2 * Copyright (c) 2018 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>
44 const unsigned int CREATED_THREAD_COUNT = 1u;
46 const int CONTINUOUS = -1;
49 const unsigned int TRUE = 1u;
50 const unsigned int FALSE = 0u;
52 const unsigned int MILLISECONDS_PER_SECOND( 1e+3 );
53 const float NANOSECONDS_TO_SECOND( 1e-9f );
54 const unsigned int NANOSECONDS_PER_SECOND( 1e+9 );
55 const unsigned int NANOSECONDS_PER_MILLISECOND( 1e+6 );
57 // The following values will get calculated at compile time
58 const float DEFAULT_FRAME_DURATION_IN_SECONDS( 1.0f / 60.0f );
59 const uint64_t DEFAULT_FRAME_DURATION_IN_MILLISECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * MILLISECONDS_PER_SECOND );
60 const uint64_t DEFAULT_FRAME_DURATION_IN_NANOSECONDS( DEFAULT_FRAME_DURATION_IN_SECONDS * NANOSECONDS_PER_SECOND );
63 * 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
64 * there is a danger that, on the event-thread we could have:
65 * 1) An update-request where we do nothing as Update/Render thread still running.
66 * 2) Quickly followed by a sleep-request being handled where we pause the Update/Render Thread (even though we have an update to process).
68 * 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:
69 * 1) MAIN THREAD: Update Request: COUNTER = 1
70 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
71 * 3) MAIN THREAD: Update Request: COUNTER = 2
72 * 4) MAIN THREAD: Sleep Request: COUNTER = 1 -> We do not sleep just yet
74 * Also ensures we preserve battery life by only doing ONE update when the above use case is not triggered.
75 * 1) MAIN THREAD: Update Request: COUNTER = 1
76 * 2) UPDATE/RENDER THREAD: Do Update/Render, then no Updates required -> Sleep Trigger
77 * 3) MAIN THREAD: Sleep Request: COUNTER = 0 -> Go to sleep
79 const unsigned int MAXIMUM_UPDATE_REQUESTS = 2;
80 } // unnamed namespace
82 ///////////////////////////////////////////////////////////////////////////////////////////////////
84 ///////////////////////////////////////////////////////////////////////////////////////////////////
86 CombinedUpdateRenderController::CombinedUpdateRenderController( AdaptorInternalServices& adaptorInterfaces, const EnvironmentOptions& environmentOptions )
87 : mFpsTracker( environmentOptions ),
88 mUpdateStatusLogger( environmentOptions ),
89 mRenderHelper( adaptorInterfaces ),
90 mEventThreadSemaphore(),
91 mUpdateRenderThreadWaitCondition(),
92 mAdaptorInterfaces( adaptorInterfaces ),
93 mPerformanceInterface( adaptorInterfaces.GetPerformanceInterface() ),
94 mCore( adaptorInterfaces.GetCore() ),
95 mEnvironmentOptions( environmentOptions ),
96 mNotificationTrigger( adaptorInterfaces.GetProcessCoreEventsTrigger() ),
97 mSleepTrigger( NULL ),
98 mUpdateRenderThread( NULL ),
99 mDefaultFrameDelta( 0.0f ),
100 mDefaultFrameDurationMilliseconds( 0u ),
101 mDefaultFrameDurationNanoseconds( 0u ),
102 mDefaultHalfFrameNanoseconds( 0u ),
103 mUpdateRequestCount( 0u ),
105 mUpdateRenderRunCount( 0 ),
106 mDestroyUpdateRenderThread( FALSE ),
107 mUpdateRenderThreadCanSleep( FALSE ),
108 mPendingRequestUpdate( FALSE ),
109 mUseElapsedTimeAfterWait( FALSE ),
111 mPostRendering( FALSE ),
112 mSurfaceResized( FALSE ),
117 // Initialise frame delta/duration variables first
118 SetRenderRefreshRate( environmentOptions.GetRenderRefreshRate() );
120 // Set the thread-synchronization interface on the render-surface
121 RenderSurface* currentSurface = mAdaptorInterfaces.GetRenderSurfaceInterface();
124 currentSurface->SetThreadSynchronization( *this );
