Implement SurfaceFlinger's ANW on top of BufferQueue

SF now has its own implementation of ANW for the
framebuffer and it uses BufferQueue. FramebufferNativeWindow
is now only used by stand-alone apps.

Change-Id: Iddeb24087df62bd92b0f78e391dda9b97ddc859c
This commit is contained in:
Mathias Agopian 2012-06-07 17:52:54 -07:00
parent 04d7eaf138
commit 3e87601170
7 changed files with 277 additions and 10 deletions

View File

@ -96,7 +96,9 @@ public:
// allowSynchronousMode specifies whether or not synchronous mode can be
// enabled.
// bufferCount sets the minimum number of undequeued buffers for this queue
BufferQueue( bool allowSynchronousMode = true, int bufferCount = MIN_UNDEQUEUED_BUFFERS);
BufferQueue(bool allowSynchronousMode = true,
int bufferCount = MIN_UNDEQUEUED_BUFFERS,
const sp<IGraphicBufferAlloc>& allocator = NULL);
virtual ~BufferQueue();
virtual int query(int what, int* value);

View File

@ -81,7 +81,8 @@ static const char* scalingModeName(int scalingMode) {
}
}
BufferQueue::BufferQueue( bool allowSynchronousMode, int bufferCount ) :
BufferQueue::BufferQueue(bool allowSynchronousMode, int bufferCount,
const sp<IGraphicBufferAlloc>& allocator) :
mDefaultWidth(1),
mDefaultHeight(1),
mPixelFormat(PIXEL_FORMAT_RGBA_8888),
@ -105,10 +106,14 @@ BufferQueue::BufferQueue( bool allowSynchronousMode, int bufferCount ) :
mConsumerName = String8::format("unnamed-%d-%d", getpid(), createProcessUniqueId());
ST_LOGV("BufferQueue");
sp<ISurfaceComposer> composer(ComposerService::getComposerService());
mGraphicBufferAlloc = composer->createGraphicBufferAlloc();
if (mGraphicBufferAlloc == 0) {
ST_LOGE("createGraphicBufferAlloc() failed in BufferQueue()");
if (allocator == NULL) {
sp<ISurfaceComposer> composer(ComposerService::getComposerService());
mGraphicBufferAlloc = composer->createGraphicBufferAlloc();
if (mGraphicBufferAlloc == 0) {
ST_LOGE("createGraphicBufferAlloc() failed in BufferQueue()");
}
} else {
mGraphicBufferAlloc = allocator;
}
}

View File

@ -9,6 +9,7 @@ LOCAL_SRC_FILES:= \
LayerScreenshot.cpp \
DisplayHardware/DisplayHardware.cpp \
DisplayHardware/DisplayHardwareBase.cpp \
DisplayHardware/FramebufferSurface.cpp \
DisplayHardware/HWComposer.cpp \
DisplayHardware/PowerHAL.cpp \
GLExtensions.cpp \

View File

@ -25,13 +25,13 @@
#include <utils/Log.h>
#include <ui/PixelFormat.h>
#include <ui/FramebufferNativeWindow.h>
#include <GLES/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "DisplayHardware/DisplayHardware.h"
#include "DisplayHardware/FramebufferSurface.h"
#include <hardware/gralloc.h>
@ -148,7 +148,7 @@ static status_t selectConfigForPixelFormat(
void DisplayHardware::init(uint32_t dpy)
{
mNativeWindow = new FramebufferNativeWindow();
mNativeWindow = new FramebufferSurface();
framebuffer_device_t const * fbDev = mNativeWindow->getDevice();
if (!fbDev) {
ALOGE("Display subsystem failed to initialize. check logs. exiting...");

View File

@ -35,7 +35,7 @@
namespace android {
class FramebufferNativeWindow;
class FramebufferSurface;
class DisplayHardware :
public DisplayHardwareBase,
@ -144,7 +144,7 @@ private:
// protected by mLock
wp<VSyncHandler> mVSyncHandler;
sp<FramebufferNativeWindow> mNativeWindow;
sp<FramebufferSurface> mNativeWindow;
};
}; // namespace android

