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 <EGL/egl.h>
/*
* NOTE: Make sure this file doesn't include anything from <gl/ > or <gl2/ >
*/
#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/IMemory.h>
#include <ui/PixelFormat.h>
#include <ui/mat4.h>
#include <gui/ISurfaceComposer.h>
#include <gui/ISurfaceComposerClient.h>
#include <hardware/hwcomposer_defs.h>
#include <private/gui/LayerState.h>
#include "Barrier.h"
#include "DisplayDevice.h"
#include "DispSync.h"
#include "FrameTracker.h"
#include "MessageQueue.h"
#include "DisplayHardware/HWComposer.h"
#include "Effects/Daltonizer.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayEventConnection;
class EventThread;
class IGraphicBufferAlloc;
class Layer;
class LayerDim;
class Surface;
class RenderEngine;
class EventControlThread;
// ---------------------------------------------------------------------------
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02,
eDisplayTransactionNeeded = 0x04,
eTransactionMask = 0x07
};
class SurfaceFlinger : public BnSurfaceComposer,
private IBinder::DeathRecipient,
private HWComposer::EventHandler
{
public:
static char const* getServiceName() ANDROID_API {
return "SurfaceFlinger";
}
SurfaceFlinger() ANDROID_API;
// must be called before clients can connect
void init() ANDROID_API;
// starts SurfaceFlinger main loop in the current thread
void run() ANDROID_API;
enum {
EVENT_VSYNC = HWC_EVENT_VSYNC
};
// post an asynchronous message to the main thread
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// post a synchronous message to the main thread
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// force full composition on all displays
void repaintEverything();
// returns the default Display
sp<const DisplayDevice> getDefaultDisplayDevice() const {
return getDisplayDevice(mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY]);
}
// utility function to delete a texture on the main thread
void deleteTextureAsync(uint32_t texture);
// enable/disable h/w composer event
// TODO: this should be made accessible only to EventThread
void eventControl(int disp, int event, int enabled);
// called on the main thread by MessageQueue when an internal message
// is received
// TODO: this should be made accessible only to MessageQueue
void onMessageReceived(int32_t what);
// for debugging only
// TODO: this should be made accessible only to HWComposer
const Vector< sp<Layer> >& getLayerSortedByZForHwcDisplay(int id);
RenderEngine& getRenderEngine() const {
return *mRenderEngine;
}
private:
friend class Client;
friend class DisplayEventConnection;
friend class Layer;
friend class SurfaceTextureLayer;
// This value is specified in number of frames. Log frame stats at most
// every half hour.
enum { LOG_FRAME_STATS_PERIOD = 30*60*60 };
// We're reference counted, never destroy SurfaceFlinger directly
virtual ~SurfaceFlinger();
/* ------------------------------------------------------------------------
* Internal data structures
*/
class LayerVector : public SortedVector< sp<Layer> > {
public:
LayerVector();
LayerVector(const LayerVector& rhs);
virtual int do_compare(const void* lhs, const void* rhs) const;
};
struct DisplayDeviceState {
DisplayDeviceState();
DisplayDeviceState(DisplayDevice::DisplayType type);
bool isValid() const { return type >= 0; }
bool isMainDisplay() const { return type == DisplayDevice::DISPLAY_PRIMARY; }
bool isVirtualDisplay() const { return type >= DisplayDevice::DISPLAY_VIRTUAL; }
DisplayDevice::DisplayType type;
sp<IGraphicBufferProducer> surface;
uint32_t layerStack;
Rect viewport;
Rect frame;
uint8_t orientation;
String8 displayName;
bool isSecure;
};
struct State {
LayerVector layersSortedByZ;
DefaultKeyedVector< wp<IBinder>, DisplayDeviceState> displays;
};
/* ------------------------------------------------------------------------
* IBinder interface
*/
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<IBinder> createDisplay(const String8& displayName, bool secure);
virtual void destroyDisplay(const sp<IBinder>& display);
virtual sp<IBinder> getBuiltInDisplay(int32_t id);
virtual void setTransactionState(const Vector<ComposerState>& state,
const Vector<DisplayState>& displays, uint32_t flags);
virtual void bootFinished();
virtual bool authenticateSurfaceTexture(
const sp<IGraphicBufferProducer>& bufferProducer) const;
virtual sp<IDisplayEventConnection> createDisplayEventConnection();
virtual status_t captureScreen(const sp<IBinder>& display,
const sp<IGraphicBufferProducer>& producer,
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ,
bool useIdentityTransform);
// called when screen needs to turn off
virtual void blank(const sp<IBinder>& display);
// called when screen is turning back on
