SF: Add support to draw S3D framebuffer target
Add support to draw S3D framebuffer target in case HWC driver can not handle due to resource or capability issue. Change-Id: I536fa4a03e246d51891045b692d5dc5be88f2adf CRs-fixed: 999055
This commit is contained in:
parent
8cafa373aa
commit
537364c722
@ -120,6 +120,7 @@ ifeq ($(TARGET_USES_QCOM_BSP), true)
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LOCAL_C_INCLUDES += $(call project-path-for,qcom-display)/libgralloc
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LOCAL_C_INCLUDES += $(call project-path-for,qcom-display)/libqdutils
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LOCAL_SHARED_LIBRARIES += libqdutils
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LOCAL_SHARED_LIBRARIES += libqdMetaData
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LOCAL_CFLAGS += -DQTI_BSP
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LOCAL_SRC_FILES += \
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ExSurfaceFlinger/ExLayer.cpp \
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@ -306,6 +306,7 @@ public:
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};
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friend class VSyncThread;
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friend class ExHWComposer;
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// for debugging ----------------------------------------------------------
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void dump(String8& out) const;
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@ -31,6 +31,8 @@
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#include "ExHWComposer.h"
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#ifdef QTI_BSP
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#include <hardware/display_defs.h>
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#include <gralloc_priv.h>
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#include <qdMetaData.h>
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#endif
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namespace android {
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@ -74,4 +76,25 @@ bool ExHWComposer::isCompositionTypeBlit(const int32_t compType) const {
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return false;
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}
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#ifdef QTI_BSP
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uint32_t ExHWComposer::getS3DFlag(int disp) const {
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const DisplayData& disp_data(mDisplayData[disp]);
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for (size_t i=0 ; i<disp_data.list->numHwLayers-1; i++) {
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const hwc_layer_1_t &l = disp_data.list->hwLayers[i];
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private_handle_t *pvt_handle = static_cast<private_handle_t *>
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(const_cast<native_handle_t*>(l.handle));
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if (pvt_handle != NULL) {
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struct S3DSFRender_t s3dRender;
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getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);
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if (s3dRender.DisplayId == static_cast<uint32_t>(disp) && s3dRender.GpuRender) {
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return s3dRender.GpuS3dFormat;
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}
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}
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}
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return 0;
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}
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#endif
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}; // namespace android
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@ -43,6 +43,10 @@ public:
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virtual ~ExHWComposer();
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#ifdef QTI_BSP
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uint32_t getS3DFlag(int disp) const;
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#endif
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protected:
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bool mVDSEnabled;
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inline bool isVDSEnabled() const { return mVDSEnabled; };
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@ -36,10 +36,12 @@
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#include <ui/GraphicBuffer.h>
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#ifdef QTI_BSP
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#include <gralloc_priv.h>
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#include <qdMetaData.h>
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#include <hardware/display_defs.h>
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#endif
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#include "ExLayer.h"
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#include "RenderEngine/RenderEngine.h"
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namespace android {
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@ -70,12 +72,18 @@ static Rect getAspectRatio(const sp<const DisplayDevice>& hw,
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ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
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const String8& name, uint32_t w, uint32_t h, uint32_t flags)
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#ifdef QTI_BSP
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: Layer(flinger, client, name, w, h, flags),
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mMeshLeftTop(Mesh::TRIANGLE_FAN, 4, 2, 2),
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mMeshRightBottom(Mesh::TRIANGLE_FAN, 4, 2, 2) {
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#else
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: Layer(flinger, client, name, w, h, flags) {
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#endif
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char property[PROPERTY_VALUE_MAX] = {0};
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mDebugLogs = false;
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mIsGPUAllowedForProtected = false;
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mIsHDMIPrimary = false;
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if((property_get("persist.debug.qdframework.logs", property, NULL) > 0) &&
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(!strncmp(property, "1", PROPERTY_VALUE_MAX ) ||
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(!strncasecmp(property,"true", PROPERTY_VALUE_MAX )))) {
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@ -88,6 +96,12 @@ ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
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(atoi(property) == 1)) {
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mIsGPUAllowedForProtected = true;
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}
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if ((property_get("persist.sys.is_hdmi_primary", property, NULL) > 0) &&
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(atoi(property) == 1)) {
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mIsHDMIPrimary = true;
