Move GLRenderer fetching into PcView to avoid race conditions inside Game activity and cache the result

This commit is contained in:
Cameron Gutman
2017-11-20 22:28:19 -08:00
parent 06156c4d68
commit 777129ca90
3 changed files with 85 additions and 33 deletions

View File

@@ -16,6 +16,7 @@ import com.limelight.nvstream.http.PairingManager;
import com.limelight.nvstream.http.PairingManager.PairState;
import com.limelight.nvstream.wol.WakeOnLanSender;
import com.limelight.preferences.AddComputerManually;
import com.limelight.preferences.GlPreferences;
import com.limelight.preferences.PreferenceConfiguration;
import com.limelight.preferences.StreamSettings;
import com.limelight.ui.AdapterFragment;
@@ -33,6 +34,8 @@ import android.content.Intent;
import android.content.ServiceConnection;
import android.content.SharedPreferences;
import android.content.res.Configuration;
import android.opengl.GLSurfaceView;
import android.os.Build;
import android.os.Bundle;
import android.os.IBinder;
import android.preference.PreferenceManager;
@@ -50,6 +53,9 @@ import android.widget.RelativeLayout;
import android.widget.Toast;
import android.widget.AdapterView.AdapterContextMenuInfo;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class PcView extends Activity implements AdapterFragmentCallbacks {
private RelativeLayout noPcFoundLayout;
private PcGridAdapter pcGridAdapter;
@@ -151,6 +157,46 @@ public class PcView extends Activity implements AdapterFragmentCallbacks {
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create a GLSurfaceView to fetch GLRenderer unless we have
// a cached result already.
final GlPreferences glPrefs = GlPreferences.readPreferences(this);
if (!glPrefs.savedFingerprint.equals(Build.FINGERPRINT) || glPrefs.glRenderer.isEmpty()) {
GLSurfaceView surfaceView = new GLSurfaceView(this);
surfaceView.setRenderer(new GLSurfaceView.Renderer() {
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
// Save the GLRenderer string so we don't need to do this next time
glPrefs.glRenderer = gl10.glGetString(GL10.GL_RENDERER);
glPrefs.savedFingerprint = Build.FINGERPRINT;
glPrefs.writePreferences();
LimeLog.info("Fetched GL Renderer: " + glPrefs.glRenderer);
runOnUiThread(new Runnable() {
@Override
public void run() {
completeOnCreate();
}
});
}
@Override
public void onSurfaceChanged(GL10 gl10, int i, int i1) {
}
@Override
public void onDrawFrame(GL10 gl10) {
}
});
setContentView(surfaceView);
}
else {
LimeLog.info("Cached GL Renderer: " + glPrefs.glRenderer);
completeOnCreate();
}
}
private void completeOnCreate() {
shortcutHelper = new ShortcutHelper(this);
UiHelper.setLocale(this);