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1 /*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
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
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
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.
15 */
16 #pragma once
17 
18 #include "aemu/base/files/MemStream.h"
19 #include "aemu/base/Optional.h"
20 #include "host-common/address_space_graphics_types.h"
21 #include "aemu/base/synchronization/ConditionVariable.h"
22 #include "aemu/base/synchronization/Lock.h"
23 #include "aemu/base/threads/Thread.h"
24 
25 #include <atomic>
26 #include <memory>
27 
28 namespace gfxstream {
29 
30 class RenderChannelImpl;
31 class RendererImpl;
32 class ReadBuffer;
33 class RingStream;
34 
35 // A class used to model a thread of the RenderServer. Each one of them
36 // handles a single guest client / protocol byte stream.
37 class RenderThread : public android::base::Thread {
38     using MemStream = android::base::MemStream;
39 
40 public:
41     static constexpr uint32_t INVALID_CONTEXT_ID = std::numeric_limits<uint32_t>::max();
42     // Create a new RenderThread instance.
43     RenderThread(RenderChannelImpl* channel,
44                  android::base::Stream* loadStream = nullptr,
45                  uint32_t virtioGpuContextId = INVALID_CONTEXT_ID);
46 
47     // Create a new RenderThread instance tied to the address space device.
48     RenderThread(
49         struct asg_context context,
50         android::base::Stream* loadStream,
51         android::emulation::asg::ConsumerCallbacks callbacks,
52         uint32_t contextId, uint32_t capsetId,
53         std::optional<std::string> nameOpt);
54     virtual ~RenderThread();
55 
56     // Returns true iff the thread has finished.
isFinished()57     bool isFinished() const { return mFinished.load(std::memory_order_relaxed); }
58     void waitForFinished();
59 
60     void pausePreSnapshot();
61     void resume();
62     void save(android::base::Stream* stream);
63 
64     // RenderThreads are blocked from exiting after finished to workaround driver bugs.
65     // `sendExitSignal` allows us to control when we can allow the thread to exit to synchronize
66     // between exits and other RenderThreads calling vkDestroyDevice, eglMakeCurrent, etc.
67     // This must be called after RenderThread has finished (use `waitForFinished`), as a deadlock
68     // can occur if vulkan commands are still processing.
69     void sendExitSignal();
70 private:
71     virtual intptr_t main();
72     void setFinished();
73     void waitForExitSignal();
74 
75     // Snapshot support.
76     enum class SnapshotState {
77         Empty,
78         StartSaving,
79         StartLoading,
80         InProgress,
81         Finished,
82     };
83 
84     // Whether using RenderChannel or a ring buffer.
85     enum TransportMode {
86         Channel,
87         Ring,
88     };
89 
90     struct SnapshotObjects;
91 
92     bool doSnapshotOp(const SnapshotObjects& objects, SnapshotState expectedState,
93                       std::function<void()> op);
94 
95     bool loadSnapshot(const SnapshotObjects& objects);
96     bool saveSnapshot(const SnapshotObjects& objects);
97 
98     void waitForSnapshotCompletion(android::base::AutoLock* lock);
99     void loadImpl(android::base::AutoLock* lock, const SnapshotObjects& objects);
100     void saveImpl(android::base::AutoLock* lock, const SnapshotObjects& objects);
101 
102     bool isPausedForSnapshotLocked() const;
103 
104     RenderChannelImpl* mChannel = nullptr;
105     std::unique_ptr<RingStream> mRingStream;
106 
107     SnapshotState mState = SnapshotState::Empty;
108     std::atomic<bool> mFinished { false };
109     android::base::Lock mLock;
110     android::base::ConditionVariable mSnapshotSignal;
111     android::base::ConditionVariable mFinishedSignal;
112     android::base::ConditionVariable mExitSignal;
113     std::atomic<bool> mCanExit { false };
114     android::base::Optional<android::base::MemStream> mStream;
115 
116     bool mRunInLimitedMode = false;
117     uint32_t mContextId = 0;
118     uint32_t mCapsetId = 0;
119     // If we need to reload process resources.
120     // This happens in snapshot testing where we don't snapshot render threads.
121     bool mNeedReloadProcessResources = false;
122 };
123 
124 }  // namespace gfxstream
125