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}
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}
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ExLayer::~ExLayer() {
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@ -204,4 +218,172 @@ bool ExLayer::canAllowGPUForProtected() const {
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}
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}
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void ExLayer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
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const Region& /* clip */, bool useIdentityTransform) const {
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const State& s(getDrawingState());
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#ifdef QTI_BSP
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uint32_t s3d_fmt = 0;
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private_handle_t *pvt_handle = static_cast<private_handle_t *>
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(const_cast<native_handle_t*>(mActiveBuffer->handle));
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if (pvt_handle != NULL) {
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struct S3DSFRender_t s3dRender;
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getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);
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if ((s3dRender.DisplayId == static_cast<uint32_t>(hw->getHwcDisplayId()) ||
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mIsHDMIPrimary) && s3dRender.GpuRender) {
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clearMetaData(pvt_handle, SET_S3D_RENDER);
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s3d_fmt = s3dRender.GpuS3dFormat;
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}
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}
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#endif
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computeGeometry(hw, mMesh, useIdentityTransform);
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/*
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* NOTE: the way we compute the texture coordinates here produces
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* different results than when we take the HWC path -- in the later case
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* the "source crop" is rounded to texel boundaries.
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* This can produce significantly different results when the texture
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* is scaled by a large amount.
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*
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* The GL code below is more logical (imho), and the difference with
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* HWC is due to a limitation of the HWC API to integers -- a question
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* is suspend is whether we should ignore this problem or revert to
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* GL composition when a buffer scaling is applied (maybe with some
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* minimal value)? Or, we could make GL behave like HWC -- but this feel
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* like more of a hack.
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*/
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Rect win(s.active.w, s.active.h);
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if(!s.active.crop.isEmpty()) {
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win = s.active.crop;
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}
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#ifdef QTI_BSP
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win = s.transform.transform(win);
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win.intersect(hw->getViewport(), &win);
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win = s.transform.inverse().transform(win);
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win.intersect(Rect(s.active.w, s.active.h), &win);
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win = reduce(win, s.activeTransparentRegion);
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#else
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win = reduce(win, s.activeTransparentRegion);
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#endif
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float left = float(win.left) / float(s.active.w);
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float top = float(win.top) / float(s.active.h);
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float right = float(win.right) / float(s.active.w);
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float bottom = float(win.bottom) / float(s.active.h);
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// TODO: we probably want to generate the texture coords with the mesh
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// here we assume that we only have 4 vertices
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Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>());
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texCoords[0] = vec2(left, 1.0f - top);
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texCoords[1] = vec2(left, 1.0f - bottom);
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texCoords[2] = vec2(right, 1.0f - bottom);
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texCoords[3] = vec2(right, 1.0f - top);
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#ifdef QTI_BSP
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computeGeometryS3D(hw, mMesh, mMeshLeftTop, mMeshRightBottom, s3d_fmt);
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#endif
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RenderEngine& engine(mFlinger->getRenderEngine());
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engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(s), s.alpha);
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#ifdef QTI_BSP
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if (s3d_fmt != HWC_S3DMODE_NONE) {
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engine.setScissor(0, 0, hw->getWidth(), hw->getHeight());
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engine.drawMesh(mMeshLeftTop);
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engine.drawMesh(mMeshRightBottom);
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} else {
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#endif
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engine.drawMesh(mMesh);
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#ifdef QTI_BSP
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}
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#endif
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engine.disableBlending();
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}
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#ifdef QTI_BSP
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void ExLayer::computeGeometryS3D(const sp<const DisplayDevice>& hw, Mesh& mesh,
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Mesh& meshLeftTop, Mesh &meshRightBottom, uint32_t s3d_fmt) const
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{
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Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
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Mesh::VertexArray<vec2> positionLeftTop(meshLeftTop.getPositionArray<vec2>());