127 TriggerEventFactoryInterface& triggerFactory = mAdaptorInterfaces.GetTriggerEventFactoryInterface();
128 mSleepTrigger = triggerFactory.CreateTriggerEvent( MakeCallback( this, &CombinedUpdateRenderController::ProcessSleepRequest ), TriggerEventInterface::KEEP_ALIVE_AFTER_TRIGGER );
130 sem_init( &mEventThreadSemaphore, 0, 0 ); // Initialize to 0 so that it just waits if sem_post has not been called
133 CombinedUpdateRenderController::~CombinedUpdateRenderController()
139 delete mSleepTrigger;
142 void CombinedUpdateRenderController::Initialize()
146 // Ensure Update/Render Thread not already created
147 DALI_ASSERT_ALWAYS( ! mUpdateRenderThread );
149 // Create Update/Render Thread
150 mUpdateRenderThread = new pthread_t();
151 int error = pthread_create( mUpdateRenderThread, NULL, InternalUpdateRenderThreadEntryFunc, this );
152 DALI_ASSERT_ALWAYS( !error && "Return code from pthread_create() when creating UpdateRenderThread" );
154 // The Update/Render thread will now run and initialise EGL etc. and will then wait for Start to be called
155 // When this function returns, the application initialisation on the event thread should occur
158 void CombinedUpdateRenderController::Start()
162 DALI_ASSERT_ALWAYS( !mRunning && mUpdateRenderThread );
164 // Wait until all threads created in Initialise are up and running
165 for( unsigned int i = 0; i < CREATED_THREAD_COUNT; ++i )
167 sem_wait( &mEventThreadSemaphore );
170 mRenderHelper.Start();
174 LOG_EVENT( "Startup Complete, starting Update/Render Thread" );
176 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
179 void CombinedUpdateRenderController::Pause()
185 PauseUpdateRenderThread();
187 AddPerformanceMarker( PerformanceInterface::PAUSED );
190 void CombinedUpdateRenderController::Resume()
194 if( !mRunning && IsUpdateRenderThreadPaused() )
196 LOG_EVENT( "Resuming" );
198 RunUpdateRenderThread( CONTINUOUS, true /* Animation progression required while we were paused */ );
200 AddPerformanceMarker( PerformanceInterface::RESUME );
207 void CombinedUpdateRenderController::Stop()
211 // Stop Rendering and the Update/Render Thread
212 mRenderHelper.Stop();
214 StopUpdateRenderThread();
216 if( mUpdateRenderThread )
218 LOG_EVENT( "Destroying UpdateRenderThread" );
220 // wait for the thread to finish
221 pthread_join( *mUpdateRenderThread, NULL );
223 delete mUpdateRenderThread;
224 mUpdateRenderThread = NULL;
230 void CombinedUpdateRenderController::RequestUpdate()
234 // Increment the update-request count to the maximum
235 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
237 ++mUpdateRequestCount;
240 if( mRunning && IsUpdateRenderThreadPaused() )
242 LOG_EVENT( "Processing" );
244 RunUpdateRenderThread( CONTINUOUS, false /* No animation progression */ );
247 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
248 mPendingRequestUpdate = TRUE;
251 void CombinedUpdateRenderController::RequestUpdateOnce()
253 // Increment the update-request count to the maximum
254 if( mUpdateRequestCount < MAXIMUM_UPDATE_REQUESTS )
256 ++mUpdateRequestCount;
259 if( IsUpdateRenderThreadPaused() )
263 // Run Update/Render once
264 RunUpdateRenderThread( ONCE, false /* No animation progression */ );
268 void CombinedUpdateRenderController::ReplaceSurface( RenderSurface* newSurface )
272 // Set the ThreadSyncronizationInterface on the new surface
273 newSurface->SetThreadSynchronization( *this );
275 LOG_EVENT( "Starting to replace the surface, event-thread blocked" );
277 // Start replacing the surface.
