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Unified Diff: content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java

Issue 2178973004: DialogSurfaceManager implementation. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: cleanup Created 3 years, 10 months ago
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Index: content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java
diff --git a/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java b/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java
new file mode 100644
index 0000000000000000000000000000000000000000..6a0e4f3cda863f0b6c522d6d371bd20a1cf8ed1c
--- /dev/null
+++ b/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java
@@ -0,0 +1,120 @@
+// Copyright 2017 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+package org.chromium.content.browser.androidoverlay;
+
+import android.content.Context;
+import android.os.Handler;
+import android.os.HandlerThread;
+import android.os.IBinder;
+
+import org.chromium.base.ContextUtils;
+import org.chromium.base.annotations.CalledByNative;
+import org.chromium.media.IAndroidOverlay;
+import org.chromium.media.IAndroidOverlayCallback;
+import org.chromium.media.IAndroidOverlayProvider;
+
+/**
+ * Singleton class to create and manage AndroidOverlay. Normally, you won't need
+ * to access this directly. Instead, see the native wrappers in
+ * dialog_surface_manager.cc for usage.
+ *
+ * The wrappers do roughly the following on the gpu side:
+ * - Create an IAndroidOverlayCallback. For native, AndroidOverlayCallback hides
+ * the threading issues and provides the java peer.
+ * - Get an IAndroidOverlayManager from the browser via ChildProcessCallback .
+ * - dialogSurface = IAndroidOverlayManager.createOverlay(callback)
+ * This calls into the browser, and returns an IAndroidOverlay IBinder.
+ * - Wrap the AndroidOverlay in a AndroidOverlayWrapper. This provides the JNI
+ * bindings for native.
+ * - Expect callbacks on the callback to let you know when the underlying
+ * android surface state changes.
+ * - Use the surface.
+ * - Call IAndroidOverlay::release() to destroy the surface when done.
+ */
+public class AndroidOverlayProviderImpl extends IAndroidOverlayProvider.Stub {
+ private static final String TAG = "AOProviderImpl";
+ private static AndroidOverlayProviderImpl sInstance;
+ private static final Object sLock = new Object();
+
+ private final Context mContext;
+
+ // We maintain a thread with a Looper for the AndroidOverlays to use,
+ // since Dialog requires one. We don't want this to be the native thread
+ // that's used to create them, because it probably also has a native message
+ // loop. Including a looper on it is not a good idea. We don't want to use
+ // the UI thread, since it will process synchronous callbacks from Android.
+ private final Object mLock = new Object();
+ private HandlerThread mThread;
+ private Handler mHandler;
+
+ // Number of AndroidOverlays that have been created but not released.
+ private int mNumOverlays;
+
+ // Maximum number of concurrent surfaces we allow.
+ private static final int MAX_SURFACES = 1;
+
+ private AndroidOverlayProviderImpl() {
+ mContext = ContextUtils.getApplicationContext();
+ mNumOverlays = 0;
+ }
+
+ // Return the singleton instance, as a convenience.
+ public static IBinder getInstance() {
+ synchronized (sLock) {
+ if (sInstance == null) sInstance = new AndroidOverlayProviderImpl();
+
+ return sInstance.asBinder();
+ }
+ }
+
+ @Override
+ @CalledByNative
boliu 2017/02/08 00:01:58 not needed, this doesn't generate jni headers
+ public IAndroidOverlay createOverlay(int rendererPid, int renderFrameId,
+ IAndroidOverlayCallback callback, int x, int y, int width, int height) {
+ // Note that we may be called on any random binder thread, so lock.
+ synchronized (mLock) {
+ // Limit the number of concurrent surfaces.
+ if (mNumOverlays >= MAX_SURFACES) return null;
+
+ startThreadIfNeededLocked();
+
+ mNumOverlays++;
+ }
+
+ return new DialogAndroidOverlay(rendererPid, renderFrameId, mContext, this, mHandler,
+ callback, x, y, width, height);
+ }
+
+ /**
+ * Called by AndroidOverlays when they no longer need the thread.
+ * Called on some random thread.
+ */
+ public void notifyReleased() {
+ synchronized (mLock) {
+ assert mNumOverlays > 0;
+ mNumOverlays--;
+
+ // We don't stop the looper thread here, else android can get mad when
+ // it tries to send a message from the dialog on this thread.
+ // AndroidOverlay might have to notify us separately to tell us
+ // when it's done with the thread, if we don't want to wait until then
+ // to start creating a new SV.
+ // Instead, we just avoid shutting down the thread at all for now.
+ }
+ }
+
+ /**
+ * Make sure that mThread and mHandler are ready for use. Do nothing if
+ * they already are.
+ */
+ private void startThreadIfNeededLocked() {
+ // Called with mLock held only.
boliu 2017/02/08 00:01:58 synhronized blocks are re-entrant safe, so rather
+ if (mThread != null) return;
+
+ mThread = new HandlerThread("AndroidOverlayThread");
+ mThread.start();
+ mHandler = new Handler(mThread.getLooper());
+ }
+}

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