2009-03-04 03:31:44 +00:00
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/*
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* Copyright (C) 2007 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_LAYER_H
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#define ANDROID_LAYER_H
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#include <stdint.h>
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#include <sys/types.h>
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2009-10-06 00:07:12 +00:00
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#include <ui/GraphicBuffer.h>
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2009-03-04 03:31:44 +00:00
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#include <ui/PixelFormat.h>
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#include <pixelflinger/pixelflinger.h>
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2009-04-10 21:24:30 +00:00
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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2009-03-04 03:31:44 +00:00
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#include "LayerBase.h"
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#include "Transform.h"
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2010-05-11 03:06:11 +00:00
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#include "TextureManager.h"
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2009-03-04 03:31:44 +00:00
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class FreezeLock;
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// ---------------------------------------------------------------------------
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class Layer : public LayerBaseClient
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{
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2010-05-11 03:06:11 +00:00
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public:
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// lcblk is (almost) only accessed from the main SF thread, in the places
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// where it's not, a reference to Client must be held
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SharedBufferServer* lcblk;
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2009-03-04 03:31:44 +00:00
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Layer(SurfaceFlinger* flinger, DisplayID display,
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2009-06-20 00:00:27 +00:00
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const sp<Client>& client, int32_t i);
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2009-03-04 03:31:44 +00:00
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virtual ~Layer();
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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status_t setBuffers(uint32_t w, uint32_t h,
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PixelFormat format, uint32_t flags=0);
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2009-03-04 03:31:44 +00:00
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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void setDrawingSize(uint32_t w, uint32_t h);
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2009-03-04 03:31:44 +00:00
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virtual void onDraw(const Region& clip) const;
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virtual uint32_t doTransaction(uint32_t transactionFlags);
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virtual void lockPageFlip(bool& recomputeVisibleRegions);
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virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion);
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virtual void finishPageFlip();
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virtual bool needsBlending() const { return mNeedsBlending; }
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2009-09-24 02:16:27 +00:00
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virtual bool needsDithering() const { return mNeedsDithering; }
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2009-03-04 03:31:44 +00:00
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virtual bool isSecure() const { return mSecure; }
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2009-04-10 21:24:30 +00:00
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virtual sp<Surface> createSurface() const;
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2009-04-18 02:36:26 +00:00
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virtual status_t ditch();
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2010-05-11 03:06:11 +00:00
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virtual void onRemoved();
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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2009-03-04 03:31:44 +00:00
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// only for debugging
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2010-05-11 03:06:11 +00:00
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inline sp<GraphicBuffer> getBuffer(int i) const { return mBufferManager.getBuffer(i); }
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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// only for debugging
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inline const sp<FreezeLock>& getFreezeLock() const { return mFreezeLock; }
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// only for debugging
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inline PixelFormat pixelFormat() const { return mFormat; }
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2009-03-04 03:31:44 +00:00
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2010-04-21 00:55:49 +00:00
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virtual const char* getTypeId() const { return "Layer"; }
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protected:
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virtual void dump(String8& result, char* scratch, size_t size) const;
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2009-03-04 03:31:44 +00:00
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private:
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void reloadTexture(const Region& dirty);
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2009-10-06 00:07:12 +00:00
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uint32_t getEffectiveUsage(uint32_t usage) const;
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sp<GraphicBuffer> requestBuffer(int index, int usage);
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2010-05-07 22:58:44 +00:00
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status_t setBufferCount(int bufferCount);
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2009-04-22 22:23:34 +00:00
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void destroy();
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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class SurfaceLayer : public LayerBaseClient::Surface {
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2009-04-10 21:24:30 +00:00
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public:
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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SurfaceLayer(const sp<SurfaceFlinger>& flinger,
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SurfaceID id, const sp<Layer>& owner);
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~SurfaceLayer();
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2009-04-10 21:24:30 +00:00
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private:
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2009-10-06 00:07:12 +00:00
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virtual sp<GraphicBuffer> requestBuffer(int index, int usage);
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2010-05-07 22:58:44 +00:00
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virtual status_t setBufferCount(int bufferCount);
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2009-04-10 21:24:30 +00:00
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sp<Layer> getOwner() const {
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return static_cast<Layer*>(Surface::getOwner().get());
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}
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};
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friend class SurfaceLayer;
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2009-03-04 03:31:44 +00:00
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sp<Surface> mSurface;
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bool mSecure;
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int32_t mFrontBufferIndex;
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bool mNeedsBlending;
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2009-09-24 02:16:27 +00:00
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bool mNeedsDithering;
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2009-03-04 03:31:44 +00:00
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Region mPostedDirtyRegion;
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sp<FreezeLock> mFreezeLock;
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fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.
The main new feature is to be able to dequeue all buffers at once (very important when there are only two).
A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.
The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.
eg. Allowed sequence: DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 23:32:45 +00:00
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PixelFormat mFormat;
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2010-05-11 03:06:11 +00:00
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class BufferManager {
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static const size_t NUM_BUFFERS = 2;
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struct BufferData {
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sp<GraphicBuffer> buffer;
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Texture texture;
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};
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mutable Mutex mLock;
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BufferData mBufferData[NUM_BUFFERS];
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Texture mFailoverTexture;
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TextureManager& mTextureManager;
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ssize_t mActiveBuffer;
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bool mFailover;
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static status_t destroyTexture(Texture* tex, EGLDisplay dpy);
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public:
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BufferManager(TextureManager& tm);
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size_t getBufferCount() const;
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// detach/attach buffer from/to given index
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sp<GraphicBuffer> detachBuffer(size_t index);
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status_t attachBuffer(size_t index, const sp<GraphicBuffer>& buffer);
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// ----------------------------------------------
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// must be called from GL thread
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// set/get active buffer index
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status_t setActiveBufferIndex(size_t index);
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size_t getActiveBufferIndex() const;
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// return the active buffer
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sp<GraphicBuffer> getActiveBuffer() const;
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// return the active texture (or fail-over)
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Texture getActiveTexture() const;
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// frees resources associated with all buffers
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status_t destroy(EGLDisplay dpy);
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// load bitmap data into the active buffer
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status_t loadTexture(const Region& dirty, const GGLSurface& t);
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// make active buffer an EGLImage if needed
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status_t initEglImage(EGLDisplay dpy,
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const sp<GraphicBuffer>& buffer);
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// ----------------------------------------------
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// only for debugging
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sp<GraphicBuffer> getBuffer(size_t index) const;
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};
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TextureManager mTextureManager;
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BufferManager mBufferManager;
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mutable Mutex mLock;
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uint32_t mWidth;
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uint32_t mHeight;
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2009-03-04 03:31:44 +00:00
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_LAYER_H
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