When some Surfaces are overlapping and one of them changed to
transparent or opaque, the back Surfaces should appear or
disappear. This patch calls SurfaceFlinger::computeVisibleRegions()
to re-calculate region of each Surface to implement the behavior.
Change-Id: Iffb1caf1b4ce28dff252e114fe5b9b07d9c84a6f
SF kept a strong reference to ISurface until the
window manager removed the surface from the screen.
This fell appart when running standalone tests, that is
when the window manager wasn't involved.
When the window manager is around, it would clean-up surfaces
even when an application died.
with this change, SF is able to do its own cleanup without
relying on the window manager.
the change is very simple, we simply don't keep a reference
to ISurface and make sure no more than one of them can
be created.
Change-Id: I61f2d7473bf8d4aa651549a846c34cdbb0d0c85a
Check requested format for device-specific formats, and assume (as
documented in libhardware/include/hardware/hardware.h) this is opaque
layer so no blending is necessary.
Bug: 3215931
Change-Id: Ib4dff8060ac522d201ff1e74807ac340c17d3fa7
with this change DimLayers will behave just like any other layer,
in particular they'll respect the layer transformations.
Change-Id: Icb4a1275e8bca9e3deb5f57c9f9219aaa69f9877
We were still destroying an ANativeWindow's buffer pretty soon
after it was removed from the window manager. This time
we really wait for the ISurace to go away.
Change-Id: I329273fedaeef76ee92836f6180c2c3808389330
This changes the ANativeWindow API and the two implementations to reset
the window's crop rectangle to be uncropped when the window's buffer
geometry is changed.
Bug: 3359604
Change-Id: I64283dc8382ae687787ec0bebe6a5d5b4a0dcd6b
Generally we never want to lock a buffer for write access if it is at
the "head" on the surfaceflinger side. The only exception (1) is when
the buffer is not currently in use AND there is at least one queued
buffer -- in which case, SurfaceFlinger will never use said buffer
anymore, because on the next composition around, it will be able to
retire the first queued buffer.
The logic above relies on SurfaceFlinger always retiring
and locking a buffer before composition -- unfortunately this
didn't happen during a screenshot.
This could leave us in a situation where a buffer is locked by the
application for write, and used by SurfaceFlinger for texturing,
causing a hang.
Here, we fix this issue by never assuming the exception (1), it was
intended as an optimization allowing ANativeWindow::lockBuffer() to
return sooner and was justified when most of SF composition was
done in software. The actual buffer locking is now ensured by
gralloc. We could have handled screenshots in a similar way to
a regular composition, but it could have caused glitches on screen,
essentially, taking a screenshot could cause to skip a frame.
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
also improve SurfaceFlinger 'dumpsys' log
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ia7aa13c36a8a314e0e8427d419b16b9aa2165ddf
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I450430d1e4d1ee9ce1023970642378c42cdcfa4c
now that we removed the notion of a "inUse" buffer in surfaceflinger
a lot of code can be simplified / removed.
noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete"
is also gone.
Change-Id: I210413d4c8c0998dae05c8620ebfc895d3e6233d
list the purgatory, which shows windows that have been closed,
but for which the client still has references.
Change-Id: I5168bb88cb328d5d77d71d0871deb9190f493126
We used to guarantee that a layer in SurfaceFlinger would never be
destroyed before all references (to its ISurface) on the client
side would be released. At some point, this guarantee got
relaxed to allow to free gralloc resources sooner. This last
change was incorrect, because:
- in implementations with reference-counting the gralloc resources
wouldn't be released anyways, until all the mapping were gone
- in implementations without ref counting, the client side
would most likely crash or do something bad
- it also caused the SharedBufferStack slot to be reallocated
to another surface, which could be problematic if the client
continued to use the surface after the window manager destroyed it.
So, we essentially reinstate the guarantee that layers won't be
destroyed until after all references to their ISurface are
released.
NOTE: This doesn't entirely fix 3306150 because there is another
problem there where the Browser continues to use a surface after it
has been destroyed.
Change-Id: I305c830dd722b30a6d53cbf3a9c714fd3cf7eb06
the crop as well as buffer orientation can change at every frame, when that happens
we need to reset the hwc HAL (ie: set the GEOMETRY_CHANGED flag).
currently we achieve this by taking the same code path than an actual geometry change
which is a bit more heavy than necessary.
Change-Id: I751f9ed1eeec0c27db7df2e77d5d17c6bcc17a24
This change fixes a horrible hack that I did to allow application
processes to create GraphicBuffer objects by making a binder call to
SurfaceFlinger. This change introduces a new binder interface
specifically for doing this, and does it in such a way that
SurfaceFlinger will maintain a reference to the buffers until the app is
done with them.
Change-Id: Icb240397c6c206d7f69124c1497a829f051cb49b
This change adds a new binder method to the ISurfaceComposer interface.
