replicant-frameworks_native/services/surfaceflinger/SurfaceFlinger.h

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/*
* Copyright (C) 2007 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.
*/
#ifndef ANDROID_SURFACE_FLINGER_H
#define ANDROID_SURFACE_FLINGER_H
#include <stdint.h>
#include <sys/types.h>
#include <utils/Atomic.h>
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <binder/BinderService.h>
#include <binder/IMemory.h>
#include <ui/PixelFormat.h>
#include <surfaceflinger/IGraphicBufferAlloc.h>
#include <surfaceflinger/ISurfaceComposer.h>
#include <surfaceflinger/ISurfaceComposerClient.h>
#include "Barrier.h"
#include "Layer.h"
#include "MessageQueue.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayHardware;
class Layer;
class LayerDim;
class LayerScreenshot;
struct surface_flinger_cblk_t;
#define LIKELY( exp ) (__builtin_expect( (exp) != 0, true ))
#define UNLIKELY( exp ) (__builtin_expect( (exp) != 0, false ))
// ---------------------------------------------------------------------------
class Client : public BnSurfaceComposerClient
{
public:
Client(const sp<SurfaceFlinger>& flinger);
~Client();
status_t initCheck() const;
// protected by SurfaceFlinger::mStateLock
size_t attachLayer(const sp<LayerBaseClient>& layer);
void detachLayer(const LayerBaseClient* layer);
sp<LayerBaseClient> getLayerUser(int32_t i) const;
private:
// ISurfaceComposerClient interface
virtual sp<ISurface> createSurface(
surface_data_t* params, const String8& name,
DisplayID display, uint32_t w, uint32_t h,PixelFormat format,
uint32_t flags);
virtual status_t destroySurface(SurfaceID surfaceId);
virtual status_t onTransact(
uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags);
// constant
sp<SurfaceFlinger> mFlinger;
// protected by mLock
DefaultKeyedVector< size_t, wp<LayerBaseClient> > mLayers;
size_t mNameGenerator;
// thread-safe
mutable Mutex mLock;
};
class GraphicBufferAlloc : public BnGraphicBufferAlloc
{
public:
GraphicBufferAlloc();
virtual ~GraphicBufferAlloc();
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
PixelFormat format, uint32_t usage, status_t* error);
};
// ---------------------------------------------------------------------------
class GraphicPlane
{
public:
static status_t orientationToTransfrom(int orientation, int w, int h,
Transform* tr);
GraphicPlane();
~GraphicPlane();
bool initialized() const;
void setDisplayHardware(DisplayHardware *);
status_t setOrientation(int orientation);
int getOrientation() const { return mOrientation; }
int getWidth() const;
int getHeight() const;
const DisplayHardware& displayHardware() const;
DisplayHardware& editDisplayHardware();
const Transform& transform() const;
EGLDisplay getEGLDisplay() const;
private:
GraphicPlane(const GraphicPlane&);
GraphicPlane operator = (const GraphicPlane&);
DisplayHardware* mHw;
Transform mGlobalTransform;
Transform mDisplayTransform;
int mOrientation;
float mDisplayWidth;
float mDisplayHeight;
int mWidth;
int mHeight;
};
// ---------------------------------------------------------------------------
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02
};
class SurfaceFlinger :
public BinderService<SurfaceFlinger>,
public BnSurfaceComposer,
public IBinder::DeathRecipient,
protected Thread
{
public:
static char const* getServiceName() { return "SurfaceFlinger"; }
SurfaceFlinger();
virtual ~SurfaceFlinger();
void init();
virtual status_t onTransact(
uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags);
virtual status_t dump(int fd, const Vector<String16>& args);
// ISurfaceComposer interface
virtual sp<ISurfaceComposerClient> createConnection();
virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
virtual sp<IMemoryHeap> getCblk() const;
virtual void bootFinished();
virtual void setTransactionState(const Vector<ComposerState>& state,
int orientation, uint32_t flags);
virtual int setOrientation(DisplayID dpy, int orientation, uint32_t flags);
virtual bool authenticateSurfaceTexture(const sp<ISurfaceTexture>& surface) const;
virtual status_t captureScreen(DisplayID dpy,
sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height,
PixelFormat* format, uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ);
virtual status_t turnElectronBeamOff(int32_t mode);
virtual status_t turnElectronBeamOn(int32_t mode);
void screenReleased(DisplayID dpy);
void screenAcquired(DisplayID dpy);
status_t renderScreenToTexture(DisplayID dpy,
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
status_t postMessageAsync(const sp<MessageBase>& msg,
nsecs_t reltime=0, uint32_t flags = 0);
status_t postMessageSync(const sp<MessageBase>& msg,
nsecs_t reltime=0, uint32_t flags = 0);
status_t removeLayer(const sp<LayerBase>& layer);
status_t addLayer(const sp<LayerBase>& layer);
status_t invalidateLayerVisibility(const sp<LayerBase>& layer);
void invalidateHwcGeometry();
sp<Layer> getLayer(const sp<ISurface>& sur) const;
GLuint getProtectedTexName() const { return mProtectedTexName; }
class MessageDestroyGLTexture : public MessageBase {
GLuint texture;
public:
MessageDestroyGLTexture(GLuint texture) : texture(texture) { }
virtual bool handler() {
glDeleteTextures(1, &texture);
return true;
}
};
private:
// DeathRecipient interface
virtual void binderDied(const wp<IBinder>& who);
private:
friend class Client;
friend class LayerBase;
friend class LayerBaseClient;
friend class Layer;
sp<ISurface> createSurface(
ISurfaceComposerClient::surface_data_t* params,
const String8& name,
const sp<Client>& client,
DisplayID display, uint32_t w, uint32_t h, PixelFormat format,
uint32_t flags);
sp<Layer> createNormalSurface(
const sp<Client>& client, DisplayID display,
uint32_t w, uint32_t h, uint32_t flags,
PixelFormat& format);
sp<LayerDim> createDimSurface(
const sp<Client>& client, DisplayID display,
uint32_t w, uint32_t h, uint32_t flags);
sp<LayerScreenshot> createScreenshotSurface(
const sp<Client>& client, DisplayID display,
uint32_t w, uint32_t h, uint32_t flags);
status_t removeSurface(const sp<Client>& client, SurfaceID sid);
status_t destroySurface(const wp<LayerBaseClient>& layer);
uint32_t setClientStateLocked(const sp<Client>& client, const layer_state_t& s);
class LayerVector : public SortedVector< sp<LayerBase> > {
public:
LayerVector() { }
LayerVector(const LayerVector& rhs) : SortedVector< sp<LayerBase> >(rhs) { }
virtual int do_compare(const void* lhs, const void* rhs) const {
const sp<LayerBase>& l(*reinterpret_cast<const sp<LayerBase>*>(lhs));
const sp<LayerBase>& r(*reinterpret_cast<const sp<LayerBase>*>(rhs));
// sort layers by Z order
uint32_t lz = l->currentState().z;
uint32_t rz = r->currentState().z;
// then by sequence, so we get a stable ordering
return (lz != rz) ? (lz - rz) : (l->sequence - r->sequence);
}
};
struct State {
State() {
orientation = ISurfaceComposer::eOrientationDefault;
}
LayerVector layersSortedByZ;
uint8_t orientation;
Handle orientation changes more systematically. Bug: 4981385 Simplify the orientation changing code path in the WindowManager. Instead of the policy calling setRotation() when the sensor determined orientation changes, it calls updateRotation(), which figures everything out. For the most part, the rotation actually passed to setRotation() was more or less ignored and just added confusion, particularly when handling deferred orientation changes. Ensure that 180 degree rotations are disallowed even when the application specifies SCREEN_ORIENTATION_SENSOR_*. These rotations are only enabled when docked upside-down for some reason or when the application specifies SCREEN_ORIENTATION_FULL_SENSOR. Ensure that special modes like HDMI connected, lid switch, dock and rotation lock all cause the sensor to be ignored even when the application asks for sensor-based orientation changes. The sensor is not relevant in these modes because some external factor (or the user) is determining the preferred rotation. Currently, applications can still override the preferred rotation even when there are special modes in play that might say otherwise. We could tweak this so that some special modes trump application choices completely (resulting in a letter-boxed application, perhaps). I tested this sort of tweak (not included in the patch) and it seems to work fine, including transitions between applications with varying orientation. Delete dead code related to animFlags. Handle pausing/resuming orientation changes more precisely. Ensure that a deferred orientation change is performed when a drag completes, even if endDragLw() is not called because the drag was aborted before the drop happened. We pause the orientation change in register() and resume in unregister() because those methods appear to always be called as needed. Change-Id: If0a31de3d057251e581fdee64819f2b19e676e9a