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Mesh::VertexArray<vec2> positionRightBottom(meshRightBottom.getPositionArray<vec2>());
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Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
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Mesh::VertexArray<vec2> texCoordsLeftTop(meshLeftTop.getTexCoordArray<vec2>());
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Mesh::VertexArray<vec2> texCoordsRightBottom(meshRightBottom.getTexCoordArray<vec2>());
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Rect scissor = hw->getBounds();
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if(s3d_fmt == HWC_S3DMODE_NONE) {
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return;
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}
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uint32_t count = mesh.getVertexCount();
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while(count--) {
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positionLeftTop[count] = positionRightBottom[count] = position[count];
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texCoordsLeftTop[count] = texCoordsRightBottom[count] = texCoords[count];
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}
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switch (s3d_fmt) {
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case HWC_S3DMODE_LR:
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case HWC_S3DMODE_RL:
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{
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positionLeftTop[0].x = (position[0].x - scissor.left) / 2.0f + scissor.left;
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positionLeftTop[1].x = (position[1].x - scissor.left) / 2.0f + scissor.left;
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positionLeftTop[2].x = (position[2].x - scissor.left) / 2.0f + scissor.left;
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positionLeftTop[3].x = (position[3].x - scissor.left) / 2.0f + scissor.left;
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positionRightBottom[0].x = positionLeftTop[0].x + scissor.getWidth()/2;
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positionRightBottom[1].x = positionLeftTop[1].x + scissor.getWidth()/2;
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positionRightBottom[2].x = positionLeftTop[2].x + scissor.getWidth()/2;
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positionRightBottom[3].x = positionLeftTop[3].x + scissor.getWidth()/2;
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if(isYuvLayer()) {
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texCoordsLeftTop[0].x = texCoords[0].x / 2.0f;
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texCoordsLeftTop[1].x = texCoords[1].x / 2.0f;
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texCoordsLeftTop[2].x = texCoords[2].x / 2.0f;
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texCoordsLeftTop[3].x = texCoords[3].x / 2.0f;
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texCoordsRightBottom[0].x = texCoordsLeftTop[0].x + 0.5f;
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texCoordsRightBottom[1].x = texCoordsLeftTop[1].x + 0.5f;
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texCoordsRightBottom[2].x = texCoordsLeftTop[2].x + 0.5f;
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texCoordsRightBottom[3].x = texCoordsLeftTop[3].x + 0.5f;
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}
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break;
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}
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case HWC_S3DMODE_TB:
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{
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positionRightBottom[0].y = (position[0].y - scissor.top) / 2.0f + scissor.top;
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positionRightBottom[1].y = (position[1].y - scissor.top) / 2.0f + scissor.top;
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positionRightBottom[2].y = (position[2].y - scissor.top) / 2.0f + scissor.top;
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positionRightBottom[3].y = (position[3].y - scissor.top) / 2.0f + scissor.top;
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positionLeftTop[0].y = positionRightBottom[0].y + scissor.getHeight() / 2.0f;
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positionLeftTop[1].y = positionRightBottom[1].y + scissor.getHeight() / 2.0f;
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positionLeftTop[2].y = positionRightBottom[2].y + scissor.getHeight() / 2.0f;
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positionLeftTop[3].y = positionRightBottom[3].y + scissor.getHeight() / 2.0f;
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positionLeftTop[0].x = positionRightBottom[0].x = position[0].x;
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positionLeftTop[1].x = positionRightBottom[1].x = position[1].x;
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positionLeftTop[2].x = positionRightBottom[2].x = position[2].x;
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positionLeftTop[3].x = positionRightBottom[3].x = position[3].x;
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if(isYuvLayer()) {
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texCoordsRightBottom[0].y = texCoords[0].y / 2.0f;
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texCoordsRightBottom[1].y = texCoords[1].y / 2.0f;
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texCoordsRightBottom[2].y = texCoords[2].y / 2.0f;
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texCoordsRightBottom[3].y = texCoords[3].y / 2.0f;
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texCoordsLeftTop[0].y = texCoordsRightBottom[0].y + 0.5f;
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texCoordsLeftTop[1].y = texCoordsRightBottom[1].y + 0.5f;
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texCoordsLeftTop[2].y = texCoordsRightBottom[2].y + 0.5f;
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texCoordsLeftTop[3].y = texCoordsRightBottom[3].y + 0.5f;
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}
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break;
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}
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default:
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break;
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}
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}
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#endif
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}; // namespace android
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@ -43,6 +43,22 @@ class ExSurfaceFlinger;
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class ExLayer : public Layer
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{
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public:
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#ifdef QTI_BSP
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enum {
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/*
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* HWC S3D_MODE is set by HWC driver to indicate that HWC driver can not support
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* S3D standalone, need surfaceflinger help to draw layers twice to construct
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* S3D framebuffer target.
