaceResized = TRUE;
298 mUpdateRenderThreadWaitCondition.Notify( lock );
302 void CombinedUpdateRenderController::SetRenderRefreshRate( unsigned int numberOfFramesPerRender )
304 // Not protected by lock, but written to rarely so not worth adding a lock when reading
305 mDefaultFrameDelta = numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_SECONDS;
306 mDefaultFrameDurationMilliseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
307 mDefaultFrameDurationNanoseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
308 mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2u;
310 LOG_EVENT( "mDefaultFrameDelta(%.6f), mDefaultFrameDurationMilliseconds(%lld), mDefaultFrameDurationNanoseconds(%lld)", mDefaultFrameDelta, mDefaultFrameDurationMilliseconds, mDefaultFrameDurationNanoseconds );
313 ///////////////////////////////////////////////////////////////////////////////////////////////////
315 ///////////////////////////////////////////////////////////////////////////////////////////////////
317 void CombinedUpdateRenderController::RunUpdateRenderThread( int numberOfCycles, bool useElapsedTime )
319 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
320 mUpdateRenderRunCount = numberOfCycles;
321 mUpdateRenderThreadCanSleep = FALSE;
322 mUseElapsedTimeAfterWait = useElapsedTime;
323 LOG_COUNTER_EVENT( "mUpdateRenderRunCount: %d, mUseElapsedTimeAfterWait: %d", mUpdateRenderRunCount, mUseElapsedTimeAfterWait );
324 mUpdateRenderThreadWaitCondition.Notify( lock );
327 void CombinedUpdateRenderController::PauseUpdateRenderThread()
329 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
330 mUpdateRenderRunCount = 0;
333 void CombinedUpdateRenderController::StopUpdateRenderThread()
335 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
336 mDestroyUpdateRenderThread = TRUE;
337 mUpdateRenderThreadWaitCondition.Notify( lock );
340 bool CombinedUpdateRenderController::IsUpdateRenderThreadPaused()
342 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
343 return ( mUpdateRenderRunCount != CONTINUOUS ) || // Report paused if NOT continuously running
344 mUpdateRenderThreadCanSleep; // Report paused if sleeping
347 void CombinedUpdateRenderController::ProcessSleepRequest()
351 // Decrement Update request count
352 if( mUpdateRequestCount > 0 )
354 --mUpdateRequestCount;
357 // Can sleep if our update-request count is 0
358 // Update/Render thread can choose to carry on updating if it determines more update/renders are required
359 if( mUpdateRequestCount == 0 )
361 LOG_EVENT( "Going to sleep" );
363 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
364 mUpdateRenderThreadCanSleep = TRUE;
368 ///////////////////////////////////////////////////////////////////////////////////////////////////
369 // UPDATE/RENDER THREAD
370 ///////////////////////////////////////////////////////////////////////////////////////////////////
372 void CombinedUpdateRenderController::UpdateRenderThread()
374 // Install a function for logging
375 mEnvironmentOptions.InstallLogFunction();
377 LOG_UPDATE_RENDER( "THREAD CREATED" );
379 mRenderHelper.InitializeEgl();
381 // tell core it has a context
382 mCore.ContextCreated();
384 NotifyThreadInitialised();
387 uint64_t lastFrameTime;
388 TimeService::GetNanoseconds( lastFrameTime );
390 LOG_UPDATE_RENDER( "THREAD INITIALISED" );
392 bool useElapsedTime = true;
393 bool updateRequired = true;
394 uint64_t timeToSleepUntil = 0;
395 int extraFramesDropped = 0;
397 const unsigned int renderToFboInterval = mEnvironmentOptions.GetRenderToFboInterval();
398 const bool renderToFboEnabled = 0u != renderToFboInterval;
399 unsigned int frameCount = 0u;
401 while( UpdateRenderReady( useElapsedTime, updateRequired, timeToSleepUntil ) )
403 LOG_UPDATE_RENDER_TRACE;
405 // Performance statistics are logged upon a VSYNC tick so use this point for a VSync marker
406 AddPerformanceMarker( PerformanceInterface::VSYNC );
408 uint64_t currentFrameStartTime = 0;
409 TimeService::GetNanoseconds( currentFrameStartTime );
411 const uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
413 // Optional FPS Tracking when continuously rendering
414 if( useElapsedTime && mFpsTracker.Enabled() )
416 float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
417 mFpsTracker.Track( absoluteTimeSinceLastRender );
