Files
android_development/tools/emulator/opengl/host/renderer/main.cpp
Guy Zadickario 467e5fb162 opengles emulator: fixed renderer termination flow
Handling clean exit of the renderer when stopOpenGLRenderer
is called. This is done by openning a connection to the renderer
and flag that it should exit. Added 'clientFlags' field which must
be send after every connection is made to the renderer for this purpose.
The server will wait for running rendering threads to exit and then will
close all EGL/GL resources and will exit. The stopOpenGLRenderer will
return only when the renderer has exited.

Change-Id: I8272b8ea59d5fc78453bb7bd2d25908068869fa7
2011-08-10 10:03:07 +02:00

178 lines
5.0 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 <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "FrameBuffer.h"
#include <sys/types.h>
#include <unistd.h>
#include <codec_defs.h>
#ifdef _WIN32
#include <winsock2.h>
#endif
#ifdef __linux__
#include <X11/Xlib.h>
#endif
static void printUsage(const char *progName)
{
fprintf(stderr, "Usage: %s -windowid <windowid> [options]\n", progName);
fprintf(stderr, " -windowid <windowid> - window id to render into\n");
fprintf(stderr, " -port <portNum> - listening TCP port number\n");
fprintf(stderr, " -x <num> - render subwindow x position\n");
fprintf(stderr, " -y <num> - render subwindow y position\n");
fprintf(stderr, " -width <num> - render subwindow width\n");
fprintf(stderr, " -height <num> - render subwindow height\n");
exit(-1);
}
int main(int argc, char *argv[])
{
int portNum = CODEC_SERVER_PORT;
int winX = 0;
int winY = 0;
int winWidth = 320;
int winHeight = 480;
FBNativeWindowType windowId = NULL;
int iWindowId = 0;
//
// Parse command line arguments
//
for (int i=1; i<argc; i++) {
if (!strcmp(argv[i], "-windowid")) {
if (++i >= argc || sscanf(argv[i],"%d", &iWindowId) != 1) {
printUsage(argv[0]);
}
}
else if (!strncmp(argv[i], "-port", 5)) {
if (++i >= argc || sscanf(argv[i],"%d", &portNum) != 1) {
printUsage(argv[0]);
}
}
else if (!strncmp(argv[i], "-x", 2)) {
if (++i >= argc || sscanf(argv[i],"%d", &winX) != 1) {
printUsage(argv[0]);
}
}
else if (!strncmp(argv[i], "-y", 2)) {
if (++i >= argc || sscanf(argv[i],"%d", &winY) != 1) {
printUsage(argv[0]);
}
}
else if (!strncmp(argv[i], "-width", 6)) {
if (++i >= argc || sscanf(argv[i],"%d", &winWidth) != 1) {
printUsage(argv[0]);
}
}
else if (!strncmp(argv[i], "-height", 7)) {
if (++i >= argc || sscanf(argv[i],"%d", &winHeight) != 1) {
printUsage(argv[0]);
}
}
}
windowId = (FBNativeWindowType)iWindowId;
if (!windowId) {
// window id must be provided
printUsage(argv[0]);
}
#if 0 //Enable to attach gdb to renderer on startup
fprintf(stderr, "renderer pid %d , press any key to continue...\n", getpid());
getchar();
#else
fprintf(stderr, "renderer pid %d \n", getpid());
#endif
#ifdef _WIN32
WSADATA wsaData;
int rc = WSAStartup( MAKEWORD(2,2), &wsaData);
if (rc != 0) {
printf( "could not initialize Winsock\n" );
}
#endif
#ifdef __linux__
// some OpenGL implementations may call X functions
// it is safer to synchronize all X calls made by all the
// rendering threads. (although the calls we do are locked
// in the FrameBuffer singleton object).
XInitThreads();
#endif
//
// initialize Framebuffer
//
bool inited = FrameBuffer::initialize(windowId,
winX, winY, winWidth, winHeight);
if (!inited) {
fprintf(stderr,"Failed to initialize Framebuffer\n");
return -1;
}
//
// Create and run a render server listening to the given port number
//
RenderServer *server = RenderServer::create(portNum);
if (!server) {
fprintf(stderr,"Cannot initialize render server\n");
return -1;
}
#ifndef _WIN32
//
// run the server listener loop
//
server->Main(); // never returns
#else
//
// on windows we need to handle messages for the
// created subwindow. So we run the server on a seperate
// thread and running the windows message pump loop
// in this main thread.
//
server->start();
//
// Dispatch events for the subwindow
//
MSG msg;
HWND hWnd = FrameBuffer::getFB()->getSubWindow();
bool done = 0;
while(!done) {
GetMessage(&msg, hWnd, 0, 0);
TranslateMessage(&msg);
DispatchMessage(&msg);
//
// if server thread has exiting
// wait for it to exit and done.
//
if (server->isExiting()) {
int exitStatus;
server->wait(&exitStatus);
done = true;
}
}
#endif
return 0;
}