279 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
280 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will replace the surface now
281 mNewSurface = newSurface;
282 mUpdateRenderThreadWaitCondition.Notify( lock );
285 // Wait until the surface has been replaced
286 sem_wait( &mEventThreadSemaphore );
288 LOG_EVENT( "Surface replaced, event-thread continuing" );
291 void CombinedUpdateRenderController::ResizeSurface()
295 LOG_EVENT( "Resize the surface" );
298 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
299 mPostRendering = FALSE; // Clear the post-rendering flag as Update/Render thread will resize the surface now
300 mSurfaceResized = TRUE;
301 mUpdateRenderThreadWaitCondition.Notify( lock );
305 void CombinedUpdateRenderController::SetRenderRefreshRate( unsigned int numberOfFramesPerRender )
307 // Not protected by lock, but written to rarely so not worth adding a lock when reading
308 mDefaultFrameDelta = numberOfFramesPerRender * DEFAULT_FRAME_DURATION_IN_SECONDS;
309 mDefaultFrameDurationMilliseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_MILLISECONDS;
310 mDefaultFrameDurationNanoseconds = uint64_t( numberOfFramesPerRender ) * DEFAULT_FRAME_DURATION_IN_NANOSECONDS;
311 mDefaultHalfFrameNanoseconds = mDefaultFrameDurationNanoseconds / 2u;
313 LOG_EVENT( "mDefaultFrameDelta(%.6f), mDefaultFrameDurationMilliseconds(%lld), mDefaultFrameDurationNanoseconds(%lld)", mDefaultFrameDelta, mDefaultFrameDurationMilliseconds, mDefaultFrameDurationNanoseconds );
316 ///////////////////////////////////////////////////////////////////////////////////////////////////
318 ///////////////////////////////////////////////////////////////////////////////////////////////////
320 void CombinedUpdateRenderController::RunUpdateRenderThread( int numberOfCycles, bool useElapsedTime )
322 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
323 mUpdateRenderRunCount = numberOfCycles;
324 mUpdateRenderThreadCanSleep = FALSE;
325 mUseElapsedTimeAfterWait = useElapsedTime;
326 LOG_COUNTER_EVENT( "mUpdateRenderRunCount: %d, mUseElapsedTimeAfterWait: %d", mUpdateRenderRunCount, mUseElapsedTimeAfterWait );
327 mUpdateRenderThreadWaitCondition.Notify( lock );
330 void CombinedUpdateRenderController::PauseUpdateRenderThread()
332 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
333 mUpdateRenderRunCount = 0;
336 void CombinedUpdateRenderController::StopUpdateRenderThread()
338 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
339 mDestroyUpdateRenderThread = TRUE;
340 mUpdateRenderThreadWaitCondition.Notify( lock );
343 bool CombinedUpdateRenderController::IsUpdateRenderThreadPaused()
345 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
346 return ( mUpdateRenderRunCount != CONTINUOUS ) || // Report paused if NOT continuously running
347 mUpdateRenderThreadCanSleep; // Report paused if sleeping
350 void CombinedUpdateRenderController::ProcessSleepRequest()
354 // Decrement Update request count
355 if( mUpdateRequestCount > 0 )
357 --mUpdateRequestCount;
360 // Can sleep if our update-request count is 0
361 // Update/Render thread can choose to carry on updating if it determines more update/renders are required
362 if( mUpdateRequestCount == 0 )
364 LOG_EVENT( "Going to sleep" );
366 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
