2 * Copyright (c) 2019 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 <dali/internal/adaptor/common/combined-update-render-controller.h>
23 #include <dali/integration-api/platform-abstraction.h>
26 #include <dali/integration-api/trigger-event-factory.h>
27 #include <dali/internal/adaptor/common/combined-update-render-controller-debug.h>
28 #include <dali/internal/system/common/environment-options.h>
29 #include <dali/internal/system/common/time-service.h>
30 #include <dali/internal/adaptor/common/adaptor-internal-services.h>
31 #include <dali/devel-api/adaptor-framework/thread-settings.h>
32 #include <dali/internal/graphics/gles/egl-graphics.h>
33 #include <dali/internal/graphics/gles/egl-implementation.h>
34 #include <dali/internal/graphics/common/graphics-interface.h>
48 const unsigned int CREATED_THREAD_COUNT = 1u;
50 const int CONTINUOUS = -1;
53 const unsigned int TRUE = 1u;
54 const unsigned int FALSE = 0u;
56 const unsigned int MILLISECONDS_PER_SECOND( 1e+3 );
57 const float NANOSECONDS_TO_SECOND( 1e-9f );
58 const unsigned int NANOSECONDS_PER_SECOND( 1e+9 );
59 const unsigned int NANOSECONDS_PER_MILLISECOND( 1e+6 );
61 // The following values will get calculated at compile time
62 const float DEFAULT_FRAME_DURATION_IN_SECONDS( 1.0f / 60.0f );
63 const uint64_t DEFAULT_FRAME_DURATION_IN_MILLISECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * MILLISECONDS_PER_SECOND );
64 const uint64_t DEFAULT_FRAME_DURATION_IN_NANOSECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * NANOSECONDS_PER_SECOND );
67 * 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
68 * there is a danger that, on the event-thread we could have:
69 * 1) An update-request where we do nothing as Update/Render thread still running.
70 * 2) Quickly followed by a sleep-request being handled where we pause the Update/Render Thread (even though we have an update to process).
72 * 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:
73 * 1) MAIN THREAD: Update Request: COUNTER = 1
74 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
75 * 3) MAIN THREAD: Update Request: COUNTER = 2
76 * 4) MAIN THREAD: Sleep Request: COUNTER = 1 -> We do not sleep just yet
78 * Also ensures we preserve battery life by only doing ONE update when the above use case is not triggered.
79 * 1) MAIN THREAD: Update Request: COUNTER = 1
80 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
81 * 3) MAIN THREAD: Sleep Request: COUNTER = 0 -> Go to sleep
83 const unsigned int MAXIMUM_UPDATE_REQUESTS = 2;
84 } // unnamed namespace
86 ///////////////////////////////////////////////////////////////////////////////////////////////////
88 ///////////////////////////////////////////////////////////////////////////////////////////////////
90 CombinedUpdateRenderController::CombinedUpdateRenderController( AdaptorInternalServices& adaptorInterfaces, const EnvironmentOptions& environmentOptions )
91 : mFpsTracker( environmentOptions ),
92 mUpdateStatusLogger( environmentOptions ),
93 mEventThreadSemaphore(),
94 mUpdateRenderThreadWaitCondition(),
95 mAdaptorInterfaces( adaptorInterfaces ),
96 mPerformanceInterface( adaptorInterfaces.GetPerformanceInterface() ),
97 mCore( adaptorInterfaces.GetCore() ),
98 mEnvironmentOptions( environmentOptions ),
99 mNotificationTrigger( adaptorInterfaces.GetProcessCoreEventsTrigger() ),
100 mSleepTrigger( NULL ),
101 mPreRenderCallback( NULL ),
102 mUpdateRenderThread( NULL ),
103 mDefaultFrameDelta( 0.0f ),
104 mDefaultFrameDurationMilliseconds( 0u ),
105 mDefaultFrameDurationNanoseconds( 0u ),
106 mDefaultHalfFrameNanoseconds( 0u ),
107 mUpdateRequestCount( 0u ),
109 mUpdateRenderRunCount( 0 ),
110 mDestroyUpdateRenderThread( FALSE ),
111 mUpdateRenderThreadCanSleep( FALSE ),
112 mPendingRequestUpdate( FALSE ),
113 mUseElapsedTimeAfterWait( FALSE ),
115 mPostRendering( FALSE ),
116 mSurfaceResized( FALSE ),
121 // Initialise frame delta/duration variables first
122 SetRenderRefreshRate( environmentOptions.GetRenderRefreshRate() );
124 // Set the thread-synchronization interface on the render-surface
125 Dali::RenderSurfaceInterface* currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
128 currentSurface->SetThreadSynchronization( *this );
