2013-03-14 21:29:29 +00:00
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/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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#define ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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2013-03-15 19:32:10 +00:00
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#include "BufferQueueInterposer.h"
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2013-03-14 21:29:29 +00:00
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#include "DisplaySurface.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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class HWComposer;
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2013-03-15 19:32:10 +00:00
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/* This DisplaySurface implementation uses a BufferQueueInterposer to pass
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* partially- or fully-composited buffers from the OpenGL ES driver to
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* HWComposer to use as the output buffer for virtual displays. Allowing HWC
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* to compose into the same buffer that contains GLES results saves bandwidth
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* compared to having two separate BufferQueues for frames with at least some
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* GLES composition.
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*
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* The alternative would be to have two complete BufferQueues, one from GLES
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* to HWC and one from HWC to the virtual display sink (e.g. video encoder).
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* For GLES-only frames, the same bandwidth saving could be achieved if buffers
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* could be acquired from the GLES->HWC queue and inserted into the HWC->sink
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* queue. That would be complicated and doesn't help the mixed GLES+HWC case.
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*
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* On frames with no GLES composition, the VirtualDisplaySurface dequeues a
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* buffer directly from the sink IGraphicBufferProducer and passes it to HWC,
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* bypassing the GLES driver. This is only guaranteed to work if
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* eglSwapBuffers doesn't immediately dequeue a buffer for the next frame,
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* since we can't rely on being able to dequeue more than one buffer at a time.
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*
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2013-03-22 22:13:48 +00:00
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* This class also has a passthrough mode, where it doesn't use a
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* BufferQueueInterposer and never sends buffers to HWC. Instead, OpenGL ES
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* output buffers are queued directly to the virtual display sink; this class
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* is inactive after construction. This mode is used when the HWC doesn't
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* support compositing for virtual displays.
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*
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2013-03-15 19:32:10 +00:00
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* TODO(jessehall): Add a libgui test that ensures that EGL/GLES do lazy
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* dequeBuffers; we've wanted to require that for other reasons anyway.
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*/
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2013-03-14 21:29:29 +00:00
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class VirtualDisplaySurface : public DisplaySurface {
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public:
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2013-03-22 22:13:48 +00:00
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VirtualDisplaySurface(HWComposer& hwc, int32_t dispId,
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2013-03-14 21:29:29 +00:00
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const sp<IGraphicBufferProducer>& sink,
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const String8& name);
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virtual sp<IGraphicBufferProducer> getIGraphicBufferProducer() const;
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virtual status_t compositionComplete();
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virtual status_t advanceFrame();
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2013-03-20 20:44:00 +00:00
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virtual void onFrameCommitted();
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2013-03-14 21:29:29 +00:00
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virtual void dump(String8& result) const;
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private:
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virtual ~VirtualDisplaySurface();
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// immutable after construction
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HWComposer& mHwc;
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2013-03-22 22:13:48 +00:00
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int32_t mDisplayId;
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2013-03-14 21:29:29 +00:00
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String8 mName;
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2013-03-15 19:32:10 +00:00
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2013-03-22 22:13:48 +00:00
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// with HWC support, both of these point to the same object.
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// otherwise, mInterposer is NULL and mSourceProducer is the sink.
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sp<BufferQueueInterposer> mInterposer;
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sp<IGraphicBufferProducer> mSourceProducer;
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2013-03-15 19:32:10 +00:00
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// mutable, must be synchronized with mMutex
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Mutex mMutex;
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sp<GraphicBuffer> mAcquiredBuffer;
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2013-03-14 21:29:29 +00:00
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};
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// ---------------------------------------------------------------------------
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} // namespace android
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// ---------------------------------------------------------------------------
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#endif // ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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