367 mUpdateRenderThreadCanSleep = TRUE;
371 ///////////////////////////////////////////////////////////////////////////////////////////////////
372 // UPDATE/RENDER THREAD
373 ///////////////////////////////////////////////////////////////////////////////////////////////////
375 void CombinedUpdateRenderController::UpdateRenderThread()
377 // Install a function for logging
378 mEnvironmentOptions.InstallLogFunction();
380 // Install a function for tracing
381 mEnvironmentOptions.InstallTraceFunction();
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 const unsigned int renderToFboInterval = mEnvironmentOptions.GetRenderToFboInterval();
404 const bool renderToFboEnabled = 0u != renderToFboInterval;
405 unsigned int frameCount = 0u;
407 while( UpdateRenderReady( useElapsedTime, updateRequired, timeToSleepUntil ) )
409 LOG_UPDATE_RENDER_TRACE;
411 // Performance statistics are logged upon a VSYNC tick so use this point for a VSync marker
412 AddPerformanceMarker( PerformanceInterface::VSYNC );
414 uint64_t currentFrameStartTime = 0;
415 TimeService::GetNanoseconds( currentFrameStartTime );
417 const uint64_t timeSinceLastFrame = currentFrameStartTime - lastFrameTime;
419 // Optional FPS Tracking when continuously rendering
420 if( useElapsedTime && mFpsTracker.Enabled() )
422 float absoluteTimeSinceLastRender = timeSinceLastFrame * NANOSECONDS_TO_SECOND;
423 mFpsTracker.Track( absoluteTimeSinceLastRender );
426 lastFrameTime = currentFrameStartTime; // Store frame start time
428 //////////////////////////////
430 //////////////////////////////
432 RenderSurface* newSurface = ShouldSurfaceBeReplaced();
433 if( DALI_UNLIKELY( newSurface ) )
435 LOG_UPDATE_RENDER_TRACE_FMT( "Replacing Surface" );
436 mRenderHelper.ReplaceSurface( newSurface );
440 const bool isRenderingToFbo = renderToFboEnabled && ( ( 0u == frameCount ) || ( 0u != frameCount % renderToFboInterval ) );
443 //////////////////////////////
445 //////////////////////////////
447 const unsigned int currentTime = currentFrameStartTime / NANOSECONDS_PER_MILLISECOND;
448 const unsigned int nextFrameTime = currentTime + mDefaultFrameDurationMilliseconds;
450 uint64_t noOfFramesSinceLastUpdate = 1;
451 float frameDelta = 0.0f;
454 // If using the elapsed time, then calculate frameDelta as a multiple of mDefaultFrameDelta
455 noOfFramesSinceLastUpdate += extraFramesDropped;
457 frameDelta = mDefaultFrameDelta * noOfFramesSinceLastUpdate;
459 LOG_UPDATE_RENDER( "timeSinceLastFrame(%llu) noOfFramesSinceLastUpdate(%u) frameDelta(%.6f)", timeSinceLastFrame, noOfFramesSinceLastUpdate, frameDelta );
461 Integration::UpdateStatus updateStatus;
463 AddPerformanceMarker( PerformanceInterface::UPDATE_START );
464 mCore.Update( frameDelta,
470 AddPerformanceMarker( PerformanceInterface::UPDATE_END );
472 unsigned int keepUpdatingStatus = updateStatus.KeepUpdating();
474 // Tell the event-thread to wake up (if asleep) and send a notification event to Core if required
475 if( updateStatus.NeedsNotification() )
477 mNotificationTrigger.Trigger();
478 LOG_UPDATE_RENDER( "Notification Triggered" );
482 bool surfaceResized = ShouldSurfaceBeResized();
483 if( DALI_UNLIKELY( surfaceResized ) )
485 // RenderHelper::ResizeSurface() should be called right after a viewport is changed.
