replicant-frameworks_native/libs/ui/FramebufferNativeWindow.cpp

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/*
**
** Copyright 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.
*/
#define LOG_TAG "FramebufferNativeWindow"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <cutils/log.h>
#include <cutils/atomic.h>
#include <utils/threads.h>
#include <ui/SurfaceComposerClient.h>
#include <ui/Rect.h>
#include <ui/FramebufferNativeWindow.h>
#include <EGL/egl.h>
#include <pixelflinger/format.h>
#include <pixelflinger/pixelflinger.h>
#include <hardware/hardware.h>
#include <hardware/gralloc.h>
#include <private/ui/android_natives_priv.h>
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
class NativeBuffer
: public EGLNativeBase<
android_native_buffer_t,
NativeBuffer,
LightRefBase<NativeBuffer> >
{
public:
NativeBuffer(int w, int h, int f, int u) : BASE() {
android_native_buffer_t::width = w;
android_native_buffer_t::height = h;
android_native_buffer_t::format = f;
android_native_buffer_t::usage = u;
}
private:
friend class LightRefBase<NativeBuffer>;
~NativeBuffer() { }; // this class cannot be overloaded
};
android_native_buffer_t const* FramebufferNativeWindow::getBackbuffer() const {
return static_cast<android_native_buffer_t const*>(buffers[mLastDequeued].get());
}
/*
* This implements the (main) framebuffer management. This class is used
* mostly by SurfaceFlinger, but also by command line GL application.
*
* In fact this is an implementation of android_native_window_t on top of
* the framebuffer.
*
* Currently it is pretty simple, it manages only two buffers (the front and
* back buffer).
*
*/
FramebufferNativeWindow::FramebufferNativeWindow()
: BASE(), fbDev(0), grDev(0), mUpdateOnDemand(false)
{
hw_module_t const* module;
if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) {
int stride;
framebuffer_open(module, &fbDev);
gralloc_open(module, &grDev);
int err;
mUpdateOnDemand = (fbDev->setUpdateRect != 0);
// initialize the buffer FIFO
mNumBuffers = 2;
mNumFreeBuffers = 2;
mBufferHead = mNumBuffers-1;
buffers[0] = new NativeBuffer(
fbDev->width, fbDev->height, fbDev->format, GRALLOC_USAGE_HW_FB);
buffers[1] = new NativeBuffer(
fbDev->width, fbDev->height, fbDev->format, GRALLOC_USAGE_HW_FB);
err = grDev->alloc(grDev,
fbDev->width, fbDev->height, fbDev->format,
GRALLOC_USAGE_HW_FB, &buffers[0]->handle, &buffers[0]->stride);
LOGE_IF(err, "fb buffer 0 allocation failed w=%d, h=%d, err=%s",
fbDev->width, fbDev->height, strerror(-err));
err = grDev->alloc(grDev,
fbDev->width, fbDev->height, fbDev->format,
GRALLOC_USAGE_HW_FB, &buffers[1]->handle, &buffers[1]->stride);
LOGE_IF(err, "fb buffer 1 allocation failed w=%d, h=%d, err=%s",
fbDev->width, fbDev->height, strerror(-err));
}
2009-05-06 01:29:35 +00:00
const_cast<uint32_t&>(android_native_window_t::flags) = fbDev->flags;
const_cast<float&>(android_native_window_t::xdpi) = fbDev->xdpi;
const_cast<float&>(android_native_window_t::ydpi) = fbDev->ydpi;
const_cast<int&>(android_native_window_t::minSwapInterval) =
fbDev->minSwapInterval;
const_cast<int&>(android_native_window_t::maxSwapInterval) =
fbDev->maxSwapInterval;
android_native_window_t::setSwapInterval = setSwapInterval;
android_native_window_t::dequeueBuffer = dequeueBuffer;
android_native_window_t::lockBuffer = lockBuffer;
android_native_window_t::queueBuffer = queueBuffer;
}
FramebufferNativeWindow::~FramebufferNativeWindow() {
grDev->free(grDev, buffers[0]->handle);
grDev->free(grDev, buffers[1]->handle);
gralloc_close(grDev);
framebuffer_close(fbDev);
}
status_t FramebufferNativeWindow::setUpdateRectangle(const Rect& r)
{
if (!mUpdateOnDemand) {
return INVALID_OPERATION;
}
return fbDev->setUpdateRect(fbDev, r.left, r.top, r.width(), r.height());
}
int FramebufferNativeWindow::setSwapInterval(
android_native_window_t* window, int interval)
{
framebuffer_device_t* fb = getSelf(window)->fbDev;
return fb->setSwapInterval(fb, interval);
}
int FramebufferNativeWindow::dequeueBuffer(android_native_window_t* window,
android_native_buffer_t** buffer)
{
FramebufferNativeWindow* self = getSelf(window);
Mutex::Autolock _l(self->mutex);
framebuffer_device_t* fb = self->fbDev;
// wait for a free buffer
while (!self->mNumFreeBuffers) {
self->mCondition.wait(self->mutex);
}
// get this buffer
self->mNumFreeBuffers--;
int index = self->mBufferHead++;
if (self->mBufferHead >= self->mNumBuffers)
self->mBufferHead = 0;
self->mLastDequeued = index;
*buffer = self->buffers[index].get();
return 0;
}
int FramebufferNativeWindow::lockBuffer(android_native_window_t* window,
android_native_buffer_t* buffer)
{
FramebufferNativeWindow* self = getSelf(window);
Mutex::Autolock _l(self->mutex);
// wait that the buffer we're locking is not front anymore
while (self->front == buffer) {
self->mCondition.wait(self->mutex);
}
return NO_ERROR;
}
int FramebufferNativeWindow::queueBuffer(android_native_window_t* window,
android_native_buffer_t* buffer)
{
FramebufferNativeWindow* self = getSelf(window);
Mutex::Autolock _l(self->mutex);
framebuffer_device_t* fb = self->fbDev;
buffer_handle_t handle = static_cast<NativeBuffer*>(buffer)->handle;
int res = fb->post(fb, handle);
self->front = static_cast<NativeBuffer*>(buffer);
self->mNumFreeBuffers++;
self->mCondition.broadcast();
return res;
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
EGLNativeWindowType android_createDisplaySurface(void)
{
return new android::FramebufferNativeWindow();
}