131 TriggerEventFactoryInterface& triggerFactory = mAdaptorInterfaces.GetTriggerEventFactoryInterface();
132 mSleepTrigger = triggerFactory.CreateTriggerEvent( MakeCallback( this, &CombinedUpdateRenderController::ProcessSleepRequest ), TriggerEventInterface::KEEP_ALIVE_AFTER_TRIGGER );
134 sem_init( &mEventThreadSemaphore, 0, 0 ); // Initialize to 0 so that it just waits if sem_post has not been called
137 CombinedUpdateRenderController::~CombinedUpdateRenderController()
143 delete mPreRenderCallback;
144 delete mSleepTrigger;
147 void CombinedUpdateRenderController::Initialize()
151 // Ensure Update/Render Thread not already created
152 DALI_ASSERT_ALWAYS( ! mUpdateRenderThread );
154 // Create Update/Render Thread
155 mUpdateRenderThread = new pthread_t();
156 int error = pthread_create( mUpdateRenderThread, NULL, InternalUpdateRenderThreadEntryFunc, this );
157 DALI_ASSERT_ALWAYS( !error && "Return code from pthread_create() when creating UpdateRenderThread" );
159 // The Update/Render thread will now run and initialise the graphics interface etc. and will then wait for Start to be called
160 // When this function returns, the application initialisation on the event thread should occur
163 void CombinedUpdateRenderController::Start()
167 DALI_ASSERT_ALWAYS( !mRunning && mUpdateRenderThread );
169 // Wait until all threads created in Initialise are up and running
170 for( unsigned int i = 0; i < CREATED_THREAD_COUNT; ++i )
172 sem_wait( &mEventThreadSemaphore );
175 Integration::RenderSurface* currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
178 currentSurface->StartRender();
183 LOG_EVENT( "Startup Complete, starting Update/Render Thread" );
185 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
187 DALI_LOG_RELEASE_INFO( "CombinedUpdateRenderController::Start\n" );
190 void CombinedUpdateRenderController::Pause()
196 PauseUpdateRenderThread();
198 AddPerformanceMarker( PerformanceInterface::PAUSED );
200 DALI_LOG_RELEASE_INFO( "CombinedUpdateRenderController::Pause\n" );
203 void CombinedUpdateRenderController::Resume()
207 if( !mRunning && IsUpdateRenderThreadPaused() )
209 LOG_EVENT( "Resuming" );
211 RunUpdateRenderThread( CONTINUOUS, true /* Animation progression required while we were paused */ );
213 AddPerformanceMarker( PerformanceInterface::RESUME );
218 DALI_LOG_RELEASE_INFO( "CombinedUpdateRenderController::Resume\n" );
222 DALI_LOG_RELEASE_INFO( "CombinedUpdateRenderController::Resume: Already resumed [%d, %d, %d]\n", mRunning, mUpdateRenderRunCount, mUpdateRenderThreadCanSleep );
226 void CombinedUpdateRenderController::Stop()
230 // Stop Rendering and the Update/Render Thread
231 Integration::RenderSurface* currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
234 currentSurface->StopRender();
237 StopUpdateRenderThread();
239 if( mUpdateRenderThread )
241 LOG_EVENT( "Destroying UpdateRenderThread" );
243 // wait for the thread to finish
244 pthread_join( *mUpdateRenderThread, NULL );
246 delete mUpdateRenderThread;
247 mUpdateRenderThread = NULL;
252 DALI_LOG_RELEASE_INFO( "CombinedUpdateRenderController::Stop\n" );
255 void CombinedUpdateRenderController::RequestUpdate()
259 // Increment the update-request count to the maximum
260 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
262 ++mUpdateRequestCount;
265 if( mRunning && IsUpdateRenderThreadPaused() )
267 LOG_EVENT( "Processing" );
269 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
272 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
273 mPendingRequestUpdate = TRUE;
276 void CombinedUpdateRenderController::RequestUpdateOnce()
278 // Increment the update-request count to the maximum
279 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
281 ++mUpdateRequestCount;
284 if( IsUpdateRenderThreadPaused() )
288 // Run Update/Render once
289 RunUpdateRenderThread( ONCE, false /* No animation progression */ );
293 void CombinedUpdateRenderController::ReplaceSurface( Dali::RenderSurfaceInterface* newSurface )
297 // Set the ThreadSyncronizationInterface on the new surface
298 newSurface->SetThreadSynchronization( *this );
300 LOG_EVENT( "Starting to replace the surface, event-thread blocked" );
302 // Start replacing the surface.