2011-09-20 22:08:29 +00:00
uint8_t orientationFlags;
};
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
public: // hack to work around gcc 4.0.3 bug
const GraphicPlane& graphicPlane(int dpy) const;
GraphicPlane& graphicPlane(int dpy);
void signalEvent();
void repaintEverything();
private:
void waitForEvent();
void handleConsoleEvents();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(uint32_t transactionFlags);
void computeVisibleRegions(
const LayerVector& currentLayers,
Region& dirtyRegion,
Region& wormholeRegion);
void handlePageFlip();
bool lockPageFlip(const LayerVector& currentLayers);
void unlockPageFlip(const LayerVector& currentLayers);
void handleWorkList();
void handleRepaint();
void postFramebuffer();
void setupHardwareComposer(Region& dirtyInOut);
void composeSurfaces(const Region& dirty);
void setInvalidateRegion(const Region& reg);
Region getAndClearInvalidateRegion();
ssize_t addClientLayer(const sp<Client>& client,
const sp<LayerBaseClient>& lbc);
status_t addLayer_l(const sp<LayerBase>& layer);
status_t removeLayer_l(const sp<LayerBase>& layer);
status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
uint32_t getTransactionFlags(uint32_t flags);
uint32_t peekTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void commitTransaction();
status_t captureScreenImplLocked(DisplayID dpy,
sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ);
status_t turnElectronBeamOffImplLocked(int32_t mode);
status_t turnElectronBeamOnImplLocked(int32_t mode);
status_t electronBeamOffAnimationImplLocked();
status_t electronBeamOnAnimationImplLocked();
status_t renderScreenToTextureLocked(DisplayID dpy,
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
void debugFlashRegions();
void debugShowFPS() const;
void drawWormhole() const;
mutable MessageQueue mEventQueue;
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState;
volatile int32_t mTransactionFlags;
Condition mTransactionCV;
SortedVector< sp<LayerBase> > mLayerPurgatory;
bool mTransationPending;
// protected by mStateLock (but we could use another lock)
GraphicPlane mGraphicPlanes[1];
bool mLayersRemoved;
DefaultKeyedVector< wp<IBinder>, wp<Layer> > mLayerMap;
// access must be protected by mInvalidateLock
mutable Mutex mInvalidateLock;
Region mInvalidateRegion;
// constant members (no synchronization needed for access)
sp<IMemoryHeap> mServerHeap;
surface_flinger_cblk_t* mServerCblk;
GLuint mWormholeTexName;
GLuint mProtectedTexName;
nsecs_t mBootTime;
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState;
Region mDirtyRegion;
Region mDirtyRegionRemovedLayer;
Region mSwapRegion;
Region mWormholeRegion;
bool mVisibleRegionsDirty;
bool mHwWorkListDirty;
int32_t mElectronBeamAnimationMode;
Vector< sp<LayerBase> > mVisibleLayersSortedByZ;
// don't use a lock for these, we don't care
int mDebugRegion;
int mDebugBackground;
int mDebugDDMS;
int mDebugDisableHWC;
int mDebugDisableTransformHint;
volatile nsecs_t mDebugInSwapBuffers;
nsecs_t mLastSwapBufferTime;
volatile nsecs_t mDebugInTransaction;
nsecs_t mLastTransactionTime;
bool mBootFinished;
// these are thread safe
mutable Barrier mReadyToRunBarrier;
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
Vector<LayerBase const *> mDestroyedLayers;
// atomic variables
enum {
eConsoleReleased = 1,
eConsoleAcquired = 2
};
volatile int32_t mConsoleSignals;
// only written in the main thread, only read in other threads
volatile int32_t mSecureFrameBuffer;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H