Loading libs/renderengine/threaded/RenderEngineThreaded.cpp +7 −0 Original line number Diff line number Diff line Loading @@ -101,6 +101,7 @@ void RenderEngineThreaded::waitUntilInitialized() const { } void RenderEngineThreaded::primeCache() { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading Loading @@ -131,6 +132,7 @@ void RenderEngineThreaded::dump(std::string& result) { } void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) { ATRACE_CALL(); std::promise<void> resultPromise; std::future<void> resultFuture = resultPromise.get_future(); { Loading @@ -146,6 +148,7 @@ void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) { } void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) { ATRACE_CALL(); std::promise<void> resultPromise; std::future<void> resultFuture = resultPromise.get_future(); { Loading @@ -162,6 +165,7 @@ void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) { void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading @@ -175,6 +179,7 @@ void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buf } void RenderEngineThreaded::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading Loading @@ -247,6 +252,7 @@ status_t RenderEngineThreaded::drawLayers(const DisplaySettings& display, const bool useFramebufferCache, base::unique_fd&& bufferFence, base::unique_fd* drawFence) { ATRACE_CALL(); std::promise<status_t> resultPromise; std::future<status_t> resultFuture = resultPromise.get_future(); { Loading @@ -264,6 +270,7 @@ status_t RenderEngineThreaded::drawLayers(const DisplaySettings& display, } void RenderEngineThreaded::cleanFramebufferCache() { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading Loading
libs/renderengine/threaded/RenderEngineThreaded.cpp +7 −0 Original line number Diff line number Diff line Loading @@ -101,6 +101,7 @@ void RenderEngineThreaded::waitUntilInitialized() const { } void RenderEngineThreaded::primeCache() { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading Loading @@ -131,6 +132,7 @@ void RenderEngineThreaded::dump(std::string& result) { } void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) { ATRACE_CALL(); std::promise<void> resultPromise; std::future<void> resultFuture = resultPromise.get_future(); { Loading @@ -146,6 +148,7 @@ void RenderEngineThreaded::genTextures(size_t count, uint32_t* names) { } void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) { ATRACE_CALL(); std::promise<void> resultPromise; std::future<void> resultFuture = resultPromise.get_future(); { Loading @@ -162,6 +165,7 @@ void RenderEngineThreaded::deleteTextures(size_t count, uint32_t const* names) { void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading @@ -175,6 +179,7 @@ void RenderEngineThreaded::mapExternalTextureBuffer(const sp<GraphicBuffer>& buf } void RenderEngineThreaded::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading Loading @@ -247,6 +252,7 @@ status_t RenderEngineThreaded::drawLayers(const DisplaySettings& display, const bool useFramebufferCache, base::unique_fd&& bufferFence, base::unique_fd* drawFence) { ATRACE_CALL(); std::promise<status_t> resultPromise; std::future<status_t> resultFuture = resultPromise.get_future(); { Loading @@ -264,6 +270,7 @@ status_t RenderEngineThreaded::drawLayers(const DisplaySettings& display, } void RenderEngineThreaded::cleanFramebufferCache() { ATRACE_CALL(); // This function is designed so it can run asynchronously, so we do not need to wait // for the futures. { Loading