304 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
305 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will replace the surface now
306 mNewSurface = newSurface;
307 mUpdateRenderThreadWaitCondition.Notify( lock );
310 // Wait until the surface has been replaced
311 sem_wait( &mEventThreadSemaphore );
313 LOG_EVENT( "Surface replaced, event-thread continuing" );
316 void CombinedUpdateRenderController::ResizeSurface()
320 LOG_EVENT( "Resize the surface" );
323 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
324 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will resize the surface now
325 mSurfaceResized = TRUE;
326 mUpdateRenderThreadWaitCondition.Notify( lock );
330 void CombinedUpdateRenderController::SetRenderRefreshRate( unsigned int numberOfFramesPerRender )
332 // Not protected by lock, but written to rarely so not worth adding a lock when reading
333 mDefaultFrameDelta = numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_SECONDS;
334 mDefaultFrameDurationMilliseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
335 mDefaultFrameDurationNanoseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
336 mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2u;
338 LOG_EVENT( "mDefaultFrameDelta(%.6f), mDefaultFrameDurationMilliseconds(%lld), mDefaultFrameDurationNanoseconds(%lld)", mDefaultFrameDelta, mDefaultFrameDurationMilliseconds, mDefaultFrameDurationNanoseconds );
341 void CombinedUpdateRenderController::SetPreRenderCallback( CallbackBase* callback )
344 LOG_EVENT( "Set PreRender Callback" );
346 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
347 if( mPreRenderCallback )
349 delete mPreRenderCallback;
351 mPreRenderCallback = callback;
354 ///////////////////////////////////////////////////////////////////////////////////////////////////
356 ///////////////////////////////////////////////////////////////////////////////////////////////////
358 void CombinedUpdateRenderController::RunUpdateRenderThread( int numberOfCycles, bool useElapsedTime )
360 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
361 mUpdateRenderRunCount = numberOfCycles;
362 mUpdateRenderThreadCanSleep = FALSE;
363 mUseElapsedTimeAfterWait = useElapsedTime;
364 LOG_COUNTER_EVENT( "mUpdateRenderRunCount: %d, mUseElapsedTimeAfterWait: %d", mUpdateRenderRunCount, mUseElapsedTimeAfterWait );
365 mUpdateRenderThreadWaitCondition.Notify( lock );
368 void CombinedUpdateRenderController::PauseUpdateRenderThread()
370 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
371 mUpdateRenderRunCount = 0;
374 void CombinedUpdateRenderController::StopUpdateRenderThread()
376 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
377 mDestroyUpdateRenderThread = TRUE;
378 mUpdateRenderThreadWaitCondition.Notify( lock );
381 bool CombinedUpdateRenderController::IsUpdateRenderThreadPaused()
383 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
384 return ( mUpdateRenderRunCount != CONTINUOUS ) || // Report paused if NOT continuously running
385 mUpdateRenderThreadCanSleep; // Report paused if sleeping
388 void CombinedUpdateRenderController::ProcessSleepRequest()
392 // Decrement Update request count
393 if( mUpdateRequestCount > 0 )
395 --mUpdateRequestCount;
398 // Can sleep if our update-request count is 0
399 // Update/Render thread can choose to carry on updating if it determines more update/renders are required
400 if( mUpdateRequestCount == 0 )
402 LOG_EVENT( "Going to sleep" );
404 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
405 mUpdateRenderThreadCanSleep = TRUE;
409 ///////////////////////////////////////////////////////////////////////////////////////////////////
410 // UPDATE/RENDER THREAD
411 ///////////////////////////////////////////////////////////////////////////////////////////////////
413 void CombinedUpdateRenderController::UpdateRenderThread()
415 SetThreadName("RenderThread\0");
417 // Install a function for logging
418 mEnvironmentOptions.InstallLogFunction();
420 // Install a function for tracing
421 mEnvironmentOptions.InstallTraceFunction();
423 LOG_UPDATE_RENDER( "THREAD CREATED" );
425 // Initialize EGL & OpenGL
426 Dali::DisplayConnection& displayConnection = mAdaptorInterfaces.GetDisplayConnectionInterface();
427 displayConnection.Initialize();
429 RenderSurfaceInterface* currentSurface = nullptr;
431 GraphicsInterface& graphics = mAdaptorInterfaces.GetGraphicsInterface();
432 EglGraphics* eglGraphics = static_cast<EglGraphics *>(&graphics);
434 // This will only be created once
435 EglInterface* eglInterface = &eglGraphics->GetEglInterface();
437 Internal::Adaptor::EglImplementation& eglImpl = static_cast<Internal::Adaptor::EglImplementation&>( *eglInterface );
439 // Try to use OpenGL es 3.0
440 // ChooseConfig returns false here when the device only support gles 2.0.
