void* RenderProxy::postAndWait(MethodInvokeRenderTask* task) {
void* retval;
task->setReturnPtr(&retval);
- mRenderThread.queueAndWait(task);
+ SignalingRenderTask syncTask(task, &mSyncMutex, &mSyncCondition);
+ AutoMutex _lock(mSyncMutex);
+ mRenderThread.queue(&syncTask);
+ mSyncCondition.wait(mSyncMutex);
return retval;
}
#include <gui/ISurfaceComposer.h>
#include <gui/SurfaceComposerClient.h>
#include <sys/resource.h>
+#include <utils/Condition.h>
#include <utils/Log.h>
+#include <utils/Mutex.h>
namespace android {
namespace uirenderer {
}
void RenderThread::queueAndWait(RenderTask* task) {
- SignalingRenderTask syncTask(task, &mSyncMutex, &mSyncCondition);
- AutoMutex _lock(mSyncMutex);
+ // These need to be local to the thread to avoid the Condition
+ // signaling the wrong thread. The easiest way to achieve that is to just
+ // make this on the stack, although that has a slight cost to it
+ Mutex mutex;
+ Condition condition;
+ SignalingRenderTask syncTask(task, &mutex, &condition);
+
+ AutoMutex _lock(mutex);
queue(&syncTask);
- mSyncCondition.wait(mSyncMutex);
+ condition.wait(mutex);
}
void RenderThread::queueAtFront(RenderTask* task) {
#include <utils/Looper.h>
#include <utils/Thread.h>
-#include <condition_variable>
#include <memory>
-#include <mutex>
#include <set>
namespace android {
nsecs_t mNextWakeup;
TaskQueue mQueue;
- Mutex mSyncMutex;
- Condition mSyncCondition;
DisplayInfo mDisplayInfo;