RE: move useProtectedContext calls to drawLayers
This change removes a race condition when calling RenderEngine from
multiple threads. Before this change, two competing threads could call
RenderEngine::useProtectedContext with different values, potentially
causing RenderEngine::drawLayers to use the wrong context.
We currently call RenderEngine from a single thread but that will change
with the upcoming refactor of SurfaceFlinger::renderScreenImpl.
Bug: 238643986
Test: presubmits
Change-Id: I78ca00797b1604cedae1f134e963b6b78f2b802f
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index 199392c..9182feb 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -126,12 +126,8 @@
// ----- BEGIN NEW INTERFACE -----
// queries that are required to be thread safe
- virtual bool isProtected() const = 0;
virtual bool supportsProtectedContent() const = 0;
- // Attempt to switch RenderEngine into and out of protectedContext mode
- virtual void useProtectedContext(bool useProtectedContext) = 0;
-
// Notify RenderEngine of changes to the dimensions of the active display
// so that it can configure its internal caches accordingly.
virtual void onActiveDisplaySizeChanged(ui::Size size) = 0;
@@ -238,6 +234,13 @@
friend class RenderEngineTest_cleanupPostRender_cleansUpOnce_Test;
const RenderEngineType mRenderEngineType;
+ // Update protectedContext mode depending on whether or not any layer has a protected buffer.
+ void updateProtectedContext(const std::vector<LayerSettings>&,
+ const std::shared_ptr<ExternalTexture>&);
+
+ // Attempt to switch RenderEngine into and out of protectedContext mode
+ virtual void useProtectedContext(bool useProtectedContext) = 0;
+
virtual void drawLayersInternal(
const std::shared_ptr<std::promise<FenceResult>>&& resultPromise,
const DisplaySettings& display, const std::vector<LayerSettings>& layers,