SurfaceTexture: add EGL_KHR_fence_sync option

This change adds a compile-time option for SurfaceTexture to use the
EGL_KHR_fence_sync extension to synchronize access to Gralloc buffers.

Bug: 5122031
Change-Id: I7e973a358631fff5308acf377581b811911fe790
This commit is contained in:
Jamie Gennis 2011-11-14 14:51:01 -08:00
parent fe27e2f468
commit 86edf4f647
3 changed files with 260 additions and 175 deletions

View File

@ -60,10 +60,16 @@ public:
virtual void onFrameAvailable() = 0;
};
// tex indicates the name OpenGL texture to which images are to be streamed.
// This texture name cannot be changed once the SurfaceTexture is created.
// SurfaceTexture constructs a new SurfaceTexture object. tex indicates the
// name of the OpenGL ES texture to which images are to be streamed. This
// texture name cannot be changed once the SurfaceTexture is created.
// allowSynchronousMode specifies whether or not synchronous mode can be
// enabled. texTarget specifies the OpenGL ES texture target to which the
// texture will be bound in updateTexImage. useFenceSync specifies whether
// fences should be used to synchronize access to buffers if that behavior
// is enabled at compile-time.
SurfaceTexture(GLuint tex, bool allowSynchronousMode = true,
GLenum texTarget = GL_TEXTURE_EXTERNAL_OES);
GLenum texTarget = GL_TEXTURE_EXTERNAL_OES, bool useFenceSync = true);
virtual ~SurfaceTexture();
@ -276,7 +282,8 @@ private:
mTransform(0),
mScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
mTimestamp(0),
mFrameNumber(0) {
mFrameNumber(0),
mFence(EGL_NO_SYNC_KHR) {
mCrop.makeInvalid();
}
@ -349,6 +356,11 @@ private:
// mFrameNumber is the number of the queued frame for this slot.
uint64_t mFrameNumber;
// mFence is the EGL sync object that must signal before the buffer
// associated with this buffer slot may be dequeued. It is initialized
// to EGL_NO_SYNC_KHR when the buffer is created and (optionally, based
// on a compile-time option) set to a new sync object in updateTexImage.
EGLSyncKHR mFence;
};
// mSlots is the array of buffer slots that must be mirrored on the client
@ -472,6 +484,12 @@ private:
// It is set by the setName method.
String8 mName;
// mUseFenceSync indicates whether creation of the EGL_KHR_fence_sync
// extension should be used to prevent buffers from being dequeued before
// it's safe for them to be written. It gets set at construction time and
// never changes.
const bool mUseFenceSync;
// mMutex is the mutex used to prevent concurrent access to the member
// variables of SurfaceTexture objects. It must be locked whenever the
// member variables are accessed.

View File

@ -36,6 +36,12 @@
#include <utils/Log.h>
#include <utils/String8.h>
// This compile option causes SurfaceTexture to return the buffer that is currently
// attached to the GL texture from dequeueBuffer when no other buffers are
// available. It requires the drivers (Gralloc, GL, OMX IL, and Camera) to do
// implicit cross-process synchronization to prevent the buffer from being
// written to before the buffer has (a) been detached from the GL texture and
// (b) all GL reads from the buffer have completed.
#ifdef ALLOW_DEQUEUE_CURRENT_BUFFER
#define FLAG_ALLOW_DEQUEUE_CURRENT_BUFFER true
#warning "ALLOW_DEQUEUE_CURRENT_BUFFER enabled"
@ -43,6 +49,16 @@
#define FLAG_ALLOW_DEQUEUE_CURRENT_BUFFER false
#endif
// This compile option makes SurfaceTexture use the EGL_KHR_fence_sync extension
// to synchronize access to the buffers. It will cause dequeueBuffer to stall,
// waiting for the GL reads for the buffer being dequeued to complete before
// allowing the buffer to be dequeued.