441 // Because eglChooseConfig with gles 3.0 setting fails when the device only support gles 2.0 and Our default setting is gles 3.0.
442 if( !eglImpl.ChooseConfig( true, COLOR_DEPTH_32 ) )
444 // Retry to use OpenGL es 2.0
445 eglGraphics->SetGlesVersion( 20 );
446 eglImpl.ChooseConfig( true, COLOR_DEPTH_32 );
449 // Check whether surfaceless context is supported
450 bool isSurfacelessContextSupported = eglImpl.IsSurfacelessContextSupported();
451 eglGraphics->SetIsSurfacelessContextSupported( isSurfacelessContextSupported );
453 if ( isSurfacelessContextSupported )
455 // Create a surfaceless OpenGL context for shared resources
456 eglImpl.CreateContext();
457 eglImpl.MakeContextCurrent( EGL_NO_SURFACE, eglImpl.GetContext() );
461 currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
464 currentSurface->InitializeGraphics();
465 currentSurface->MakeContextCurrent();
469 // Tell core it has a context
470 mCore.ContextCreated();
472 NotifyThreadInitialised();
475 uint64_t lastFrameTime;
476 TimeService::GetNanoseconds( lastFrameTime );
478 LOG_UPDATE_RENDER( "THREAD INITIALISED" );
480 bool useElapsedTime = true;
481 bool updateRequired = true;
482 uint64_t timeToSleepUntil = 0;
483 int extraFramesDropped = 0;
485 const unsigned int renderToFboInterval = mEnvironmentOptions.GetRenderToFboInterval();
486 const bool renderToFboEnabled = 0u != renderToFboInterval;
487 unsigned int frameCount = 0u;
489 while( UpdateRenderReady( useElapsedTime, updateRequired, timeToSleepUntil ) )
491 LOG_UPDATE_RENDER_TRACE;
493 // Performance statistics are logged upon a VSYNC tick so use this point for a VSync marker
494 AddPerformanceMarker( PerformanceInterface::VSYNC );
496 uint64_t currentFrameStartTime = 0;
497 TimeService::GetNanoseconds( currentFrameStartTime );
499 const uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
501 // Optional FPS Tracking when continuously rendering
502 if( useElapsedTime && mFpsTracker.Enabled() )
504 float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
505 mFpsTracker.Track( absoluteTimeSinceLastRender );
508 lastFrameTime = currentFrameStartTime; // Store frame start time
510 //////////////////////////////
512 //////////////////////////////
514 Integration::RenderSurface* newSurface = ShouldSurfaceBeReplaced();
515 if( DALI_UNLIKELY( newSurface ) )
517 LOG_UPDATE_RENDER_TRACE_FMT( "Replacing Surface" );
519 // This is designed for replacing pixmap surfaces, but should work for window as well
520 // we need to delete the surface and renderable (pixmap / window)
521 // Then create a new pixmap/window and new surface
522 // If the new surface has a different display connection, then the context will be lost
524 mAdaptorInterfaces.GetDisplayConnectionInterface().Initialize();
525 newSurface->InitializeGraphics();
526 newSurface->ReplaceGraphicsSurface();
530 const bool isRenderingToFbo = renderToFboEnabled && ( ( 0u == frameCount ) || ( 0u != frameCount % renderToFboInterval ) );
533 //////////////////////////////
535 //////////////////////////////
537 const unsigned int currentTime = currentFrameStartTime / NANOSECONDS_PER_MILLISECOND;
538 const unsigned int nextFrameTime = currentTime + mDefaultFrameDurationMilliseconds;
540 uint64_t noOfFramesSinceLastUpdate = 1;
541 float frameDelta = 0.0f;
544 // If using the elapsed time, then calculate frameDelta as a multiple of mDefaultFrameDelta
545 noOfFramesSinceLastUpdate += extraFramesDropped;
547 frameDelta = mDefaultFrameDelta * noOfFramesSinceLastUpdate;