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*/
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HWC_S3DMODE_NONE = 0x00000000,
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HWC_S3DMODE_LR = 0x00000001,
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HWC_S3DMODE_RL = 0x00000002,
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HWC_S3DMODE_TB = 0x00000003,
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HWC_S3DMODE_FP = 0x00000004,
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HWC_S3DMODE_MAX = 0x00000005,
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};
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#endif
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ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
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const String8& name, uint32_t w, uint32_t h, uint32_t flags);
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virtual ~ExLayer();
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@ -57,11 +73,27 @@ public:
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HWComposer::HWCLayerInterface& layer);
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virtual bool canAllowGPUForProtected() const;
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#ifdef QTI_BSP
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virtual void computeGeometryS3D(const sp<const DisplayDevice>& hw, Mesh& mesh,
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Mesh& meshLeftTop, Mesh &meshRightBottom, uint32_t s3d_fmt) const;
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#endif
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protected:
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bool mDebugLogs;
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bool isDebug() { return mDebugLogs; }
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bool mIsGPUAllowedForProtected;
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bool mIsHDMIPrimary;
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private:
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#ifdef QTI_BSP
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// The mesh used to draw the layer in GLES composition mode for s3d left/top
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mutable Mesh mMeshLeftTop;
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// The mesh used to draw the layer in GLES composition mode for s3d right/bottom
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mutable Mesh mMeshRightBottom;
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virtual void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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};
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#endif
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}; // namespace android
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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#ifdef QTI_BSP
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virtual void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
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bool useIdentityTransform) const;
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#else
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void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
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bool useIdentityTransform) const;
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#endif
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Rect computeBounds(const Region& activeTransparentRegion) const;
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Rect computeBounds() const;
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@ -392,9 +397,14 @@ private:
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// drawing
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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float r, float g, float b, float alpha) const;
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#ifdef QTI_BSP
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virtual void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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#else
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void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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#endif
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// Temporary - Used only for LEGACY camera mode.
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uint32_t getProducerStickyTransform() const;
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@ -74,6 +74,7 @@
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#include "DisplayHardware/FramebufferSurface.h"
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#include "DisplayHardware/HWComposer.h"
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#include "ExSurfaceFlinger/ExHWComposer.h"
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#include "DisplayHardware/VirtualDisplaySurface.h"
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#include "Effects/Daltonizer.h"
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@ -2003,7 +2004,12 @@ bool SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
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}
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// Never touch the framebuffer if we don't have any framebuffer layers
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#ifdef QTI_BSP
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const bool hasHwcComposition = hwc.hasHwcComposition(id) |
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(reinterpret_cast<ExHWComposer*>(&hwc))->getS3DFlag(id);
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#else
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const bool hasHwcComposition = hwc.hasHwcComposition(id);
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#endif
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if (hasHwcComposition) {
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// when using overlays, we assume a fully transparent framebuffer
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// NOTE: we could reduce how much we need to clear, for instance
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@ -146,6 +146,9 @@ private:
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friend class DisplayEventConnection;
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friend class Layer;
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friend class LayerDim;
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#ifdef QTI_BSP
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friend class ExLayer;
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#endif
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friend class MonitoredProducer;
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friend class LayerBlur;
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