486 if( updateStatus.SurfaceRectChanged() )
488 LOG_UPDATE_RENDER_TRACE_FMT( "Resizing Surface" );
489 mRenderHelper.ResizeSurface();
494 // Optional logging of update/render status
495 mUpdateStatusLogger.Log( keepUpdatingStatus );
497 //////////////////////////////
499 //////////////////////////////
501 mRenderHelper.ConsumeEvents();
502 mRenderHelper.PreRender();
504 Integration::RenderStatus renderStatus;
506 AddPerformanceMarker( PerformanceInterface::RENDER_START );
507 mCore.Render( renderStatus, mForceClear );
508 AddPerformanceMarker( PerformanceInterface::RENDER_END );
512 if( renderStatus.NeedsPostRender() )
514 mRenderHelper.PostRender( isRenderingToFbo );
517 // Trigger event thread to request Update/Render thread to sleep if update not required
518 if( ( Integration::KeepUpdating::NOT_REQUESTED == keepUpdatingStatus ) &&
519 ! renderStatus.NeedsUpdate() )
521 mSleepTrigger->Trigger();
522 updateRequired = false;
523 LOG_UPDATE_RENDER( "Sleep Triggered" );
527 updateRequired = true;
530 //////////////////////////////
532 //////////////////////////////
534 extraFramesDropped = 0;
536 if (timeToSleepUntil == 0)
538 // If this is the first frame after the thread is initialized or resumed, we
539 // use the actual time the current frame starts from to calculate the time to
540 // sleep until the next frame.
541 timeToSleepUntil = currentFrameStartTime + mDefaultFrameDurationNanoseconds;
545 // Otherwise, always use the sleep-until time calculated in the last frame to
546 // calculate the time to sleep until the next frame. In this way, if there is
547 // any time gap between the current frame and the next frame, or if update or
548 // rendering in the current frame takes too much time so that the specified
549 // sleep-until time has already passed, it will try to keep the frames syncing
550 // by shortening the duration of the next frame.
551 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
553 // Check the current time at the end of the frame
554 uint64_t currentFrameEndTime = 0;
555 TimeService::GetNanoseconds( currentFrameEndTime );
556 while ( currentFrameEndTime > timeToSleepUntil + mDefaultFrameDurationNanoseconds )
558 // We are more than one frame behind already, so just drop the next frames
559 // until the sleep-until time is later than the current time so that we can
561 timeToSleepUntil += mDefaultFrameDurationNanoseconds;
562 extraFramesDropped++;
566 // Render to FBO is intended to measure fps above 60 so sleep is not wanted.
567 if( 0u == renderToFboInterval )
569 // Sleep until at least the the default frame duration has elapsed. This will return immediately if the specified end-time has already passed.
570 TimeService::SleepUntil( timeToSleepUntil );
574 // Inform core of context destruction & shutdown EGL
575 mCore.ContextDestroyed();
576 mRenderHelper.ShutdownEgl();
578 LOG_UPDATE_RENDER( "THREAD DESTROYED" );
580 // Uninstall the logging function
581 mEnvironmentOptions.UnInstallLogFunction();
584 bool CombinedUpdateRenderController::UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil )
586 useElapsedTime = true;
588 ConditionalWait::ScopedLock updateLock( mUpdateRenderThreadWaitCondition );
589 while( ( ! mUpdateRenderRunCount || // Should try to wait if event-thread has paused the Update/Render thread
590 ( mUpdateRenderThreadCanSleep && ! updateRequired && ! mPendingRequestUpdate ) ) && // Ensure we wait if we're supposed to be sleeping AND do not require another update
591 ! mDestroyUpdateRenderThread && // Ensure we don't wait if the update-render-thread is supposed to be destroyed
592 ! mNewSurface && // Ensure we don't wait if we need to replace the surface
593 ! mSurfaceResized ) // Ensure we don't wait if we need to resize the surface
595 LOG_UPDATE_RENDER( "WAIT: mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
596 LOG_UPDATE_RENDER( " mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
597 LOG_UPDATE_RENDER( " mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
598 LOG_UPDATE_RENDER( " mNewSurface: %d", mNewSurface );
599 LOG_UPDATE_RENDER( " mSurfaceResized: %d", mSurfaceResized );
601 // Reset the time when the thread is waiting, so the sleep-until time for
602 // the first frame after resuming should be based on the actual start time
603 // of the first frame.