View File

@ -0,0 +1,188 @@
/*
**
** 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.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <cutils/log.h>
#include <utils/String8.h>
#include <ui/Rect.h>
#include <EGL/egl.h>
#include <hardware/hardware.h>
#include <gui/SurfaceTextureClient.h>
#include <ui/GraphicBuffer.h>
#include "DisplayHardware/FramebufferSurface.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
/*
* This implements the (main) framebuffer management. This class is used
* mostly by SurfaceFlinger, but also by command line GL application.
*
*/
FramebufferSurface::FramebufferSurface()
: SurfaceTextureClient(),
fbDev(0), mCurrentBufferIndex(-1), mUpdateOnDemand(false)
{
hw_module_t const* module;
if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) {
int stride;
int err;
int i;
err = framebuffer_open(module, &fbDev);
ALOGE_IF(err, "couldn't open framebuffer HAL (%s)", strerror(-err));
// bail out if we can't initialize the modules
if (!fbDev)
return;
mUpdateOnDemand = (fbDev->setUpdateRect != 0);
const_cast<uint32_t&>(ANativeWindow::flags) = fbDev->flags;
const_cast<float&>(ANativeWindow::xdpi) = fbDev->xdpi;
const_cast<float&>(ANativeWindow::ydpi) = fbDev->ydpi;
const_cast<int&>(ANativeWindow::minSwapInterval) = fbDev->minSwapInterval;
const_cast<int&>(ANativeWindow::maxSwapInterval) = fbDev->maxSwapInterval;
} else {
ALOGE("Couldn't get gralloc module");
}
class GraphicBufferAlloc : public BnGraphicBufferAlloc {
public:
GraphicBufferAlloc() { };
virtual ~GraphicBufferAlloc() { };
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
PixelFormat format, uint32_t usage, status_t* error) {
sp<GraphicBuffer> graphicBuffer(new GraphicBuffer(w, h, format, usage));
return graphicBuffer;
}
};
mBufferQueue = new BufferQueue(true, NUM_FRAME_BUFFERS, new GraphicBufferAlloc());
mBufferQueue->setConsumerUsageBits(GRALLOC_USAGE_HW_FB|GRALLOC_USAGE_HW_RENDER|GRALLOC_USAGE_HW_COMPOSER);
mBufferQueue->setDefaultBufferFormat(fbDev->format);
mBufferQueue->setDefaultBufferSize(fbDev->width, fbDev->height);
mBufferQueue->setSynchronousMode(true);
mBufferQueue->setBufferCountServer(NUM_FRAME_BUFFERS);
setISurfaceTexture(mBufferQueue);
}
void FramebufferSurface::onFirstRef() {
class Listener : public BufferQueue::ConsumerListener {
const wp<FramebufferSurface> that;
virtual ~Listener() { }
virtual void onBuffersReleased() { }
void onFrameAvailable() {
sp<FramebufferSurface> self = that.promote();
if (self != NULL) {
BufferQueue::BufferItem item;
status_t err = self->mBufferQueue->acquireBuffer(&item);
if (err == 0) {
if (item.mGraphicBuffer != 0) {
self->mBuffers[item.mBuf] = item.mGraphicBuffer;
}
self->fbDev->post(self->fbDev, self->mBuffers[item.mBuf]->handle);
if (self->mCurrentBufferIndex >= 0) {
self->mBufferQueue->releaseBuffer(self->mCurrentBufferIndex,
EGL_NO_DISPLAY, EGL_NO_SYNC_KHR);
}
self->mCurrentBufferIndex = item.mBuf;
}
}
}
public:
Listener(const sp<FramebufferSurface>& that) : that(that) { }
};
mBufferQueue->setConsumerName(String8("FramebufferSurface"));
mBufferQueue->consumerConnect(new Listener(this));
}
FramebufferSurface::~FramebufferSurface() {
if (fbDev) {
framebuffer_close(fbDev);
}
}
status_t FramebufferSurface::setUpdateRectangle(const Rect& r)
{
if (!mUpdateOnDemand) {
return INVALID_OPERATION;
}
return fbDev->setUpdateRect(fbDev, r.left, r.top, r.width(), r.height());
}
status_t FramebufferSurface::compositionComplete()
{
if (fbDev->compositionComplete) {
return fbDev->compositionComplete(fbDev);
}
return INVALID_OPERATION;
}
void FramebufferSurface::dump(String8& result) {
if (fbDev->common.version >= 1 && fbDev->dump) {
const size_t SIZE = 4096;
char buffer[SIZE];
fbDev->dump(fbDev, buffer, SIZE);
result.append(buffer);
}
}
int FramebufferSurface::query(int what, int* value) const {
Mutex::Autolock _l(mLock);
framebuffer_device_t* fb = fbDev;
switch (what) {
case NATIVE_WINDOW_DEFAULT_WIDTH:
case NATIVE_WINDOW_WIDTH:
*value = fb->width;
return NO_ERROR;
case NATIVE_WINDOW_DEFAULT_HEIGHT:
case NATIVE_WINDOW_HEIGHT:
*value = fb->height;
return NO_ERROR;
case NATIVE_WINDOW_FORMAT:
*value = fb->format;
return NO_ERROR;
case NATIVE_WINDOW_CONCRETE_TYPE:
*value = NATIVE_WINDOW_FRAMEBUFFER;
return NO_ERROR;
case NATIVE_WINDOW_QUEUES_TO_WINDOW_COMPOSER:
*value = 0;
return NO_ERROR;
case NATIVE_WINDOW_TRANSFORM_HINT:
*value = 0;
return NO_ERROR;
}
return SurfaceTextureClient::query(what, value);
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------

View File

@ -0,0 +1,71 @@
/*
* 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_SF_FRAMEBUFFER_SURFACE_H
#define ANDROID_SF_FRAMEBUFFER_SURFACE_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <gui/SurfaceTextureClient.h>
#define NUM_FRAME_BUFFERS 2
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
class Rect;
class String8;
// ---------------------------------------------------------------------------
class FramebufferSurface : public SurfaceTextureClient {
public:
FramebufferSurface();
virtual void onFirstRef();
framebuffer_device_t const * getDevice() const { return fbDev; }
bool isUpdateOnDemand() const { return mUpdateOnDemand; }
status_t setUpdateRectangle(const Rect& updateRect);
status_t compositionComplete();
void dump(String8& result);
private:
virtual ~FramebufferSurface(); // this class cannot be overloaded
virtual int query(int what, int* value) const;
framebuffer_device_t* fbDev;
sp<BufferQueue> mBufferQueue;
int mCurrentBufferIndex;
sp<GraphicBuffer> mBuffers[NUM_FRAME_BUFFERS];
mutable Mutex mLock;
bool mUpdateOnDemand;
};
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#endif // ANDROID_SF_FRAMEBUFFER_SURFACE_H