本文整理汇总了C++中RenderThread类的典型用法代码示例。如果您正苦于以下问题:C++ RenderThread类的具体用法?C++ RenderThread怎么用?C++ RenderThread使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了RenderThread类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Run
virtual void Run(RenderThread& aRenderThread, WindowId aWindowId) override
{
aRenderThread.UpdateAndRender(aWindowId);
wr_renderer_readback(aRenderThread.GetRenderer(aWindowId)->GetWrRenderer(),
mSize.width, mSize.height, mBuffer, mBufferSize);
layers::AutoCompleteTask complete(mTask);
}
示例2: invokeFunctor
void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) {
ATRACE_CALL();
DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
if (thread.eglManager().hasEglContext()) {
mode = DrawGlInfo::kModeProcess;
}
thread.renderState().invokeFunctor(functor, mode, nullptr);
}
示例3: trimMemory
void CanvasContext::trimMemory(RenderThread& thread, int level) {
// No context means nothing to free
if (!thread.eglManager().hasEglContext()) return;
thread.eglManager().requireGlContext();
if (level >= TRIM_MEMORY_COMPLETE) {
Caches::getInstance().flush(Caches::kFlushMode_Full);
thread.eglManager().destroy();
} else if (level >= TRIM_MEMORY_UI_HIDDEN) {
Caches::getInstance().flush(Caches::kFlushMode_Moderate);
}
}
示例4: mRenderThread
CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory)
: mRenderThread(thread)
, mEglManager(thread.eglManager())
, mOpaque(!translucent)
, mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
, mRootRenderNode(rootRenderNode)
, mJankTracker(thread.timeLord().frameIntervalNanos())
, mProfiler(mFrames) {
mRenderThread.renderState().registerCanvasContext(this);
mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
}
示例5: HandleRunner
Duint __stdcall RenderThread::HandleRunner(Dvoid* parameter)
{
RenderThread* thread = (RenderThread*)parameter;
Dbool isShutDown = false;
while( !isShutDown )
{
DWORD dwWaitResult = WaitForMultipleObjects(2, thread->m_arrHandleWorkEvent.data(), FALSE, INFINITE);
if( dwWaitResult == WAIT_OBJECT_0 )
thread->Run();
else if( dwWaitResult == (WAIT_OBJECT_0 + 1) )
isShutDown = true;
}
return 0;
}
示例6: mRenderThread
CanvasContext::CanvasContext(RenderThread& thread, bool translucent,
RenderNode* rootRenderNode, IContextFactory* contextFactory)
: mRenderThread(thread)
, mEglManager(thread.eglManager())
, mEglSurface(EGL_NO_SURFACE)
, mDirtyRegionsEnabled(false)
, mOpaque(!translucent)
, mCanvas(NULL)
, mHaveNewSurface(false)
, mRootRenderNode(rootRenderNode) {
mAnimationContext = contextFactory->createAnimationContext(mRenderThread.timeLord());
mRenderThread.renderState().registerCanvasContext(this);
}
示例7: setTextureAtlas
void CanvasContext::setTextureAtlas(RenderThread& thread,
const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize) {
thread.eglManager().setTextureAtlas(buffer, map, mapSize);
}
示例8: while
int RenderServer::Main()
{
RenderThreadsSet threads;
while(1) {
SocketStream *stream = m_listenSock->accept();
if (!stream) {
fprintf(stderr,"Error accepting connection, aborting\n");
break;
}
unsigned int clientFlags;
if (!stream->readFully(&clientFlags, sizeof(unsigned int))) {
fprintf(stderr,"Error reading clientFlags\n");
delete stream;
continue;
}
DBG("\n\n\n\n Got new stream!!!! \n\n\n\n\n");
// check if we have been requested to exit while waiting on accept
if ((clientFlags & IOSTREAM_CLIENT_EXIT_SERVER) != 0) {
m_exiting = true;
break;
}
RenderThread *rt = RenderThread::create(stream);
if (!rt) {
fprintf(stderr,"Failed to create RenderThread\n");
delete stream;
}
if (!rt->start()) {
fprintf(stderr,"Failed to start RenderThread\n");
delete stream;
delete rt;
}
//
// remove from the threads list threads which are
// no longer running
//
for (RenderThreadsSet::iterator n,t = threads.begin();
t != threads.end();
t = n) {
// first find next iterator
n = t;
n++;
// delete and erase the current iterator
// if thread is no longer running
if ((*t)->isFinished()) {
delete (*t);
threads.erase(t);
}
}
// insert the added thread to the list
threads.insert(rt);
DBG("Started new RenderThread\n");
}
//
// Wait for all threads to finish
//
for (RenderThreadsSet::iterator t = threads.begin();
t != threads.end();
t++) {
int exitStatus;
(*t)->wait(&exitStatus);
delete (*t);
}
threads.clear();
//
// de-initialize the FrameBuffer object
//
FrameBuffer::finalize();
return 0;
}
示例9: run
virtual void run() override {
mRenderThread->dispatchFrameCallbacks();
}