549 LOG_UPDATE_RENDER( "timeSinceLastFrame(%llu) noOfFramesSinceLastUpdate(%u) frameDelta(%.6f)", timeSinceLastFrame, noOfFramesSinceLastUpdate, frameDelta );
551 Integration::UpdateStatus updateStatus;
553 AddPerformanceMarker( PerformanceInterface::UPDATE_START );
554 mCore.Update( frameDelta,
560 AddPerformanceMarker( PerformanceInterface::UPDATE_END );
562 unsigned int keepUpdatingStatus = updateStatus.KeepUpdating();
564 // Tell the event-thread to wake up (if asleep) and send a notification event to Core if required
565 if( updateStatus.NeedsNotification() )
567 mNotificationTrigger.Trigger();
568 LOG_UPDATE_RENDER( "Notification Triggered" );
572 bool shouldSurfaceBeResized = ShouldSurfaceBeResized();
573 if( DALI_UNLIKELY( shouldSurfaceBeResized ) )
575 if( updateStatus.SurfaceRectChanged() )
577 LOG_UPDATE_RENDER_TRACE_FMT( "Resizing Surface" );
582 // Optional logging of update/render status
583 mUpdateStatusLogger.Log( keepUpdatingStatus );
585 //////////////////////////////
587 //////////////////////////////
589 mAdaptorInterfaces.GetDisplayConnectionInterface().ConsumeEvents();
591 if( mPreRenderCallback != NULL )
593 bool keepCallback = CallbackBase::ExecuteReturn<bool>(*mPreRenderCallback);
596 delete mPreRenderCallback;
597 mPreRenderCallback = NULL;
601 if( eglImpl.IsSurfacelessContextSupported() )
603 // Make the shared surfaceless context as current before rendering
604 eglImpl.MakeContextCurrent( EGL_NO_SURFACE, eglImpl.GetContext() );
607 Integration::RenderStatus renderStatus;
609 AddPerformanceMarker( PerformanceInterface::RENDER_START );
610 mCore.Render( renderStatus, mForceClear );
611 AddPerformanceMarker( PerformanceInterface::RENDER_END );
615 // Trigger event thread to request Update/Render thread to sleep if update not required
616 if( ( Integration::KeepUpdating::NOT_REQUESTED == keepUpdatingStatus ) && !renderStatus.NeedsUpdate() )
618 mSleepTrigger->Trigger();
619 updateRequired = false;
620 LOG_UPDATE_RENDER( "Sleep Triggered" );
624 updateRequired = true;
627 //////////////////////////////
629 //////////////////////////////
631 extraFramesDropped = 0;
633 if (timeToSleepUntil == 0)
635 // If this is the first frame after the thread is initialized or resumed, we
636 // use the actual time the current frame starts from to calculate the time to
637 // sleep until the next frame.
638 timeToSleepUntil = currentFrameStartTime + mDefaultFrameDurationNanoseconds;
642 // Otherwise, always use the sleep-until time calculated in the last frame to
643 // calculate the time to sleep until the next frame. In this way, if there is
644 // any time gap between the current frame and the next frame, or if update or
645 // rendering in the current frame takes too much time so that the specified
646 // sleep-until time has already passed, it will try to keep the frames syncing
647 // by shortening the duration of the next frame.
648 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
650 // Check the current time at the end of the frame
651 uint64_t currentFrameEndTime = 0;
652 TimeService::GetNanoseconds( currentFrameEndTime );
653 while ( currentFrameEndTime > timeToSleepUntil + mDefaultFrameDurationNanoseconds )
655 // We are more than one frame behind already, so just drop the next frames
656 // until the sleep-until time is later than the current time so that we can
658 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
659 extraFramesDropped++;
663 // Render to FBO is intended to measure fps above 60 so sleep is not wanted.
