Enable RenderEngine context switching to be async.
Also in the case of a threaded RenderEngine we can avoid the
thread hop entirely by quickly returning if the GPU is already
in the correct state.
Bug: 192099706
Test: atest librenderengine_test
Change-Id: I316096ffd89960a1d3742edacdeb442626e9ee3e
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
index 9b523b2..f2f5c0f 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.h
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -53,7 +53,7 @@
bool isProtected() const override;
bool supportsProtectedContent() const override;
- bool useProtectedContext(bool useProtectedContext) override;
+ void useProtectedContext(bool useProtectedContext) override;
void cleanupPostRender() override;
status_t drawLayers(const DisplaySettings& display,
@@ -100,6 +100,7 @@
* Render Engine
*/
std::unique_ptr<renderengine::RenderEngine> mRenderEngine;
+ std::atomic<bool> mIsProtected = false;
};
} // namespace threaded
} // namespace renderengine