Creating a threaded version of the Render Engine.

This class contains a thread. Each time a function of this class is called,
we create a lambda function that is put on a queue. The main thread then
executes the functions in order.

In V1, all elements are passed by reference, and the main thread blocks on
the execution of this thread. In the future iterations, the lambda makes
copies of elements that should exist regardless of what happens to the thread
that calls into this thread.

go/speculative-render-engine for more info.

Test: Activate blur. Collect systrace.
Test: Open Chrome. Collect systrace.
Test: atest RenderEngineThreadedTest
Bug: 155929501
Change-Id: I246c6c1abb77a4c96c0867e722757326f8069b16
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
new file mode 100644
index 0000000..8e4431e
--- /dev/null
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -0,0 +1,94 @@
+/*
+ * Copyright 2020 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-base/thread_annotations.h>
+#include <condition_variable>
+#include <mutex>
+#include <queue>
+#include <thread>
+
+#include "renderengine/RenderEngine.h"
+
+namespace android {
+namespace renderengine {
+namespace threaded {
+
+/**
+ * This class extends a basic RenderEngine class. It contains a thread. Each time a function of
+ * this class is called, we create a lambda function that is put on a queue. The main thread then
+ * executes the functions in order.
+ */
+class RenderEngineThreaded : public impl::RenderEngine {
+public:
+    static std::unique_ptr<RenderEngineThreaded> create(const RenderEngineCreationArgs& args);
+
+    RenderEngineThreaded(const RenderEngineCreationArgs& args);
+    ~RenderEngineThreaded() override;
+    void primeCache() const override;
+
+    void dump(std::string& result) override;
+
+    void genTextures(size_t count, uint32_t* names) override;
+    void deleteTextures(size_t count, uint32_t const* names) override;
+    void bindExternalTextureImage(uint32_t texName, const Image& image) override;
+    status_t bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer,
+                                       const sp<Fence>& fence) override;
+    void cacheExternalTextureBuffer(const sp<GraphicBuffer>& buffer) override;
+    void unbindExternalTextureBuffer(uint64_t bufferId) override;
+    status_t bindFrameBuffer(Framebuffer* framebuffer) override;
+    void unbindFrameBuffer(Framebuffer* framebuffer) override;
+    size_t getMaxTextureSize() const override;
+    size_t getMaxViewportDims() const override;
+
+    bool isProtected() const override;
+    bool supportsProtectedContent() const override;
+    bool useProtectedContext(bool useProtectedContext) override;
+    bool cleanupPostRender() override;
+
+    status_t drawLayers(const DisplaySettings& display,
+                        const std::vector<const LayerSettings*>& layers,
+                        const sp<GraphicBuffer>& buffer, const bool useFramebufferCache,
+                        base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
+    void setRenderEngine(std::unique_ptr<renderengine::RenderEngine>);
+
+protected:
+    Framebuffer* getFramebufferForDrawing() override;
+
+private:
+    void threadMain(const RenderEngineCreationArgs& args);
+
+    /* ------------------------------------------------------------------------
+     * Threading
+     */
+    const char* const mThreadName = "RenderEngineThread";
+    // Protects the creation and destruction of mThread.
+    mutable std::mutex mThreadMutex;
+    std::thread mThread GUARDED_BY(mThreadMutex);
+    bool mRunning GUARDED_BY(mThreadMutex) = true;
+    mutable std::queue<std::function<void(renderengine::RenderEngine& instance)>> mFunctionCalls
+            GUARDED_BY(mThreadMutex);
+    mutable std::condition_variable mCondition;
+
+    /* ------------------------------------------------------------------------
+     * Render Engine
+     */
+    std::unique_ptr<renderengine::RenderEngine> mRenderEngine;
+};
+} // namespace threaded
+} // namespace renderengine
+} // namespace android
\ No newline at end of file