Files
android_development/tools/emulator/opengl/host/libs/libOpenglRender/RenderServer.cpp
David 'Digit' Turner 3d76ec1e3c emulator: opengl: Add support for unix sockets.
This patch allows the OpenGLES rendering library to use Unix
sockets instead of TCP ones when communicating with its clients.
On certain benchmarks (e.g. 0xBench teapot), this provides a
noticeable improvement (x1.05 fps) without any other changes.

On practice, Unix sockets are faster than TCP sockets, even
local ones. Also, this introduces a moderate amount of
abstraction that will allow us to use Win32 named pipes
on Windows (where TCP sockets are much slower than they
are on Unix).

Note that by default, TCP streams are still used.
The client (emulator) must call the new API 'setStreamMode'
to change it to STREAM_MODE_UNIX between 'initLibrary' and
'startOpenglRenderer' calls.

+ Adjust callers / user appropriately.

Change-Id: I4105bbf07541f3146b50a58d1a5b51e8cf044fab
2011-09-13 14:03:32 +02:00

141 lines
3.5 KiB
C++

/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "RenderServer.h"
#include "TcpStream.h"
#ifndef _WIN32
#include "UnixStream.h"
#endif
#include "RenderThread.h"
#include "FrameBuffer.h"
#include <set>
typedef std::set<RenderThread *> RenderThreadsSet;
RenderServer::RenderServer() :
m_listenSock(NULL),
m_exiting(false)
{
}
extern "C" int gRendererStreamMode;
RenderServer *RenderServer::create(int port)
{
RenderServer *server = new RenderServer();
if (!server) {
return NULL;
}
if (gRendererStreamMode == STREAM_MODE_TCP) {
server->m_listenSock = new TcpStream();
} else {
#ifdef _WIN32
server->m_listenSock = new TcpStream();
#else
server->m_listenSock = new UnixStream();
#endif
}
if (server->m_listenSock->listen(port) < 0) {
ERR("RenderServer::create failed to listen on port %d\n", port);
delete server;
return NULL;
}
return server;
}
int RenderServer::Main()
{
RenderThreadsSet threads;
while(1) {
SocketStream *stream = m_listenSock->accept();
if (!stream) {
fprintf(stderr,"Error accepting connection, aborting\n");
break;
}
unsigned int clientFlags;
if (!stream->readFully(&clientFlags, sizeof(unsigned int))) {
fprintf(stderr,"Error reading clientFlags\n");
delete stream;
continue;
}
DBG("\n\n\n\n Got new stream!!!! \n\n\n\n\n");
// check if we have been requested to exit while waiting on accept
if ((clientFlags & IOSTREAM_CLIENT_EXIT_SERVER) != 0) {
m_exiting = true;
break;
}
RenderThread *rt = RenderThread::create(stream);
if (!rt) {
fprintf(stderr,"Failed to create RenderThread\n");
delete stream;
}
if (!rt->start()) {
fprintf(stderr,"Failed to start RenderThread\n");
delete stream;
delete rt;
}
//
// remove from the threads list threads which are
// no longer running
//
for (RenderThreadsSet::iterator n,t = threads.begin();
t != threads.end();
t = n) {
// first find next iterator
n = t;
n++;
// delete and erase the current iterator
// if thread is no longer running
if ((*t)->isFinished()) {
delete (*t);
threads.erase(t);
}
}
// insert the added thread to the list
threads.insert(rt);
DBG("Started new RenderThread\n");
}
//
// Wait for all threads to finish
//
for (RenderThreadsSet::iterator t = threads.begin();
t != threads.end();
t++) {
int exitStatus;
(*t)->wait(&exitStatus);
delete (*t);
}
threads.clear();
//
// de-initialize the FrameBuffer object
//
FrameBuffer::finalize();
return 0;
}