virtual void unblank(const sp<IBinder>& display);
virtual status_t getDisplayInfo(const sp<IBinder>& display, DisplayInfo* info);
/* ------------------------------------------------------------------------
* DeathRecipient interface
*/
virtual void binderDied(const wp<IBinder>& who);
/* ------------------------------------------------------------------------
* RefBase interface
*/
virtual void onFirstRef();
/* ------------------------------------------------------------------------
* HWComposer::EventHandler interface
*/
virtual void onVSyncReceived(int type, nsecs_t timestamp);
virtual void onHotplugReceived(int disp, bool connected);
/* ------------------------------------------------------------------------
* Message handling
*/
void waitForEvent();
void signalTransaction();
void signalLayerUpdate();
void signalRefresh();
// called on the main thread in response to initializeDisplays()
void onInitializeDisplays();
// called on the main thread in response to blank()
void onScreenReleased(const sp<const DisplayDevice>& hw);
// called on the main thread in response to unblank()
void onScreenAcquired(const sp<const DisplayDevice>& hw);
void handleMessageTransaction();
void handleMessageInvalidate();
void handleMessageRefresh();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(uint32_t transactionFlags);
/* handlePageFilp: this is were we latch a new buffer
* if available and compute the dirty region.
*/
void handlePageFlip();
/* ------------------------------------------------------------------------
* Transactions
*/
uint32_t getTransactionFlags(uint32_t flags);
uint32_t peekTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void commitTransaction();
uint32_t setClientStateLocked(const sp<Client>& client, const layer_state_t& s);
uint32_t setDisplayStateLocked(const DisplayState& s);
/* ------------------------------------------------------------------------
* Layer management
*/
status_t createLayer(const String8& name, const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp);
status_t createNormalLayer(const sp<Client>& client, const String8& name,
uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* outHandle, sp<IGraphicBufferProducer>* outGbp,
sp<Layer>* outLayer);
status_t createDimLayer(const sp<Client>& client, const String8& name,
uint32_t w, uint32_t h, uint32_t flags, sp<IBinder>* outHandle,
sp<IGraphicBufferProducer>* outGbp, sp<Layer>* outLayer);
status_t createVideoPlaneLayer(const sp<Client>& client, const String8& name,
uint32_t w, uint32_t h, uint32_t flags, sp<IBinder>* outHandle,
sp<IGraphicBufferProducer>* outGbp, sp<Layer>* outLayer);
// called in response to the window-manager calling
// ISurfaceComposerClient::destroySurface()
status_t onLayerRemoved(const sp<Client>& client, const sp<IBinder>& handle);
// called when all clients have released all their references to
// this layer meaning it is entirely safe to destroy all
// resources associated to this layer.
status_t onLayerDestroyed(const wp<Layer>& layer);
// remove a layer from SurfaceFlinger immediately
status_t removeLayer(const sp<Layer>& layer);
// add a layer to SurfaceFlinger
void addClientLayer(const sp<Client>& client,
const sp<IBinder>& handle,
const sp<IGraphicBufferProducer>& gbc,
const sp<Layer>& lbc);
/* ------------------------------------------------------------------------
* Boot animation, on/off animations and screen capture
*/
void startBootAnim();
void renderScreenImplLocked(
const sp<const DisplayDevice>& hw,
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ,
bool yswap, bool useIdentityTransform);
status_t captureScreenImplLocked(
const sp<const DisplayDevice>& hw,
const sp<IGraphicBufferProducer>& producer,
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ,
bool useIdentityTransform);
/* ------------------------------------------------------------------------
* EGL
*/
size_t getMaxTextureSize() const;
size_t getMaxViewportDims() const;
/* ------------------------------------------------------------------------
* Display and layer stack management
*/
// called when starting, or restarting after system_server death
void initializeDisplays();
// Create an IBinder for a builtin display and add it to current state
void createBuiltinDisplayLocked(DisplayDevice::DisplayType type);
// NOTE: can only be called from the main thread or with mStateLock held
sp<const DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) const {
return mDisplays.valueFor(dpy);
}
// NOTE: can only be called from the main thread or with mStateLock held
sp<DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) {
return mDisplays.valueFor(dpy);
}
// mark a region of a layer stack dirty. this updates the dirty
// region of all screens presenting this layer stack.