420 lastFrameTime = currentFrameStartTime; // Store frame start time
422 //////////////////////////////
424 //////////////////////////////
426 RenderSurface* newSurface = ShouldSurfaceBeReplaced();
427 if( DALI_UNLIKELY( newSurface ) )
429 LOG_UPDATE_RENDER_TRACE_FMT( "Replacing Surface" );
430 mRenderHelper.ReplaceSurface( newSurface );
434 const bool isRenderingToFbo = renderToFboEnabled && ( ( 0u == frameCount ) || ( 0u != frameCount % renderToFboInterval ) );
437 //////////////////////////////
439 //////////////////////////////
441 const unsigned int currentTime = currentFrameStartTime / NANOSECONDS_PER_MILLISECOND;
442 const unsigned int nextFrameTime = currentTime + mDefaultFrameDurationMilliseconds;
444 uint64_t noOfFramesSinceLastUpdate = 1;
445 float frameDelta = 0.0f;
448 // If using the elapsed time, then calculate frameDelta as a multiple of mDefaultFrameDelta
449 noOfFramesSinceLastUpdate += extraFramesDropped;
451 frameDelta = mDefaultFrameDelta * noOfFramesSinceLastUpdate;
453 LOG_UPDATE_RENDER( "timeSinceLastFrame(%llu) noOfFramesSinceLastUpdate(%u) frameDelta(%.6f)", timeSinceLastFrame, noOfFramesSinceLastUpdate, frameDelta );
455 Integration::UpdateStatus updateStatus;
457 AddPerformanceMarker( PerformanceInterface::UPDATE_START );
458 mCore.Update( frameDelta,
464 AddPerformanceMarker( PerformanceInterface::UPDATE_END );
466 unsigned int keepUpdatingStatus = updateStatus.KeepUpdating();
468 // Tell the event-thread to wake up (if asleep) and send a notification event to Core if required
469 if( updateStatus.NeedsNotification() )
471 mNotificationTrigger.Trigger();
472 LOG_UPDATE_RENDER( "Notification Triggered" );
476 bool surfaceResized = ShouldSurfaceBeResized();
477 if( DALI_UNLIKELY( surfaceResized ) )
479 // RenderHelper::ResizeSurface() should be called right after a viewport is changed.
480 if( updateStatus.SurfaceRectChanged() )
482 LOG_UPDATE_RENDER_TRACE_FMT( "Resizing Surface" );
483 mRenderHelper.ResizeSurface();
488 // Optional logging of update/render status
489 mUpdateStatusLogger.Log( keepUpdatingStatus );
491 //////////////////////////////
493 //////////////////////////////
495 mRenderHelper.ConsumeEvents();
496 mRenderHelper.PreRender();
498 Integration::RenderStatus renderStatus;
500 AddPerformanceMarker( PerformanceInterface::RENDER_START );
501 mCore.Render( renderStatus );
502 AddPerformanceMarker( PerformanceInterface::RENDER_END );
504 if( renderStatus.NeedsPostRender() )
506 mRenderHelper.PostRender( isRenderingToFbo );
509 // Trigger event thread to request Update/Render thread to sleep if update not required
510 if( ( Integration::KeepUpdating::NOT_REQUESTED == keepUpdatingStatus ) &&
511 ! renderStatus.NeedsUpdate() )
513 mSleepTrigger->Trigger();
514 updateRequired = false;
515 LOG_UPDATE_RENDER( "Sleep Triggered" );
519 updateRequired = true;
522 //////////////////////////////
524 //////////////////////////////
526 extraFramesDropped = 0;
528 if (timeToSleepUntil == 0)
530 // If this is the first frame after the thread is initialized or resumed, we
531 // use the actual time the current frame starts from to calculate the time to
532 // sleep until the next frame.
533 timeToSleepUntil = currentFrameStartTime + mDefaultFrameDurationNanoseconds;
537 // Otherwise, always use the sleep-until time calculated in the last frame to
538 // calculate the time to sleep until the next frame. In this way, if there is
539 // any time gap between the current frame and the next frame, or if update or
540 // rendering in the current frame takes too much time so that the specified
541 // sleep-until time has already passed, it will try to keep the frames syncing
542 // by shortening the duration of the next frame.
543 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
545 // Check the current time at the end of the frame
546 uint64_t currentFrameEndTime = 0;
547 TimeService::GetNanoseconds( currentFrameEndTime );
548 while ( currentFrameEndTime > timeToSleepUntil + mDefaultFrameDurationNanoseconds )
550 // We are more than one frame behind already, so just drop the next frames
551 // until the sleep-until time is later than the current time so that we can
553 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
554 extraFramesDropped++;
558 // Render to FBO is intended to measure fps above 60 so sleep is not wanted.
