Merge "Reduce contention for renderengine's async ops." into sc-dev
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.cpp b/libs/renderengine/threaded/RenderEngineThreaded.cpp
index 9009ce4..5febd8c 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.cpp
+++ b/libs/renderengine/threaded/RenderEngineThreaded.cpp
@@ -48,11 +48,8 @@
}
RenderEngineThreaded::~RenderEngineThreaded() {
- {
- std::lock_guard lock(mThreadMutex);
- mRunning = false;
- mCondition.notify_one();
- }
+ mRunning = false;
+ mCondition.notify_one();
if (mThread.joinable()) {
mThread.join();
@@ -71,21 +68,32 @@
mRenderEngine = factory();
- std::unique_lock<std::mutex> lock(mThreadMutex);
pthread_setname_np(pthread_self(), mThreadName);
{
- std::unique_lock<std::mutex> lock(mInitializedMutex);
+ std::scoped_lock lock(mInitializedMutex);
mIsInitialized = true;
}
mInitializedCondition.notify_all();
while (mRunning) {
- if (!mFunctionCalls.empty()) {
- auto task = mFunctionCalls.front();
- mFunctionCalls.pop();
- task(*mRenderEngine);
+ const auto getNextTask = [this]() -> std::optional<Work> {
+ std::scoped_lock lock(mThreadMutex);
+ if (!mFunctionCalls.empty()) {
+ Work task = mFunctionCalls.front();
+ mFunctionCalls.pop();
+ return std::make_optional<Work>(task);
+ }
+ return std::nullopt;
+ };
+
+ const auto task = getNextTask();
+
+ if (task) {
+ (*task)(*mRenderEngine);
}
+
+ std::unique_lock<std::mutex> lock(mThreadMutex);
mCondition.wait(lock, [this]() REQUIRES(mThreadMutex) {
return !mRunning || !mFunctionCalls.empty();
});
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.h b/libs/renderengine/threaded/RenderEngineThreaded.h
index eb6098e..b78bf21 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.h
+++ b/libs/renderengine/threaded/RenderEngineThreaded.h
@@ -82,9 +82,10 @@
// 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);
+ std::atomic<bool> mRunning = true;
+
+ using Work = std::function<void(renderengine::RenderEngine&)>;
+ mutable std::queue<Work> mFunctionCalls GUARDED_BY(mThreadMutex);
mutable std::condition_variable mCondition;
// Used to allow select thread safe methods to be accessed without requiring the