void invalidateLayerStack(uint32_t layerStack, const Region& dirty);
// allocate a h/w composer display id
int32_t allocateHwcDisplayId(DisplayDevice::DisplayType type);
/* ------------------------------------------------------------------------
* H/W composer
*/
HWComposer& getHwComposer() const { return *mHwc; }
/* ------------------------------------------------------------------------
* Compositing
*/
void invalidateHwcGeometry();
static void computeVisibleRegions(
const LayerVector& currentLayers, uint32_t layerStack,
Region& dirtyRegion, Region& opaqueRegion);
void preComposition();
void postComposition();
void rebuildLayerStacks();
void setUpHWComposer();
void doComposition();
void doDebugFlashRegions();
void doDisplayComposition(const sp<const DisplayDevice>& hw, const Region& dirtyRegion);
void doComposeSurfaces(const sp<const DisplayDevice>& hw, const Region& dirty);
void postFramebuffer();
void drawWormhole(const sp<const DisplayDevice>& hw, const Region& region) const;
/* ------------------------------------------------------------------------
* Display management
*/
/* ------------------------------------------------------------------------
* VSync
*/
void enableHardwareVsync();
void disableHardwareVsync(bool makeUnavailable);
void resyncToHardwareVsync(bool makeAvailable);
/* ------------------------------------------------------------------------
* Debugging & dumpsys
*/
void listLayersLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index, String8& result);
void dumpAllLocked(const Vector<String16>& args, size_t& index, String8& result) const;
bool startDdmConnection();
static void appendSfConfigString(String8& result);
void checkScreenshot(size_t w, size_t s, size_t h, void const* vaddr,
const sp<const DisplayDevice>& hw,
uint32_t minLayerZ, uint32_t maxLayerZ);
void logFrameStats();
/* ------------------------------------------------------------------------
* Attributes
*/
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState;
volatile int32_t mTransactionFlags;
Condition mTransactionCV;
bool mTransactionPending;
bool mAnimTransactionPending;
Vector< sp<Layer> > mLayersPendingRemoval;
SortedVector< wp<IBinder> > mGraphicBufferProducerList;
// protected by mStateLock (but we could use another lock)
bool mLayersRemoved;
// access must be protected by mInvalidateLock
volatile int32_t mRepaintEverything;
// constant members (no synchronization needed for access)
HWComposer* mHwc;
RenderEngine* mRenderEngine;
nsecs_t mBootTime;
bool mGpuToCpuSupported;
sp<EventThread> mEventThread;
sp<EventThread> mSFEventThread;
sp<EventControlThread> mEventControlThread;
EGLContext mEGLContext;
EGLDisplay mEGLDisplay;
sp<IBinder> mBuiltinDisplays[DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES];
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState;
bool mVisibleRegionsDirty;
bool mHwWorkListDirty;
bool mAnimCompositionPending;
// this may only be written from the main thread with mStateLock held
// it may be read from other threads with mStateLock held
DefaultKeyedVector< wp<IBinder>, sp<DisplayDevice> > mDisplays;
// 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 MessageQueue mEventQueue;
FrameTracker mAnimFrameTracker;
DispSync mPrimaryDispSync;
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
Vector<Layer const *> mDestroyedLayers;
// protected by mHWVsyncLock
Mutex mHWVsyncLock;
bool mPrimaryHWVsyncEnabled;
bool mHWVsyncAvailable;
/* ------------------------------------------------------------------------
* Feature prototyping
*/
Daltonizer mDaltonizer;
bool mDaltonize;
mat4 mColorMatrix;
bool mHasColorMatrix;
};
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H