#ifdef USE_FENCE_SYNC
#ifdef ALLOW_DEQUEUE_CURRENT_BUFFER
#error "USE_FENCE_SYNC and ALLOW_DEQUEUE_CURRENT_BUFFER are incompatible"
#endif
#endif
// Macros for including the SurfaceTexture name in log messages
#define ST_LOGV(x, ...) LOGV("[%s] "x, mName.string(), ##__VA_ARGS__)
#define ST_LOGD(x, ...) LOGD("[%s] "x, mName.string(), ##__VA_ARGS__)
@ -99,7 +115,7 @@ static int32_t createProcessUniqueId() {
}
SurfaceTexture::SurfaceTexture(GLuint tex, bool allowSynchronousMode,
GLenum texTarget) :
GLenum texTarget, bool useFenceSync) :
mDefaultWidth(1),
mDefaultHeight(1),
mPixelFormat(PIXEL_FORMAT_RGBA_8888),
@ -116,6 +132,11 @@ SurfaceTexture::SurfaceTexture(GLuint tex, bool allowSynchronousMode,
mAllowSynchronousMode(allowSynchronousMode),
mConnectedApi(NO_CONNECTED_API),
mAbandoned(false),
#ifdef USE_FENCE_SYNC
mUseFenceSync(useFenceSync),
#else
mUseFenceSync(false),
#endif
mTexTarget(texTarget),
mFrameCounter(0) {
// Choose a name using the PID and a process-unique ID.
@ -261,195 +282,225 @@ status_t SurfaceTexture::dequeueBuffer(int *outBuf, uint32_t w, uint32_t h,
return BAD_VALUE;
}
Mutex::Autolock lock(mMutex);
status_t returnFlags(OK);
EGLDisplay dpy = EGL_NO_DISPLAY;
EGLSyncKHR fence = EGL_NO_SYNC_KHR;
int found = -1;
int foundSync = -1;
int dequeuedCount = 0;
bool tryAgain = true;
while (tryAgain) {
if (mAbandoned) {
ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!");
return NO_INIT;
}
{ // Scope for the lock
Mutex::Autolock lock(mMutex);
// We need to wait for the FIFO to drain if the number of buffer
// needs to change.
//
// The condition "number of buffers needs to change" is true if
// - the client doesn't care about how many buffers there are
// - AND the actual number of buffer is different from what was
// set in the last setBufferCountServer()
// - OR -
// setBufferCountServer() was set to a value incompatible with
// the synchronization mode (for instance because the sync mode
// changed since)
//
// As long as this condition is true AND the FIFO is not empty, we
// wait on mDequeueCondition.
const int minBufferCountNeeded = mSynchronousMode ?
MIN_SYNC_BUFFER_SLOTS : MIN_ASYNC_BUFFER_SLOTS;
const bool numberOfBuffersNeedsToChange = !mClientBufferCount &&
((mServerBufferCount != mBufferCount) ||
(mServerBufferCount < minBufferCountNeeded));
if (!mQueue.isEmpty() && numberOfBuffersNeedsToChange) {
// wait for the FIFO to drain
mDequeueCondition.wait(mMutex);
// NOTE: we continue here because we need to reevaluate our
// whole state (eg: we could be abandoned or disconnected)
continue;
}
if (numberOfBuffersNeedsToChange) {
// here we're guaranteed that mQueue is empty
freeAllBuffersLocked();
mBufferCount = mServerBufferCount;
if (mBufferCount < minBufferCountNeeded)
mBufferCount = minBufferCountNeeded;
mCurrentTexture = INVALID_BUFFER_SLOT;
returnFlags |= ISurfaceTexture::RELEASE_ALL_BUFFERS;
}
// look for a free buffer to give to the client
found = INVALID_BUFFER_SLOT;
foundSync = INVALID_BUFFER_SLOT;
dequeuedCount = 0;
for (int i = 0; i < mBufferCount; i++) {
const int state = mSlots[i].mBufferState;
if (state == BufferSlot::DEQUEUED) {
dequeuedCount++;
int found = -1;
int foundSync = -1;
int dequeuedCount = 0;
bool tryAgain = true;
while (tryAgain) {
if (mAbandoned) {
ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!");
return NO_INIT;
}
// if buffer is FREE it CANNOT be current
LOGW_IF((state == BufferSlot::FREE) && (mCurrentTexture==i),
"dequeueBuffer: buffer %d is both FREE and current!", i);
// We need to wait for the FIFO to drain if the number of buffer
// needs to change.