604 timeToSleepUntil = 0;
606 mUpdateRenderThreadWaitCondition.Wait( updateLock );
608 if( ! mUseElapsedTimeAfterWait )
610 useElapsedTime = false;
614 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderRunCount: %d", mUpdateRenderRunCount );
615 LOG_COUNTER_UPDATE_RENDER( "mUpdateRenderThreadCanSleep: %d, updateRequired: %d, mPendingRequestUpdate: %d", mUpdateRenderThreadCanSleep, updateRequired, mPendingRequestUpdate );
616 LOG_COUNTER_UPDATE_RENDER( "mDestroyUpdateRenderThread: %d", mDestroyUpdateRenderThread );
617 LOG_COUNTER_UPDATE_RENDER( "mNewSurface: %d", mNewSurface );
618 LOG_COUNTER_UPDATE_RENDER( "mSurfaceResized: %d", mSurfaceResized );
620 mUseElapsedTimeAfterWait = FALSE;
621 mUpdateRenderThreadCanSleep = FALSE;
622 mPendingRequestUpdate = FALSE;
624 // If we've been asked to run Update/Render cycles a finite number of times then decrement so we wait after the
625 // requested number of cycles
626 if( mUpdateRenderRunCount > 0 )
628 --mUpdateRenderRunCount;
631 // Keep the update-render thread alive if this thread is NOT to be destroyed
632 return ! mDestroyUpdateRenderThread;
635 RenderSurface* CombinedUpdateRenderController::ShouldSurfaceBeReplaced()
637 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
639 RenderSurface* newSurface = mNewSurface;
645 void CombinedUpdateRenderController::SurfaceReplaced()
647 // Just increment the semaphore
648 sem_post( &mEventThreadSemaphore );
651 bool CombinedUpdateRenderController::ShouldSurfaceBeResized()
653 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
654 return mSurfaceResized;
657 void CombinedUpdateRenderController::SurfaceResized()
659 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
660 mSurfaceResized = FALSE;
663 ///////////////////////////////////////////////////////////////////////////////////////////////////
665 ///////////////////////////////////////////////////////////////////////////////////////////////////
667 void CombinedUpdateRenderController::NotifyThreadInitialised()
669 // Just increment the semaphore
670 sem_post( &mEventThreadSemaphore );
673 void CombinedUpdateRenderController::AddPerformanceMarker( PerformanceInterface::MarkerType type )
675 if( mPerformanceInterface )
677 mPerformanceInterface->AddMarker( type );
681 /////////////////////////////////////////////////////////////////////////////////////////////////
682 // POST RENDERING: EVENT THREAD
683 /////////////////////////////////////////////////////////////////////////////////////////////////
685 void CombinedUpdateRenderController::PostRenderComplete()
687 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
688 mPostRendering = FALSE;
689 mUpdateRenderThreadWaitCondition.Notify( lock );
692 ///////////////////////////////////////////////////////////////////////////////////////////////////
693 // POST RENDERING: RENDER THREAD
694 ///////////////////////////////////////////////////////////////////////////////////////////////////
696 void CombinedUpdateRenderController::PostRenderStarted()
698 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
699 mPostRendering = TRUE;
702 void CombinedUpdateRenderController::PostRenderWaitForCompletion()
704 ConditionalWait::ScopedLock lock( mUpdateRenderThreadWaitCondition );
705 while( mPostRendering &&
706 ! mNewSurface && // We should NOT wait if we're replacing the surface
707 ! mSurfaceResized && // We should NOT wait if we're resizing the surface
708 ! mDestroyUpdateRenderThread )
710 mUpdateRenderThreadWaitCondition.Wait( lock );
714 } // namespace Adaptor
716 } // namespace Internal