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Searched refs:RenderThread (Results 1 – 25 of 26) sorted by relevance

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/frameworks/base/libs/hwui/renderthread/
DRenderThread.cpp32 ANDROID_SINGLETON_STATIC_INSTANCE(RenderThread);
130 RenderThread* mRenderThread;
132 DispatchFrameCallbacks(RenderThread* rt) : mRenderThread(rt) {} in DispatchFrameCallbacks()
139 RenderThread::RenderThread() : Thread(true), Singleton<RenderThread>() in RenderThread() function in android::uirenderer::renderthread::RenderThread
152 RenderThread::~RenderThread() { in ~RenderThread()
156 void RenderThread::initializeDisplayEventReceiver() { in initializeDisplayEventReceiver()
165 Looper::EVENT_INPUT, RenderThread::displayEventReceiverCallback, this); in initializeDisplayEventReceiver()
168 void RenderThread::initThreadLocals() { in initThreadLocals()
174 int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) { in displayEventReceiverCallback()
187 reinterpret_cast<RenderThread*>(data)->drainDisplayEventQueue(); in displayEventReceiverCallback()
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DRenderThread.h72 class ANDROID_API RenderThread : public Thread, protected Singleton<RenderThread> {
96 friend class Singleton<RenderThread>;
100 RenderThread();
101 virtual ~RenderThread();
DCanvasContext.h61 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
90 static void trimMemory(RenderThread& thread, int level);
92 static void invokeFunctor(RenderThread& thread, Functor* functor);
98 ANDROID_API static void setTextureAtlas(RenderThread& thread,
120 RenderThread& mRenderThread;
DEglManager.h28 class RenderThread; variable
59 friend class RenderThread;
61 EglManager(RenderThread& thread);
69 RenderThread& mRenderThread;
DRenderProxy.cpp55 CREATE_BRIDGE4(createContext, RenderThread* thread, bool translucent, in CREATE_BRIDGE4()
62 : mRenderThread(RenderThread::getInstance()) in RenderProxy()
94 CREATE_BRIDGE2(setFrameInterval, RenderThread* thread, nsecs_t frameIntervalNanos) { in CREATE_BRIDGE2()
222 CREATE_BRIDGE2(invokeFunctor, RenderThread* thread, Functor* functor) { in CREATE_BRIDGE2()
229 RenderThread& thread = RenderThread::getInstance(); in invokeFunctor()
255 CREATE_BRIDGE2(createTextureLayer, RenderThread* thread, CanvasContext* context) { in CREATE_BRIDGE2()
326 CREATE_BRIDGE2(timMemory, RenderThread* thread, int level) { in CREATE_BRIDGE2()
333 if (RenderThread::hasInstance()) { in trimMemory()
334 RenderThread& thread = RenderThread::getInstance(); in trimMemory()
397 CREATE_BRIDGE4(setTextureAtlas, RenderThread* thread, GraphicBuffer* buffer, int64_t* map, size_t s… in CREATE_BRIDGE4()
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DDrawFrameTask.h40 class RenderThread; variable
59 void setContext(RenderThread* thread, CanvasContext* context);
77 RenderThread* mRenderThread;
DTimeLord.h25 class RenderThread; variable
37 friend class RenderThread;
DRenderProxy.h49 class RenderThread; variable
104 RenderThread& mRenderThread;
DCanvasContext.cpp40 CanvasContext::CanvasContext(RenderThread& thread, bool translucent, in CanvasContext()
270 void CanvasContext::invokeFunctor(RenderThread& thread, Functor* functor) { in invokeFunctor()
344 void CanvasContext::trimMemory(RenderThread& thread, int level) { in trimMemory()
372 void CanvasContext::setTextureAtlas(RenderThread& thread, in setTextureAtlas()
DDrawFrameTask.cpp46 void DrawFrameTask::setContext(RenderThread* thread, CanvasContext* context) { in setContext()
DEglManager.cpp67 EglManager::EglManager(RenderThread& thread) in EglManager()
/frameworks/base/libs/hwui/
DRenderState.h35 class RenderThread; variable
80 friend class renderthread::RenderThread;
87 RenderState(renderthread::RenderThread& thread);
90 renderthread::RenderThread& mRenderThread;
DDeferredLayerUpdater.h39 ANDROID_API DeferredLayerUpdater(renderthread::RenderThread& thread, Layer* layer);
101 renderthread::RenderThread& mRenderThread;
DDeferredLayerUpdater.cpp27 DeferredLayerUpdater::DeferredLayerUpdater(renderthread::RenderThread& thread, Layer* layer) in DeferredLayerUpdater()
DRenderState.cpp24 RenderState::RenderState(renderthread::RenderThread& thread) in RenderState()
DAndroid.mk70 renderthread/RenderThread.cpp \
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
DGLTextureViewActivity.java55 private RenderThread mRenderThread;
92 mRenderThread = new RenderThread(getResources(), surface); in onSurfaceTextureAvailable()
120 Log.e(RenderThread.LOG_TAG, "Could not wait for render thread"); in onSurfaceTextureDestroyed()
129 private static class RenderThread extends Thread { class in GLTextureViewActivity
147 RenderThread(Resources resources, SurfaceTexture surface) { in RenderThread() method in GLTextureViewActivity.RenderThread
/frameworks/base/packages/WallpaperCropper/src/com/android/photos/views/
DBlockingGLTextureView.java40 private RenderThread mRenderThread;
51 mRenderThread = new RenderThread(renderer); in setRenderer()
307 private static class RenderThread extends Thread { class in BlockingGLTextureView
325 public RenderThread(Renderer renderer) { in RenderThread() method in BlockingGLTextureView.RenderThread
/frameworks/base/docs/html-intl/intl/ru/about/versions/
Dlollipop.jd81 <p>Новый системный поток обработки <strong>RenderThread</strong> обеспечивает плавность анимации да…
/frameworks/base/docs/html-intl/intl/zh-tw/about/versions/
Dlollipop.jd84 <p><strong>RenderThread</strong> 是全新的系統管理執行緒,即使主要使用者介面執行緒中發生延遲,仍可確保動畫流暢播放。 </p>
/frameworks/base/docs/html-intl/intl/zh-cn/about/versions/
Dlollipop.jd83 <p><strong>RenderThread</strong> 则是新推出的由系统管理的渲染线程,即使主界面线程出现延迟,它也能保持动画运行流畅。 </p>
/frameworks/base/docs/html-intl/intl/ko/about/versions/
Dlollipop.jd76 <p><strong>RenderThread</strong>라고 하는 시스템에서 관리되는 새 처리 스레드를 통해 기본 UI 스레드에 지연이 발생하더라도 애니메이션을 부드럽게 유지해…
/frameworks/base/docs/html-intl/intl/ja/about/versions/
Dlollipop.jd86 <p>システム管理の処理スレッドとして <strong>RenderThread</strong> が追加されており、メインの UI スレッドに遅延が発生してもアニメーションをスムーズに再生できます…
/frameworks/base/docs/html/about/versions/
Dlollipop.jd91 <p>A new system-managed processing thread called <strong>RenderThread</strong> keeps animations smo…
/frameworks/base/docs/html-intl/intl/pt-br/about/versions/
Dlollipop.jd86 <p>Um novo agrupamento de processamento gerenciado pelo sistema, chamado de <strong>RenderThread</s…

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