//
// The condition "number of buffers needs to change" is true if
// - the client doesn't care about how many buffers there are
// - AND the actual number of buffer is different from what was
// set in the last setBufferCountServer()
// - OR -
// setBufferCountServer() was set to a value incompatible with
// the synchronization mode (for instance because the sync mode
// changed since)
//
// As long as this condition is true AND the FIFO is not empty, we
// wait on mDequeueCondition.
if (FLAG_ALLOW_DEQUEUE_CURRENT_BUFFER) {
if (state == BufferSlot::FREE || i == mCurrentTexture) {
foundSync = i;
if (i != mCurrentTexture) {
found = i;
break;
}
const int minBufferCountNeeded = mSynchronousMode ?
MIN_SYNC_BUFFER_SLOTS : MIN_ASYNC_BUFFER_SLOTS;
const bool numberOfBuffersNeedsToChange = !mClientBufferCount &&
((mServerBufferCount != mBufferCount) ||
(mServerBufferCount < minBufferCountNeeded));
if (!mQueue.isEmpty() && numberOfBuffersNeedsToChange) {
// wait for the FIFO to drain
mDequeueCondition.wait(mMutex);
// NOTE: we continue here because we need to reevaluate our
// whole state (eg: we could be abandoned or disconnected)
continue;
}
if (numberOfBuffersNeedsToChange) {
// here we're guaranteed that mQueue is empty
freeAllBuffersLocked();
mBufferCount = mServerBufferCount;
if (mBufferCount < minBufferCountNeeded)
mBufferCount = minBufferCountNeeded;
mCurrentTexture = INVALID_BUFFER_SLOT;
returnFlags |= ISurfaceTexture::RELEASE_ALL_BUFFERS;
}
// look for a free buffer to give to the client
found = INVALID_BUFFER_SLOT;
foundSync = INVALID_BUFFER_SLOT;
dequeuedCount = 0;
for (int i = 0; i < mBufferCount; i++) {
const int state = mSlots[i].mBufferState;
if (state == BufferSlot::DEQUEUED) {
dequeuedCount++;
}
} else {
if (state == BufferSlot::FREE) {
/** For Asynchronous mode, we need to return the oldest of free buffers
* There is only one instance when the Framecounter overflows, this logic
* might return the earlier buffer to client. Which is a negligible impact
**/
if (found < 0 || mSlots[i].mFrameNumber < mSlots[found].mFrameNumber) {
// if buffer is FREE it CANNOT be current
LOGW_IF((state == BufferSlot::FREE) && (mCurrentTexture==i),
"dequeueBuffer: buffer %d is both FREE and current!",
i);
if (FLAG_ALLOW_DEQUEUE_CURRENT_BUFFER) {
if (state == BufferSlot::FREE || i == mCurrentTexture) {
foundSync = i;
found = i;
if (i != mCurrentTexture) {
found = i;
break;
}
}
} else {
if (state == BufferSlot::FREE) {
/* We return the oldest of the free buffers to avoid
* stalling the producer if possible. This is because
* the consumer may still have pending reads of the
* buffers in flight.
*/
bool isOlder = mSlots[i].mFrameNumber <
mSlots[found].mFrameNumber;
if (found < 0 || isOlder) {
foundSync = i;
found = i;
}
}
}
}
}
// clients are not allowed to dequeue more than one buffer
// if they didn't set a buffer count.
if (!mClientBufferCount && dequeuedCount) {
ST_LOGE("dequeueBuffer: can't dequeue multiple buffers without "
"setting the buffer count");
return -EINVAL;
}
// clients are not allowed to dequeue more than one buffer
// if they didn't set a buffer count.
if (!mClientBufferCount && dequeuedCount) {
ST_LOGE("dequeueBuffer: can't dequeue multiple buffers without "
"setting the buffer count");
return -EINVAL;
}
// See whether a buffer has been queued since the last setBufferCount so
// we know whether to perform the MIN_UNDEQUEUED_BUFFERS check below.
bool bufferHasBeenQueued = mCurrentTexture != INVALID_BUFFER_SLOT;
if (bufferHasBeenQueued) {
// make sure the client is not trying to dequeue more buffers
// than allowed.
const int avail = mBufferCount - (dequeuedCount+1);
if (avail < (MIN_UNDEQUEUED_BUFFERS-int(mSynchronousMode))) {
ST_LOGE("dequeueBuffer: MIN_UNDEQUEUED_BUFFERS=%d exceeded "
"(dequeued=%d)",
MIN_UNDEQUEUED_BUFFERS-int(mSynchronousMode),
dequeuedCount);
return -EBUSY;
// See whether a buffer has been queued since the last
// setBufferCount so we know whether to perform the
// MIN_UNDEQUEUED_BUFFERS check below.
