godot/platform/android/thread_jandroid.cpp
Bastiaan Olij b3a43430aa Fixes on android:
- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
2021-03-18 10:41:54 +11:00

84 lines
3.4 KiB
C++

/*************************************************************************/
/* thread_jandroid.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/*************************************************************************/
#include "thread_jandroid.h"
#include <android/log.h>
#include "core/os/thread.h"
static JavaVM *java_vm = nullptr;
static thread_local JNIEnv *env = nullptr;
// The logic here need to improve, init_thread/term_tread are designed to work with Thread::callback
// Calling init_thread from setup_android_thread and get_jni_env to setup an env we're keeping and not detaching
// could cause issues on app termination.
//
// We should be making sure that any thread started calls a nice cleanup function when it's done,
// especially now that we use many more threads.
static void init_thread() {
if (env) {
// thread never detached! just keep using...
return;
}
java_vm->AttachCurrentThread(&env, nullptr);
}
static void term_thread() {
java_vm->DetachCurrentThread();
// this is no longer valid, must called init_thread to re-establish
env = nullptr;
}
void init_thread_jandroid(JavaVM *p_jvm, JNIEnv *p_env) {
java_vm = p_jvm;
env = p_env;
Thread::_set_platform_funcs(nullptr, nullptr, &init_thread, &term_thread);
}
void setup_android_thread() {
if (!env) {
// !BAS! see remarks above
init_thread();
}
}
JNIEnv *get_jni_env() {
if (!env) {
// !BAS! see remarks above
init_thread();
}
return env;
}