This IPC is intended to allow SurfaceFlinger clients to allocate gralloc
buffers using SurfaceFlinger as a proxy to gralloc.
Change-Id: Ide9fc283aec5da6268ba62cfed0c3319a50b640d
we were not clearing the screen entirely, which caused garbage when
the screen wasn't entirely covered by windows.
Change-Id: Ie9ab9b94eabfa6cafddf45bb14bc733bdc8d35c0
while we're waiting for the real fix in the gralloc/gpu driver,
this workaround should resolve the issue.
we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I3cb5ad67d48c81a23100172bab77e86a70e29152
if a surface's buffers are reallocated, the current active buffer will
end-up pointing on one of these until a new buffer is retired.
we're now keeping a reference to the actual buffer until we retire a
new one.
Change-Id: Ib1703947e7a0340694d846e0962576318863b935
there was an issue were in some situation SF would call prepare() on hwc
with a NULL handle and never call prepare again.
in this situation, we onw set the SKIP flag to make sure that hwc
won't process this layer and as soon as we receive our first buffer we
trigger a recompute of the visible regions which will end-up calling
prepare() again.
Change-Id: I6b400b2df79712408b9315a9859290c7fcb1609e
There was a leak of Surface tokens when a surface was detached from a UserClient.
We now always detach a surface from its client before attaching to the new one,
this guarantees that its token is freed.
Change-Id: Icfad0b16286ed58155bdfafdf36ab161440aa485
For multiple reason, this effect is not maintainable and was never
used due to its abysmal performance. it'll be resurected when it can be
implemented efficiently.
Change-Id: Id4222c9b86c629275cdec18873ef07be8723b6d2
* commit 'a2977c383d363e1e88a5b36230b1fa4c312807d2':
[3171580] SurfaceFlinger Bypass mode. (DO NOT MERGE)
[3171580] Add transform field to native buffers. (DO NOT MERGE)
* commit '05813b0eb92cb1bc79607ee402f14ca1e4b43f6d':
[3253328, 3171580] Treat GONE and INVISIBLE views the same when calculating transparent regions
[3171580] Fix two typos related to fixed-size buffers
This is a poor's man precursor to the h/w composer HAL.
Basically we detect when a window is full screen and in
that case we bypass surfaceflinger's composition step, which
yields to much improved performance.
Change-Id: Ie03796ae81a1c951949b771c9323044b980cb347
mFixedSize was never set, this bug was introduced during some "cleanup", in
practice this could cause some issues when a fixed-size buffer was used and
the window was resized.
Layer::drawForSreenShot() had a typo that had no effect.
mFixedSize was used to determine if filtering was needed, which was a bit too
conservative and created a dependency between filtering and "fixed size" states
which should exist.
Now we enable filtering based on the size of the buffer vs. the size of the layer.
Change-Id: I32044e91b0c944c1b137efdceb3f01dfaa78119d
some of these failures are not fatal and even expected in some cases
so they should not emit a dump in the log in those cases.
Change-Id: Idcfa252e3bfa9d74e27fe4ad8f8623aa01aa9c5e
This change removes an optimization from SurfaceFlinger that skipped
composition when it got window updates that had an empty dirty region.
This optimization caused problems because it would skip the hwcomposer
set call, which could leave the window's previous frame buffer bound to
an overlay plane. When the application subsequently dequeued and tried
to lock its next buffer (which would be the buffer currently bound to
the overlay), the lock call would block until the next hwcomposer set
call (which may never happen).
Change-Id: I563b626a1d52c1f30eb82489eae0ceb4edc79936
Bug: 3138752
Two bugs were counter acting each other.
- rotation matrices are on the left-hand side of multiplies
- the transform of the overlay is applied before that of the layer
Change-Id: Ia79bd368e9b719235c89ecf244ea263f01ce906a
Merge commit 'e1ca532d72cbfacdce794f8bb4d439e609ec9871'
* commit 'e1ca532d72cbfacdce794f8bb4d439e609ec9871':
fix [3123221] Video sticks playing back upside down following orientation switch
Merge commit 'b4645353090f1bdd5cc1d4ab98feac7ccf966368'
* commit 'b4645353090f1bdd5cc1d4ab98feac7ccf966368':
fix [3118445] Transform * Transform does not work as expected
Merge commit '457bed2bc6561dd67429dde238453fee8602fa9b' into gingerbread-plus-aosp
* commit '457bed2bc6561dd67429dde238453fee8602fa9b':
fix [3123221] Video sticks playing back upside down following orientation switch
Merge commit 'ce4d36ad729f83253d4c5ec9906148f45cc00f8e' into gingerbread-plus-aosp
* commit 'ce4d36ad729f83253d4c5ec9906148f45cc00f8e':
fix [3118445] Transform * Transform does not work as expected
the overlay wasn't reconfigured when the screen-orientation changed. It was
only done when a parameter of the surface itself changed.
