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_ISURFACE_H
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#define ANDROID_ISURFACE_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Errors.h>
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2009-05-20 02:08:10 +00:00
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#include <binder/IInterface.h>
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2009-03-04 03:31:44 +00:00
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#include <utils/RefBase.h>
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#include <ui/PixelFormat.h>
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#include <hardware/hardware.h>
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2009-04-10 21:24:30 +00:00
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#include <hardware/gralloc.h>
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2009-03-04 03:31:44 +00:00
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namespace android {
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typedef int32_t SurfaceID;
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class IMemoryHeap;
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class OverlayRef;
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2009-04-10 21:24:30 +00:00
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class SurfaceBuffer;
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2009-03-04 03:31:44 +00:00
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class ISurface : public IInterface
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{
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protected:
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enum {
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REGISTER_BUFFERS = IBinder::FIRST_CALL_TRANSACTION,
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UNREGISTER_BUFFERS,
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POST_BUFFER, // one-way transaction
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CREATE_OVERLAY,
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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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REQUEST_BUFFER,
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2009-03-04 03:31:44 +00:00
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};
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public:
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DECLARE_META_INTERFACE(Surface);
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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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virtual sp<SurfaceBuffer> requestBuffer(int bufferIdx, int usage) = 0;
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2009-03-04 03:31:44 +00:00
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class BufferHeap {
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public:
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enum {
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/* rotate source image 90 degrees */
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ROT_90 = HAL_TRANSFORM_ROT_90,
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};
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BufferHeap();
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BufferHeap(uint32_t w, uint32_t h,
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int32_t hor_stride, int32_t ver_stride,
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PixelFormat format, const sp<IMemoryHeap>& heap);
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BufferHeap(uint32_t w, uint32_t h,
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int32_t hor_stride, int32_t ver_stride,
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PixelFormat format, uint32_t transform, uint32_t flags,
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const sp<IMemoryHeap>& heap);
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~BufferHeap();
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uint32_t w;
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uint32_t h;
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int32_t hor_stride;
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int32_t ver_stride;
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PixelFormat format;
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uint32_t transform;
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uint32_t flags;
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sp<IMemoryHeap> heap;
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};
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virtual status_t registerBuffers(const BufferHeap& buffers) = 0;
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virtual void postBuffer(ssize_t offset) = 0; // one-way
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virtual void unregisterBuffers() = 0;
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virtual sp<OverlayRef> createOverlay(
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uint32_t w, uint32_t h, int32_t format) = 0;
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};
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// ----------------------------------------------------------------------------
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class BnSurface : public BnInterface<ISurface>
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{
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public:
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virtual status_t onTransact( uint32_t code,
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const Parcel& data,
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Parcel* reply,
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uint32_t flags = 0);
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};
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// ----------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_ISURFACE_H
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