blob: 3a1d85c8abfa726827f2e48964b0adf92bb7b69c [file] [log] [blame]
* Copyright (C) 2013 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
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* See the License for the specific language governing permissions and
* limitations under the License.
#include <utils/Condition.h>
#include <utils/Errors.h>
#include <utils/List.h>
#include <utils/Mutex.h>
#include <utils/Thread.h>
#include <utils/KeyedVector.h>
#include <hardware/camera3.h>
#include "common/CameraDeviceBase.h"
namespace android {
class Camera3Device;
class Fence;
namespace camera3 {
* State tracking for idle and other collective state transitions.
* Collects idle notifications from different sources and calls the
* parent when all of them become idle.
* The parent is responsible for synchronizing the status updates with its
* internal state correctly, which means the notifyStatus call to the parent may
* block for a while.
class StatusTracker: public Thread {
explicit StatusTracker(wp<Camera3Device> parent);
// An always-invalid component ID
static const int NO_STATUS_ID = -1;
// Add a component to track; returns non-negative unique ID for the new
// component on success, negative error code on failure.
// New components start in the idle state.
int addComponent();
// Remove existing component from idle tracking. Ignores unknown IDs
void removeComponent(int id);
// Set the state of a tracked component to be idle. Ignores unknown IDs; can
// accept a fence to wait on to complete idle. The fence is merged with any
// previous fences given, which means they all must signal before the
// component is considered idle.
void markComponentIdle(int id, const sp<Fence>& componentFence);
// Set the state of a tracked component to be active. Ignores unknown IDs.
void markComponentActive(int id);
virtual void requestExit();
virtual bool threadLoop();
enum ComponentState {
void markComponent(int id, ComponentState state,
const sp<Fence>& componentFence);
// Guards mPendingChange, mPendingStates, mComponentsChanged
Mutex mPendingLock;
Condition mPendingChangeSignal;
struct StateChange {
int id;
ComponentState state;
sp<Fence> fence;
// A queue of yet-to-be-processed state changes to components
Vector<StateChange> mPendingChangeQueue;
bool mComponentsChanged;
wp<Camera3Device> mParent;
// Guards rest of internals. Must be locked after mPendingLock if both used.
Mutex mLock;
int mNextComponentId;
// Current component states
KeyedVector<int, ComponentState> mStates;
// Merged fence for all processed state changes
sp<Fence> mIdleFence;
// Current overall device state
ComponentState mDeviceState;
// Private to threadLoop
// Determine current overall device state
// We're IDLE iff
// - All components are currently IDLE
// - The merged fence for all component updates has signalled
ComponentState getDeviceStateLocked();
Vector<ComponentState> mStateTransitions;
static const nsecs_t kWaitDuration = 250000000LL; // 250 ms
} // namespace camera3
} // namespace android