664 if( 0u == renderToFboInterval )
666 // Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
667 TimeService::SleepUntil( timeToSleepUntil );
671 // Inform core of context destruction & shutdown EGL
672 mCore.ContextDestroyed();
673 currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
676 currentSurface->DestroySurface();
677 currentSurface = nullptr;
680 LOG_UPDATE_RENDER( "THREAD DESTROYED" );
682 // Uninstall the logging function
683 mEnvironmentOptions.UnInstallLogFunction();
686 bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil )
688 useElapsedTime = true;
690 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
691 while( ( ! mUpdateRenderRunCount || // Should try to wait if event-thread has paused the Update/Render thread
692 ( mUpdateRenderThreadCanSleep && ! updateRequired && ! mPendingRequestUpdate ) ) && // Ensure we wait if we're supposed to be sleeping AND do not require another update
693 ! mDestroyUpdateRenderThread && // Ensure we don't wait if the update-render-thread is supposed to be destroyed
694 ! mNewSurface && // Ensure we don't wait if we need to replace the surface
695 ! mSurfaceResized ) // Ensure we don't wait if we need to resize the surface
697 LOG_UPDATE_RENDER( "WAIT: mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
698 LOG_UPDATE_RENDER( " mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
699 LOG_UPDATE_RENDER( " mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
700 LOG_UPDATE_RENDER( " mNewSurface: %d", mNewSurface );
701 LOG_UPDATE_RENDER( " mSurfaceResized: %d", mSurfaceResized );
703 // Reset the time when the thread is waiting, so the sleep-until time for
704 // the first frame after resuming should be based on the actual start time
705 // of the first frame.
706 timeToSleepUntil = 0;
708 mUpdateRenderThreadWaitCondition.Wait( updateLock );
710 if( ! mUseElapsedTimeAfterWait )
712 useElapsedTime = false;
716 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
717 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
718 LOG_COUNTER_UPDATE_RENDER( "mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
719 LOG_COUNTER_UPDATE_RENDER( "mNewSurface: %d", mNewSurface );
720 LOG_COUNTER_UPDATE_RENDER( "mSurfaceResized: %d", mSurfaceResized );
722 mUseElapsedTimeAfterWait = FALSE;
723 mUpdateRenderThreadCanSleep = FALSE;
724 mPendingRequestUpdate = FALSE;
726 // If we've been asked to run Update/Render cycles a finite number of times then decrement so we wait after the
727 // requested number of cycles
728 if( mUpdateRenderRunCount > 0 )
730 --mUpdateRenderRunCount;
733 // Keep the update-render thread alive if this thread is NOT to be destroyed
734 return ! mDestroyUpdateRenderThread;
737 Integration::RenderSurface* CombinedUpdateRenderController::ShouldSurfaceBeReplaced()
739 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
741 Integration::RenderSurface* newSurface = mNewSurface;
747 void CombinedUpdateRenderController::SurfaceReplaced()
749 // Just increment the semaphore
750 sem_post( &mEventThreadSemaphore );
753 bool CombinedUpdateRenderController::ShouldSurfaceBeResized()
755 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
756 return mSurfaceResized;
759 void CombinedUpdateRenderController::SurfaceResized()
761 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
762 mSurfaceResized = FALSE;
765 ///////////////////////////////////////////////////////////////////////////////////////////////////
767 ///////////////////////////////////////////////////////////////////////////////////////////////////
769 void CombinedUpdateRenderController::NotifyThreadInitialised()
771 // Just increment the semaphore
772 sem_post( &mEventThreadSemaphore );
775 void CombinedUpdateRenderController::AddPerformanceMarker( PerformanceInterface::MarkerType type )
777 if( mPerformanceInterface )
779 mPerformanceInterface->AddMarker( type );
783 /////////////////////////////////////////////////////////////////////////////////////////////////
784 // POST RENDERING: EVENT THREAD
785 /////////////////////////////////////////////////////////////////////////////////////////////////
787 void CombinedUpdateRenderController::PostRenderComplete()
789 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
790 mPostRendering = FALSE;
791 mUpdateRenderThreadWaitCondition.Notify( lock );
794 ///////////////////////////////////////////////////////////////////////////////////////////////////
795 // POST RENDERING: RENDER THREAD
796 ///////////////////////////////////////////////////////////////////////////////////////////////////
798 void CombinedUpdateRenderController::PostRenderStarted()
800 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
801 mPostRendering = TRUE;
804 void CombinedUpdateRenderController::PostRenderWaitForCompletion()
806 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
807 while( mPostRendering &&
808 ! mNewSurface && // We should NOT wait if we're replacing the surface
809 ! mSurfaceResized && // We should NOT wait if we're resizing the surface
810 ! mDestroyUpdateRenderThread )
812 mUpdateRenderThreadWaitCondition.Wait( lock );
816 } // namespace Adaptor
818 } // namespace Internal