Move emugl system code to development.git
Because of the way the SDK and Android system images are branched,
host code that goes into the SDK tools can't live in the same
repository as code that goes into the system image. This change keeps
the emugl host code in sdk.git/emulator/opengl while moving the emugl
system code to development.git/tools/emulator/opengl.
A few changes were made beyond simply cloning the directories:
(a) Makefiles were modified to only build the relevant components. Not
doing so would break the build due to having multiple rule
definitions.
(b) Protocol spec files were moved from the guest encoder directories
to the host decoder directories. The decoder must support older
versions of the protocol, but not newer versions, so it makes
sense to keep the latest version of the protocol spec with the
decoder.
(c) Along with that, the encoder is now built from checked in
generated encoder source rather than directly from the protocol
spec. The generated code must be updated manually. This makes it
possible to freeze the system encoder version without freezing the
host decoder version, and also makes it very obvious when a
protocol changes is happening that will require special
backwards-compatibility support in the decoder/renderer.
(d) Host-only and system-only code were removed from the repository
where they aren't used.
(e) README and DESIGN documents were updated to reflect this split.
No actual source code was changed due to the above.
Change-Id: I2c936101ea0405b372750d36ba0f01e84d719c43
This commit is contained in:
101
tools/emulator/opengl/shared/OpenglOsUtils/osThreadWin.cpp
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101
tools/emulator/opengl/shared/OpenglOsUtils/osThreadWin.cpp
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "osThread.h"
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namespace osUtils {
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Thread::Thread() :
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m_thread(NULL),
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m_threadId(0),
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m_isRunning(false)
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{
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}
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Thread::~Thread()
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{
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if(m_thread) {
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CloseHandle(m_thread);
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}
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}
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bool
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Thread::start()
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{
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m_isRunning = true;
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m_thread = CreateThread(NULL, 0, &Thread::thread_main, this, 0, &m_threadId);
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if(!m_thread) {
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m_isRunning = false;
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}
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return m_isRunning;
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}
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bool
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Thread::wait(int *exitStatus)
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{
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if (!m_isRunning) {
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return false;
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}
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if(WaitForSingleObject(m_thread, INFINITE) == WAIT_FAILED) {
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return false;
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}
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DWORD retval;
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if (!GetExitCodeThread(m_thread,&retval)) {
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return false;
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}
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m_isRunning = 0;
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if (exitStatus) {
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*exitStatus = retval;
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}
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return true;
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}
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bool
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Thread::trywait(int *exitStatus)
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{
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if (!m_isRunning) {
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return false;
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}
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if(WaitForSingleObject(m_thread, 0) == WAIT_OBJECT_0) {
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DWORD retval;
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if (!GetExitCodeThread(m_thread,&retval)) {
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return true;
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}
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if (exitStatus) {
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*exitStatus = retval;
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}
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return true;
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}
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return false;
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}
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DWORD WINAPI
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Thread::thread_main(void *p_arg)
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{
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Thread *self = (Thread *)p_arg;
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int ret = self->Main();
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self->m_isRunning = false;
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return ret;
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}
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} // of namespace osUtils
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