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/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef _LIB_OPENGL_RENDER_THREAD_INFO_H
#define _LIB_OPENGL_RENDER_THREAD_INFO_H
#include <functional>
#include <memory>
#include <unordered_set>
#include "aemu/base/files/Stream.h"
#include "renderControl_dec/renderControl_dec.h"
#include "RenderThreadInfoGl.h"
#include "RenderThreadInfoMagma.h"
#include "RenderThreadInfoVk.h"
namespace gfxstream {
// A class used to model the state of each RenderThread related
struct RenderThreadInfo {
// Create new instance. Only call this once per thread.
// Future callls to get() will return this instance until
// it is destroyed.
RenderThreadInfo();
// Destructor.
~RenderThreadInfo();
// Return the current thread's instance, if any, or NULL.
static RenderThreadInfo* get();
// Loop over all active render thread infos
static void forAllRenderThreadInfos(std::function<void(RenderThreadInfo*)>);
void initGl();
renderControl_decoder_context_t m_rcDec;
// The unique id of owner guest process of this render thread
uint64_t m_puid = 0;
std::optional<std::string> m_processName;
std::optional<gl::RenderThreadInfoGl> m_glInfo;
std::optional<vk::RenderThreadInfoVk> m_vkInfo;
std::optional<RenderThreadInfoMagma> m_magmaInfo;
// Whether this thread was used to perform composition.
bool m_isCompositionThread = false;
// Functions to save / load a snapshot
// They must be called after Framebuffer snapshot
void onSave(android::base::Stream* stream);
bool onLoad(android::base::Stream* stream);
// Sometimes we can load render thread info before
// FrameBuffer repopulates the contexts.
void postLoadRefreshCurrentContextSurfacePtrs();
};
} // namespace gfxstream
#endif