content: /*
   * Copyright (C) 2017 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
   */
  
  package com.android.server.wm;
  
  import static android.os.Process.THREAD_PRIORITY_DISPLAY;
  import static android.os.Process.myTid;
  import static android.os.Process.setThreadPriority;
  
  import static com.android.server.LockGuard.INDEX_WINDOW;
  import static com.android.server.am.ActivityManagerService.TOP_APP_PRIORITY_BOOST;
  
  import com.android.internal.annotations.GuardedBy;
  import com.android.server.AnimationThread;
  import com.android.server.ThreadPriorityBooster;
  
  /**
   * Window manager version of {@link ThreadPriorityBooster} that boosts even more during app
   * transitions.
   */
  class WindowManagerThreadPriorityBooster extends ThreadPriorityBooster {
  
      private final Object mLock = new Object();
  
      private final int mAnimationThreadId;
      private final int mSurfaceAnimationThreadId;
  
      @GuardedBy("mLock")
      private boolean mAppTransitionRunning;
      @GuardedBy("mLock")
      private boolean mBoundsAnimationRunning;
  
      WindowManagerThreadPriorityBooster() {
          super(THREAD_PRIORITY_DISPLAY, INDEX_WINDOW);
          mAnimationThreadId = AnimationThread.get().getThreadId();
          mSurfaceAnimationThreadId = SurfaceAnimationThread.get().getThreadId();
      }
  
      @Override
      public void boost() {
  
          // Do not boost the animation threads. As the animation threads are changing priorities,
          // boosting it might mess up the priority because we reset it the the previous priority.
          final int myTid = myTid();
          if (myTid == mAnimationThreadId || myTid == mSurfaceAnimationThreadId) {
              return;
          }
          super.boost();
      }
  
      @Override
      public void reset() {
  
          // See comment in boost().
          final int myTid = myTid();
          if (myTid == mAnimationThreadId || myTid == mSurfaceAnimationThreadId) {
              return;
          }
          super.reset();
      }
  
      void setAppTransitionRunning(boolean running) {
          synchronized (mLock) {
              if (mAppTransitionRunning != running) {
                  mAppTransitionRunning = running;
                  updatePriorityLocked();
              }
          }
      }
  
      void setBoundsAnimationRunning(boolean running) {
          synchronized (mLock) {
              if (mBoundsAnimationRunning != running) {
                  mBoundsAnimationRunning = running;
                  updatePriorityLocked();
              }
          }
      }
  
      @GuardedBy("mLock")
      private void updatePriorityLocked() {
          int priority = (mAppTransitionRunning || mBoundsAnimationRunning)
                  ? TOP_APP_PRIORITY_BOOST : THREAD_PRIORITY_DISPLAY;
          setBoostToPriority(priority);
          setThreadPriority(mAnimationThreadId, priority);
          setThreadPriority(mSurfaceAnimationThreadId, priority);
      }
  }
  