Change-Id: I0ca0925bf58ded4c91ab89d12cb1fe4d1477c96c
The problem wasn't in the multiply operator, but rather in the code
that built the transform from the HAL bitmask.
We now use the multiply operator to build the Transform from the bitmask,
which guarantees, it'll always be correct.
Also added a simple test for Transform.
Change-Id: I09bf3b0e51d92f59d83ea91c4cc94fc2aa0bf227
Merge commit 'fb31036fd844444c395a2ae9c97439eec9f774e4'
* commit 'fb31036fd844444c395a2ae9c97439eec9f774e4':
Use the context_priority extension when present.
Merge commit '583fefc8dcadecc7fc933513d3569dd9c16c100c' into gingerbread-plus-aosp
* commit '583fefc8dcadecc7fc933513d3569dd9c16c100c':
Use the context_priority extension when present.
Merge commit '9f6d18cadf9ac50062063f5f5ff5de7f6895696a'
* commit '9f6d18cadf9ac50062063f5f5ff5de7f6895696a':
[3095807] screen takes a long time to turn on
Merge commit 'a8faf91fa558be1235d508e776eb24be4429585c'
* commit 'a8faf91fa558be1235d508e776eb24be4429585c':
fix [3095607] Gingerbread screen turn-on animation does not show the last frame
Merge commit '3d4a9774ced0c704da455c5bd9989127e90ba133'
* commit '3d4a9774ced0c704da455c5bd9989127e90ba133':
may fix 3097381 and 3097482. don't abort on/off if the animation fails
Merge commit '5bfa3a34eaef759c3ec4def76f646eb1c0bf997f'
* commit '5bfa3a34eaef759c3ec4def76f646eb1c0bf997f':
implement part of [3094280] New animation for screen on and screen off
Merge commit '043581382e43acbe29a8a62420bc765f49a9dd90' into gingerbread-plus-aosp
* commit '043581382e43acbe29a8a62420bc765f49a9dd90':
[3095807] screen takes a long time to turn on
Merge commit 'd4e03f37423bee383d17f7292753a5f67e497a28' into gingerbread-plus-aosp
* commit 'd4e03f37423bee383d17f7292753a5f67e497a28':
addresses parts of 3096779 and 3097475
Merge commit '6d71f6a0ae9fd81ce25562aee67f841b5d8394cf' into gingerbread-plus-aosp
* commit '6d71f6a0ae9fd81ce25562aee67f841b5d8394cf':
fix [3095607] Gingerbread screen turn-on animation does not show the last frame
3097475: Animation setting should control the screen on animation
3096779: CRT power-on animation can briefly show the top app instead of lockscreen
There is now a parameter that controls wether the ON and/or OFF animation are
performed. we also always clear the screen to black on power off, to make
sure it won't briefly appear on power on.
HOWEVER, 3096779 is not 100% fixed in the case where we're doing the animation
because there is a race, where SF doesn't wait (b/c it doesn't know) for the
framework to have redrawn the lockscreen.
Change-Id: Ie0f02c9225fcdf24b1e8907e268eb7da2c5b0a03
Merge commit 'b0e020ab409b725a556f2c5043b08c9bac2c29bf' into gingerbread-plus-aosp
* commit 'b0e020ab409b725a556f2c5043b08c9bac2c29bf':
may fix 3097381 and 3097482. don't abort on/off if the animation fails
always redraw the screen entirely after the power-on animation, because:
- the animation may not run (ie: on the emu)
- the animation may not contain the video planes
- the interpolation may not be perfect and not land exactly on the last frame
Change-Id: I9ba40f537b1e94464f8a3ed6f81e7c2f552df51d
now that sf handles more of the screen on/off state, we don't want to abort
because/if the animation fails for some reason (which will be the case on the
emulator).
Change-Id: I239e0a39cf8aff3074647e82db92de4a0bf0e494
Merge commit '9a12a3c8d4bb20042cf69e07d268e3a04ac71f96'
* commit '9a12a3c8d4bb20042cf69e07d268e3a04ac71f96':
Remove dead code, and make the animation a setting.
turn off the electron beam
Merge commit '011b5bcc0355338b7ff906656282a54ffaa04b5a' into gingerbread-plus-aosp
* commit '011b5bcc0355338b7ff906656282a54ffaa04b5a':
implement part of [3094280] New animation for screen on and screen off
Merge commit 'ba799098608c7be8ff1e18adfa7dc1f452205a7e' into gingerbread-plus-aosp
* commit 'ba799098608c7be8ff1e18adfa7dc1f452205a7e':
Remove dead code, and make the animation a setting.
turn off the electron beam