153 lines
6.2 KiB
C
153 lines
6.2 KiB
C
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/*
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* Copyright 2013 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_SF_BUFFERQUEUEINTERPOSER_H
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#define ANDROID_SF_BUFFERQUEUEINTERPOSER_H
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#include <gui/IGraphicBufferProducer.h>
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#include <utils/Mutex.h>
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#include <utils/Vector.h>
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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// BufferQueueInterposers introduce an extra stage between a buffer producer
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// (the source) and a buffer consumer (the sink), which communicate via the
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// IGraphicBufferProducer interface. It is designed to be as transparent as
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// possible to both endpoints, so that they can work the same whether an
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// interposer is present or not.
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//
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// When the interpose is present, the source queues buffers to the
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// IGraphicBufferProducer implemented by BufferQueueInterposer. A client of
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// the BufferQueueInterposer can acquire each buffer in turn and read or
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// modify it, releasing the buffer when finished. When the buffer is released,
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// the BufferQueueInterposer queues it to the original IGraphicBufferProducer
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// interface representing the sink.
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//
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// A BufferQueueInterposer can be used to do additional rendering to a buffer
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// before it is consumed -- essentially pipelining two producers. As an
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// example, SurfaceFlinger uses this to implement mixed GLES and HWC
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// compositing to the same buffer for virtual displays. If it used two separate
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// buffer queues, then in GLES-only or mixed GLES+HWC compositing, the HWC
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// would have to copy the GLES output buffer to the HWC output buffer, using
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// more bandwidth than having HWC do additional composition "in place" on the
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// GLES output buffer.
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//
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// The goal for this class is to be usable in a variety of situations and be
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// part of libgui. But both the interface and implementation need some
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// iteration before then, so for now it should only be used by
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// VirtualDisplaySurface, which is why it's currently in SurfaceFlinger.
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//
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// Some of the problems that still need to be solved are:
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//
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// - Refactor the interposer interface along with BufferQueue and ConsumerBase,
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// so that there is a common interface for the consumer end of a queue. The
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// existing interfaces have some problems when the implementation isn't the
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// final consumer.
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//
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// - The interposer needs at least one buffer in addition to those used by the
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// source and sink. setBufferCount and QueueBufferOutput both need to
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// account for this. It's not possible currently to do this generically,
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// since we can't find out how many buffers the source and sink need. (See
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// the horrible hack in the BufferQueueInterposer constructor).
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//
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// - Abandoning, disconnecting, and connecting need to pass through somehow.
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// There needs to be a way to tell the interposer client to release its
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// buffer immediately so it can be queued/released, e.g. when the source
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// calls disconnect().
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//
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// - Right now the source->BQI queue is synchronous even if the BQI->sink
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// queue is asynchronous. Need to figure out how asynchronous should behave
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// and implement that.
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class BufferQueueInterposer : public BnGraphicBufferProducer {
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public:
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BufferQueueInterposer(const sp<IGraphicBufferProducer>& sink,
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const String8& name);
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//
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// IGraphicBufferProducer interface
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//
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virtual status_t requestBuffer(int slot, sp<GraphicBuffer>* outBuf);
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virtual status_t setBufferCount(int bufferCount);
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virtual status_t dequeueBuffer(int* slot, sp<Fence>* fence,
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uint32_t w, uint32_t h, uint32_t format, uint32_t usage);
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virtual status_t queueBuffer(int slot,
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const QueueBufferInput& input, QueueBufferOutput* output);
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virtual void cancelBuffer(int slot, const sp<Fence>& fence);
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virtual int query(int what, int* value);
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virtual status_t setSynchronousMode(bool enabled);
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virtual status_t connect(int api, QueueBufferOutput* output);
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virtual status_t disconnect(int api);
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//
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// Interposer interface
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//
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enum {
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NO_BUFFER_AVAILABLE = 2, // matches BufferQueue
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BUFFER_NOT_ACQUIRED,
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BUFFER_ALREADY_ACQUIRED,
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};
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// Acquire the oldest queued buffer. If no buffers are pending, returns
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// NO_BUFFER_AVAILABLE. If a buffer is currently acquired, returns
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// BUFFER_ALREADY_ACQUIRED.
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status_t acquireBuffer(sp<GraphicBuffer>* buf, sp<Fence>* fence);
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// Release the currently acquired buffer, queueing it to the sink. If the
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// current buffer hasn't been acquired, returns BUFFER_NOT_ACQUIRED.
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status_t releaseBuffer(const sp<Fence>& fence);
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// pullEmptyBuffer dequeues a buffer from the sink, then immediately
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// queues it to the interposer. This makes a buffer available for the
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// client to acquire even if the source hasn't queued one.
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status_t pullEmptyBuffer();
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private:
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struct QueuedBuffer {
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QueuedBuffer(): slot(-1) {}
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QueuedBuffer(int slot, const QueueBufferInput& qbi): slot(slot) {
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qbi.deflate(×tamp, &crop, &scalingMode, &transform, &fence);
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}
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int slot;
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int64_t timestamp;
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Rect crop;
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int scalingMode;
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uint32_t transform;
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sp<Fence> fence;
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};
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virtual ~BufferQueueInterposer();
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status_t flushQueuedBuffersLocked();
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const sp<IGraphicBufferProducer> mSink;
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String8 mName;
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Mutex mMutex;
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Vector<sp<GraphicBuffer> > mBuffers;
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Vector<QueuedBuffer> mQueue;
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bool mAcquired;
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QueueBufferOutput mQueueBufferOutput;
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};
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// ---------------------------------------------------------------------------
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} // namespace android
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// ---------------------------------------------------------------------------
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#endif // ANDROID_SF_BUFFERQUEUEINTERPOSER_H
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