/* * 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_LAYER_H #define ANDROID_LAYER_H #include #include #include #include #include #include #include #include #include #include "LayerBase.h" #include "Transform.h" #include "TextureManager.h" namespace android { // --------------------------------------------------------------------------- class FreezeLock; class Client; class GLExtensions; class UserClient; // --------------------------------------------------------------------------- class Layer : public LayerBaseClient { public: Layer(SurfaceFlinger* flinger, DisplayID display, const sp& client); virtual ~Layer(); virtual const char* getTypeId() const { return "Layer"; } // the this layer's size and format status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags=0); // associate a UserClient to this Layer status_t setToken(const sp& uc, SharedClient* sc, int32_t idx); int32_t getToken() const; sp getClient() const; // Set this Layer's buffers size void setBufferSize(uint32_t w, uint32_t h); bool isFixedSize() const; // LayerBase interface virtual void setGeometry(hwc_layer_t* hwcl); virtual void setPerFrameData(hwc_layer_t* hwcl); virtual void drawForSreenShot() const; virtual void onDraw(const Region& clip) const; virtual uint32_t doTransaction(uint32_t transactionFlags); virtual void lockPageFlip(bool& recomputeVisibleRegions); virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion); virtual bool needsBlending() const { return mNeedsBlending; } virtual bool needsDithering() const { return mNeedsDithering; } virtual bool needsFiltering() const; virtual bool isSecure() const { return mSecure; } virtual sp createSurface() const; virtual status_t ditch(); virtual void onRemoved(); // only for debugging inline sp getBuffer(int i) const { return mBufferManager.getBuffer(i); } // only for debugging inline const sp& getFreezeLock() const { return mFreezeLock; } protected: virtual void dump(String8& result, char* scratch, size_t size) const; private: void reloadTexture(const Region& dirty); uint32_t getEffectiveUsage(uint32_t usage) const; sp requestBuffer(int bufferIdx, uint32_t w, uint32_t h, uint32_t format, uint32_t usage); status_t setBufferCount(int bufferCount); // ----------------------------------------------------------------------- class SurfaceLayer : public LayerBaseClient::Surface { public: SurfaceLayer(const sp& flinger, const sp& owner); ~SurfaceLayer(); private: virtual sp requestBuffer(int bufferIdx, uint32_t w, uint32_t h, uint32_t format, uint32_t usage); virtual status_t setBufferCount(int bufferCount); sp getOwner() const { return static_cast(Surface::getOwner().get()); } }; friend class SurfaceLayer; // ----------------------------------------------------------------------- class ClientRef { ClientRef(const ClientRef& rhs); ClientRef& operator = (const ClientRef& rhs); mutable Mutex mLock; // binder thread, page-flip thread sp mControlBlock; wp mUserClient; int32_t mToken; public: ClientRef(); ~ClientRef(); int32_t getToken() const; sp getClient() const; status_t setToken(const sp& uc, const sp& sharedClient, int32_t token); sp getUserClientUnsafe() const; class Access { Access(const Access& rhs); Access& operator = (const Access& rhs); sp mUserClientStrongRef; sp mControlBlock; public: Access(const ClientRef& ref); ~Access(); inline SharedBufferServer* get() const { return mControlBlock.get(); } }; friend class Access; }; // ----------------------------------------------------------------------- class BufferManager { static const size_t NUM_BUFFERS = 2; struct BufferData { sp buffer; Image texture; }; // this lock protect mBufferData[].buffer but since there // is very little contention, we have only one like for // the whole array, we also use it to protect mNumBuffers. mutable Mutex mLock; BufferData mBufferData[SharedBufferStack::NUM_BUFFER_MAX]; size_t mNumBuffers; Texture mFailoverTexture; TextureManager& mTextureManager; ssize_t mActiveBufferIndex; sp mActiveBuffer; bool mFailover; static status_t destroyTexture(Image* tex, EGLDisplay dpy); public: static size_t getDefaultBufferCount() { return NUM_BUFFERS; } BufferManager(TextureManager& tm); ~BufferManager(); // detach/attach buffer from/to given index sp detachBuffer(size_t index); status_t attachBuffer(size_t index, const sp& buffer); // resize the number of active buffers status_t resize(size_t size, const sp& flinger, EGLDisplay dpy); // ---------------------------------------------- // must be called from GL thread // set/get active buffer index status_t setActiveBufferIndex(size_t index); size_t getActiveBufferIndex() const; // return the active buffer sp getActiveBuffer() const; // return wether we have an active buffer bool hasActiveBuffer() const; // return the active texture (or fail-over) Texture getActiveTexture() const; // frees resources associated with all buffers status_t destroy(EGLDisplay dpy); // load bitmap data into the active buffer status_t loadTexture(const Region& dirty, const GGLSurface& t); // make active buffer an EGLImage if needed status_t initEglImage(EGLDisplay dpy, const sp& buffer); // ---------------------------------------------- // only for debugging sp getBuffer(size_t index) const; }; // ----------------------------------------------------------------------- // thread-safe ClientRef mUserClientRef; // constants sp mSurface; PixelFormat mFormat; const GLExtensions& mGLExtensions; bool mNeedsBlending; bool mNeedsDithering; // page-flip thread (currently main thread) bool mSecure; Region mPostedDirtyRegion; // page-flip thread and transaction thread (currently main thread) sp mFreezeLock; // see threading usage in declaration TextureManager mTextureManager; BufferManager mBufferManager; // binder thread, transaction thread mutable Mutex mLock; uint32_t mWidth; uint32_t mHeight; uint32_t mReqWidth; uint32_t mReqHeight; uint32_t mReqFormat; bool mNeedsScaling; bool mFixedSize; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_LAYER_H