559 if( 0u == renderToFboInterval )
561 // Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
562 TimeService::SleepUntil( timeToSleepUntil );
566 // Inform core of context destruction & shutdown EGL
567 mCore.ContextDestroyed();
568 mRenderHelper.ShutdownEgl();
570 LOG_UPDATE_RENDER( "THREAD DESTROYED" );
572 // Uninstall the logging function
573 mEnvironmentOptions.UnInstallLogFunction();
576 bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil )
578 useElapsedTime = true;
580 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
581 while( ( ! mUpdateRenderRunCount || // Should try to wait if event-thread has paused the Update/Render thread
582 ( mUpdateRenderThreadCanSleep && ! updateRequired && ! mPendingRequestUpdate ) ) && // Ensure we wait if we're supposed to be sleeping AND do not require another update
583 ! mDestroyUpdateRenderThread && // Ensure we don't wait if the update-render-thread is supposed to be destroyed
584 ! mNewSurface && // Ensure we don't wait if we need to replace the surface
585 ! mSurfaceResized ) // Ensure we don't wait if we need to resize the surface
587 LOG_UPDATE_RENDER( "WAIT: mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
588 LOG_UPDATE_RENDER( " mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
589 LOG_UPDATE_RENDER( " mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
590 LOG_UPDATE_RENDER( " mNewSurface: %d", mNewSurface );
591 LOG_UPDATE_RENDER( " mSurfaceResized: %d", mSurfaceResized );
593 // Reset the time when the thread is waiting, so the sleep-until time for
594 // the first frame after resuming should be based on the actual start time
595 // of the first frame.
596 timeToSleepUntil = 0;
598 mUpdateRenderThreadWaitCondition.Wait( updateLock );
600 if( ! mUseElapsedTimeAfterWait )
602 useElapsedTime = false;
606 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
607 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
608 LOG_COUNTER_UPDATE_RENDER( "mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
609 LOG_COUNTER_UPDATE_RENDER( "mNewSurface: %d", mNewSurface );
610 LOG_COUNTER_UPDATE_RENDER( "mSurfaceResized: %d", mSurfaceResized );
612 mUseElapsedTimeAfterWait = FALSE;
613 mUpdateRenderThreadCanSleep = FALSE;
614 mPendingRequestUpdate = FALSE;
616 // If we've been asked to run Update/Render cycles a finite number of times then decrement so we wait after the
617 // requested number of cycles
618 if( mUpdateRenderRunCount > 0 )
620 --mUpdateRenderRunCount;
623 // Keep the update-render thread alive if this thread is NOT to be destroyed
624 return ! mDestroyUpdateRenderThread;
627 RenderSurface* CombinedUpdateRenderController::ShouldSurfaceBeReplaced()
629 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
631 RenderSurface* newSurface = mNewSurface;
637 void CombinedUpdateRenderController::SurfaceReplaced()
639 // Just increment the semaphore
640 sem_post( &mEventThreadSemaphore );
643 bool CombinedUpdateRenderController::ShouldSurfaceBeResized()
645 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
646 return mSurfaceResized;
649 void CombinedUpdateRenderController::SurfaceResized()
651 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
652 mSurfaceResized = FALSE;
655 ///////////////////////////////////////////////////////////////////////////////////////////////////
657 ///////////////////////////////////////////////////////////////////////////////////////////////////
659 void CombinedUpdateRenderController::NotifyThreadInitialised()
661 // Just increment the semaphore
662 sem_post( &mEventThreadSemaphore );
665 void CombinedUpdateRenderController::AddPerformanceMarker( PerformanceInterface::MarkerType type )
667 if( mPerformanceInterface )
669 mPerformanceInterface->AddMarker( type );
673 /////////////////////////////////////////////////////////////////////////////////////////////////
674 // POST RENDERING: EVENT THREAD
675 /////////////////////////////////////////////////////////////////////////////////////////////////
677 void CombinedUpdateRenderController::PostRenderComplete()
679 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
680 mPostRendering = FALSE;
681 mUpdateRenderThreadWaitCondition.Notify( lock );
684 ///////////////////////////////////////////////////////////////////////////////////////////////////
685 // POST RENDERING: RENDER THREAD
686 ///////////////////////////////////////////////////////////////////////////////////////////////////
688 void CombinedUpdateRenderController::PostRenderStarted()
690 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
691 mPostRendering = TRUE;
694 void CombinedUpdateRenderController::PostRenderWaitForCompletion()
696 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
697 while( mPostRendering &&
698 ! mNewSurface && // We should NOT wait if we're replacing the surface
699 ! mSurfaceResized && // We should NOT wait if we're resizing the surface
700 ! mDestroyUpdateRenderThread )
702 mUpdateRenderThreadWaitCondition.Wait( lock );
706 } // namespace Adaptor
708 } // namespace Internal