blob: 2192b548c263ba1a33dcba6dbfa79b6b65fda66a [file]
/*
* Copyright 2025 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.
*/
#pragma once
#include <android/hardware_buffer.h>
#include <android/native_window.h>
#include <gui/BufferItemConsumer.h>
#include <gui/Surface.h>
#include <hardware/gralloc.h>
#include <system/window.h>
#include <ui/DisplayId.h>
#include <ui/Fence.h>
#include <ui/GraphicBuffer.h>
#include <utils/Errors.h>
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <cstdint>
#include <memory>
#include <mutex>
#include <thread>
namespace android {
class VirtualDisplayThreadManager;
/**
* VirtualDisplayThread runs tasks for a Virtual Display on a separate thread.
*
* This is useful for tasks that interact with the application-provided sink surface, which can
* arbitrarily block or deadlock.
*
* Tasks are submitted to the thread via submitWork, which queues the task and notifies the thread.
* The thread then processes tasks in a FIFO manner.
*
* The thread can be destroyed via destroy(), which submits a final task to set the state to
* SHUT_DOWN. No more tasks can be scheduled after destroy(). The thread will then exit after
* processing these tasks.
*
* The thread can be checked for freezing via isFrozen, which returns true if the thread has not
* processed a task in a certain amount of time. This is useful for detecting deadlocks in the
* application-provided sink surface.
*/
class VirtualDisplayThread : public std::enable_shared_from_this<VirtualDisplayThread> {
public:
using Task = std::function<void()>;
static std::shared_ptr<VirtualDisplayThread> create();
void destroy();
/**
* An RAII handle to a VirtualDisplayThread.
*
* It can only be constructed by the VirtualDisplayThreadManager. On destruction, it notifies
* the VirtualDisplayThreadManager.
*/
class Client {
public:
~Client();
Client(const Client&) = delete;
Client(Client&&) = delete;
Client& operator=(const Client&) = delete;
Client& operator=(Client&&) = delete;
bool isFrozen() const;
void submitWork(Task&& task);
private:
friend VirtualDisplayThreadManager;
explicit Client(uid_t uid, std::shared_ptr<VirtualDisplayThread> thread);
const uid_t mUid;
std::shared_ptr<VirtualDisplayThread> mThread;
};
Client createClient();
private:
enum State : uint8_t { INITIALIZING, RUNNING, SHUTTING_DOWN, SHUT_DOWN };
void init();
static void vdThreadMain(std::shared_ptr<VirtualDisplayThread> self);
bool vdThreadPollAndWork();
void submitWorkLocked(Task&& task);
void clearQueueLocked();
std::thread mThread;
mutable std::mutex mWorkMutex;
std::condition_variable mCondVar;
std::atomic<State> mState = INITIALIZING;
std::queue<std::function<void()>> mWorkQueue;
bool mIsWorking = false;
std::chrono::time_point<std::chrono::steady_clock> mLastWorkStartedTimeNs;
};
} // namespace android