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 <cutils/compiler.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 <gui/IGraphicBufferAlloc.h>
#include <gui/ISurfaceComposer.h>
#include <gui/ISurfaceComposerClient.h>
#include "Barrier.h"
#include "Layer.h"
#include "MessageQueue.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayHardware;
class DisplayEventConnection;
class EventThread;
class Layer;
class LayerDim;
class LayerScreenshot;
struct surface_flinger_cblk_t;
// ---------------------------------------------------------------------------
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);
};
// ---------------------------------------------------------------------------
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 bool authenticateSurfaceTexture(const sp<ISurfaceTexture>& surface) const;
virtual sp<IDisplayEventConnection> createDisplayEventConnection();
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);
// called when screen needs to turn off
virtual void blank();
// called when screen is turning back on
virtual void unblank();
virtual void connectDisplay(const sp<ISurfaceTexture> display);
// called on the main thread in response to screenReleased()
void onScreenReleased();
// called on the main thread in response to screenAcquired()
void onScreenAcquired();
status_t renderScreenToTexture(DisplayID dpy,
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
status_t renderScreenToTextureLocked(DisplayID dpy,
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
void onMessageReceived(int32_t what);
void handleMessageTransaction();
void handleMessageInvalidate();
void handleMessageRefresh();
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; }
surface_flinger_cblk_t* getControlBlock() const;
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 DisplayEventConnection;
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),
orientationFlags(0) {
}
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 DisplayHardware& getDisplayHardware(DisplayID dpy) const {
return *mDisplayHardwares[dpy];
}
const DisplayHardware& getDefaultDisplayHardware() const {
return getDisplayHardware(0);
}
void signalTransaction();
void signalLayerUpdate();
void signalRefresh();
void repaintEverything();
private:
void waitForEvent();
Region handleTransaction(uint32_t transactionFlags);
Region handleTransactionLocked(uint32_t transactionFlags);
void computeVisibleRegions(
const LayerVector& currentLayers,
Region& dirtyRegion,
Region& wormholeRegion);
/* handlePageFilp: this is were we latch a new buffer
* if available and compute the dirty region.
* The return value is the dirty region expressed in the
* window manager's coordinate space (or the layer's state
* space, which is the same thing), in particular the dirty
* region is independent from a specific display's orientation.
*/
Region handlePageFlip();
void handleRefresh();
void handleWorkList(const DisplayHardware& hw);
void handleRepaint(const DisplayHardware& hw);
void postFramebuffer();
void setupHardwareComposer(const DisplayHardware& hw);
void composeSurfaces(const DisplayHardware& hw, 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();
void debugFlashRegions(const DisplayHardware& hw);
void drawWormhole() const;
uint32_t getMaxTextureSize() const;
uint32_t getMaxViewportDims() const;
static status_t selectConfigForPixelFormat(
EGLDisplay dpy,
EGLint const* attrs,
PixelFormat format,
EGLConfig* outConfig);
static EGLConfig selectEGLConfig(EGLDisplay disp, EGLint visualId);
static EGLContext createGLContext(EGLDisplay disp, EGLConfig config);
void initializeGL(EGLDisplay display, EGLSurface surface);
void startBootAnim();
void listLayersLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void dumpAllLocked(String8& result, char* buffer, size_t SIZE) 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;
Vector< sp<LayerBase> > mLayersPendingRemoval;
// protected by mStateLock (but we could use another lock)
DisplayHardware* mDisplayHardwares[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;
sp<EventThread> mEventThread;
GLint mMaxViewportDims[2];
GLint mMaxTextureSize;
EGLContext mEGLContext;
EGLConfig mEGLConfig;
// 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;
// don't use a lock for these, we don't care
int mDebugRegion;
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;
EGLSurface getExternalDisplaySurface() const;
sp<SurfaceTextureClient> mExternalDisplayNativeWindow;
EGLSurface mExternalDisplaySurface;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H