bool bufferHasBeenQueued = mCurrentTexture != INVALID_BUFFER_SLOT;
if (bufferHasBeenQueued) {
// make sure the client is not trying to dequeue more buffers
// than allowed.
const int avail = mBufferCount - (dequeuedCount+1);
if (avail < (MIN_UNDEQUEUED_BUFFERS-int(mSynchronousMode))) {
ST_LOGE("dequeueBuffer: MIN_UNDEQUEUED_BUFFERS=%d exceeded "
"(dequeued=%d)",
MIN_UNDEQUEUED_BUFFERS-int(mSynchronousMode),
dequeuedCount);
return -EBUSY;
}
}
// we're in synchronous mode and didn't find a buffer, we need to
// wait for some buffers to be consumed
tryAgain = mSynchronousMode && (foundSync == INVALID_BUFFER_SLOT);
if (tryAgain) {
mDequeueCondition.wait(mMutex);
}
}
// we're in synchronous mode and didn't find a buffer, we need to wait
// for some buffers to be consumed
tryAgain = mSynchronousMode && (foundSync == INVALID_BUFFER_SLOT);
if (tryAgain) {
mDequeueCondition.wait(mMutex);
if (mSynchronousMode && found == INVALID_BUFFER_SLOT) {
// foundSync guaranteed to be != INVALID_BUFFER_SLOT
found = foundSync;
}
}
if (mSynchronousMode && found == INVALID_BUFFER_SLOT) {
// foundSync guaranteed to be != INVALID_BUFFER_SLOT
found = foundSync;
}
if (found == INVALID_BUFFER_SLOT) {
// This should not happen.
ST_LOGE("dequeueBuffer: no available buffer slots");
return -EBUSY;
}
const int buf = found;
*outBuf = found;
const bool useDefaultSize = !w && !h;
if (useDefaultSize) {
// use the default size
w = mDefaultWidth;
h = mDefaultHeight;
}
const bool updateFormat = (format != 0);
if (!updateFormat) {
// keep the current (or default) format
format = mPixelFormat;
}
// buffer is now in DEQUEUED (but can also be current at the same time,
// if we're in synchronous mode)
mSlots[buf].mBufferState = BufferSlot::DEQUEUED;
const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer);
if ((buffer == NULL) ||
(uint32_t(buffer->width) != w) ||
(uint32_t(buffer->height) != h) ||
(uint32_t(buffer->format) != format) ||
((uint32_t(buffer->usage) & usage) != usage))
{
usage |= GraphicBuffer::USAGE_HW_TEXTURE;
status_t error;
sp<GraphicBuffer> graphicBuffer(
mGraphicBufferAlloc->createGraphicBuffer(
w, h, format, usage, &error));
if (graphicBuffer == 0) {
ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "
"failed");
return error;
if (found == INVALID_BUFFER_SLOT) {
// This should not happen.
ST_LOGE("dequeueBuffer: no available buffer slots");
return -EBUSY;
}
if (updateFormat) {
mPixelFormat = format;
const int buf = found;
*outBuf = found;
const bool useDefaultSize = !w && !h;
if (useDefaultSize) {
// use the default size
w = mDefaultWidth;
h = mDefaultHeight;
}
mSlots[buf].mGraphicBuffer = graphicBuffer;
mSlots[buf].mRequestBufferCalled = false;
if (mSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mSlots[buf].mEglDisplay, mSlots[buf].mEglImage);
mSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;
mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;
const bool updateFormat = (format != 0);
if (!updateFormat) {
// keep the current (or default) format
format = mPixelFormat;
}
if (mCurrentTexture == buf) {
// The current texture no longer references the buffer in this slot
// since we just allocated a new buffer.
mCurrentTexture = INVALID_BUFFER_SLOT;
// buffer is now in DEQUEUED (but can also be current at the same time,
// if we're in synchronous mode)
mSlots[buf].mBufferState = BufferSlot::DEQUEUED;
const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer);
if ((buffer == NULL) ||
(uint32_t(buffer->width) != w) ||
(uint32_t(buffer->height) != h) ||
(uint32_t(buffer->format) != format) ||
((uint32_t(buffer->usage) & usage) != usage))
{
usage |= GraphicBuffer::USAGE_HW_TEXTURE;
status_t error;
sp<GraphicBuffer> graphicBuffer(
mGraphicBufferAlloc->createGraphicBuffer(
w, h, format, usage, &error));
if (graphicBuffer == 0) {
ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "
"failed");
return error;
}
if (updateFormat) {
mPixelFormat = format;
}
mSlots[buf].mGraphicBuffer = graphicBuffer;
mSlots[buf].mRequestBufferCalled = false;
mSlots[buf].mFence = EGL_NO_SYNC_KHR;
if (mSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mSlots[buf].mEglDisplay,
mSlots[buf].mEglImage);
mSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;
mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;
}
if (mCurrentTexture == buf) {
// The current texture no longer references the buffer in this slot
// since we just allocated a new buffer.
mCurrentTexture = INVALID_BUFFER_SLOT;
}
returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;
}
returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;
dpy = mSlots[buf].mEglDisplay;
fence = mSlots[buf].mFence;
mSlots[buf].mFence = EGL_NO_SYNC_KHR;
}
if (fence != EGL_NO_SYNC_KHR) {
EGLint result = eglClientWaitSyncKHR(dpy, fence, 0, 1000000000);
// If something goes wrong, log the error, but return the buffer without
// synchronizing access to it. It's too late at this point to abort the
// dequeue operation.
if (result == EGL_FALSE) {
LOGE("dequeueBuffer: error waiting for fence: %#x", eglGetError());
} else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
LOGE("dequeueBuffer: timeout waiting for fence");
}
eglDestroySyncKHR(dpy, fence);
}
ST_LOGV("dequeueBuffer: returning slot=%d buf=%p flags=%#x", buf,
mSlots[buf].mGraphicBuffer->handle, returnFlags);
return returnFlags;
}
@ -712,8 +763,8 @@ status_t SurfaceTexture::updateTexImage() {
// Update the GL texture object.
EGLImageKHR image = mSlots[buf].mEglImage;
EGLDisplay dpy = eglGetCurrentDisplay();
if (image == EGL_NO_IMAGE_KHR) {
EGLDisplay dpy = eglGetCurrentDisplay();
if (mSlots[buf].mGraphicBuffer == 0) {
ST_LOGE("buffer at slot %d is null", buf);
return BAD_VALUE;
@ -746,16 +797,32 @@ status_t SurfaceTexture::updateTexImage() {
return -EINVAL;
}
ST_LOGV("updateTexImage: (slot=%d buf=%p) -> (slot=%d buf=%p)", mCurrentTexture,
mCurrentTextureBuf != NULL ? mCurrentTextureBuf->handle : 0, buf,
mSlots[buf].mGraphicBuffer->handle);
if (mCurrentTexture != INVALID_BUFFER_SLOT) {
if (mUseFenceSync) {
EGLSyncKHR fence = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR,
NULL);
if (fence == EGL_NO_SYNC_KHR) {
LOGE("updateTexImage: error creating fence: %#x",
eglGetError());
return -EINVAL;
}
glFlush();
mSlots[mCurrentTexture].mFence = fence;
}
}
ST_LOGV("updateTexImage: (slot=%d buf=%p) -> (slot=%d buf=%p)",
mCurrentTexture,
mCurrentTextureBuf != NULL ? mCurrentTextureBuf->handle : 0,
buf, mSlots[buf].mGraphicBuffer->handle);
if (mCurrentTexture != INVALID_BUFFER_SLOT) {
// The current buffer becomes FREE if it was still in the queued
// state. If it has already been given to the client
// (synchronous mode), then it stays in DEQUEUED state.
if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED)
if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED) {
mSlots[mCurrentTexture].mBufferState = BufferSlot::FREE;
}
}
// Update the SurfaceTexture state.

View File

@ -28,7 +28,7 @@ namespace android {
SurfaceTextureLayer::SurfaceTextureLayer(GLuint tex, const sp<Layer>& layer)
: SurfaceTexture(tex), mLayer(layer) {
: SurfaceTexture(tex, true, GL_TEXTURE_EXTERNAL_OES, false), mLayer(layer) {
}
SurfaceTextureLayer::~SurfaceTextureLayer() {