/* * 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_SURFACE_FLINGER_H #define ANDROID_SURFACE_FLINGER_H #include #include #include /* * NOTE: Make sure this file doesn't include anything from or */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Barrier.h" #include "DisplayDevice.h" #include "FrameTracker.h" #include "MessageQueue.h" #include "DisplayHardware/HWComposer.h" namespace android { // --------------------------------------------------------------------------- class Client; class DisplayEventConnection; class EventThread; class IGraphicBufferAlloc; class Layer; class LayerDim; class Surface; class RenderEngine; // --------------------------------------------------------------------------- enum { eTransactionNeeded = 0x01, eTraversalNeeded = 0x02, eDisplayTransactionNeeded = 0x04, eTransactionMask = 0x07 }; class SurfaceFlinger : public BinderService, public BnSurfaceComposer, private IBinder::DeathRecipient, private Thread, private HWComposer::EventHandler { public: static char const* getServiceName() ANDROID_API { return "SurfaceFlinger"; } SurfaceFlinger() ANDROID_API; enum { EVENT_VSYNC = HWC_EVENT_VSYNC }; // post an asynchronous message to the main thread status_t postMessageAsync(const sp& msg, nsecs_t reltime = 0, uint32_t flags = 0); // post a synchronous message to the main thread status_t postMessageSync(const sp& msg, nsecs_t reltime = 0, uint32_t flags = 0); // force full composition on all displays void repaintEverything(); // returns the default Display sp getDefaultDisplayDevice() const { return getDisplayDevice(mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY]); } // utility function to delete a texture on the main thread void deleteTextureAsync(uint32_t texture); // enable/disable h/w composer event // TODO: this should be made accessible only to EventThread void eventControl(int disp, int event, int enabled); // called on the main thread by MessageQueue when an internal message // is received // TODO: this should be made accessible only to MessageQueue void onMessageReceived(int32_t what); // for debugging only // TODO: this should be made accessible only to HWComposer const Vector< sp >& getLayerSortedByZForHwcDisplay(int id); RenderEngine& getRenderEngine() const { return *mRenderEngine; } private: friend class Client; friend class DisplayEventConnection; friend class Layer; friend class SurfaceTextureLayer; // This value is specified in number of frames. Log frame stats at most // every half hour. enum { LOG_FRAME_STATS_PERIOD = 30*60*60 }; // We're reference counted, never destroy SurfaceFlinger directly virtual ~SurfaceFlinger(); /* ------------------------------------------------------------------------ * Internal data structures */ class LayerVector : public SortedVector< sp > { public: LayerVector(); LayerVector(const LayerVector& rhs); virtual int do_compare(const void* lhs, const void* rhs) const; }; struct DisplayDeviceState { DisplayDeviceState(); DisplayDeviceState(DisplayDevice::DisplayType type); bool isValid() const { return type >= 0; } bool isMainDisplay() const { return type == DisplayDevice::DISPLAY_PRIMARY; } bool isVirtualDisplay() const { return type >= DisplayDevice::DISPLAY_VIRTUAL; } DisplayDevice::DisplayType type; sp surface; uint32_t layerStack; Rect viewport; Rect frame; uint8_t orientation; String8 displayName; bool isSecure; }; struct State { LayerVector layersSortedByZ; DefaultKeyedVector< wp, DisplayDeviceState> displays; }; /* ------------------------------------------------------------------------ * IBinder interface */ virtual status_t onTransact(uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags); virtual status_t dump(int fd, const Vector& args); /* ------------------------------------------------------------------------ * ISurfaceComposer interface */ virtual sp createConnection(); virtual sp createGraphicBufferAlloc(); virtual sp createDisplay(const String8& displayName, bool secure); virtual void destroyDisplay(const sp& display); virtual sp getBuiltInDisplay(int32_t id); virtual void setTransactionState(const Vector& state, const Vector& displays, uint32_t flags); virtual void bootFinished(); virtual bool authenticateSurfaceTexture( const sp& bufferProducer) const; virtual sp createDisplayEventConnection(); virtual status_t captureScreen(const sp& display, const sp& producer, uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ, uint32_t maxLayerZ); // called when screen needs to turn off virtual void blank(const sp& display); // called when screen is turning back on virtual void unblank(const sp& display); virtual status_t getDisplayInfo(const sp& display, DisplayInfo* info); /* ------------------------------------------------------------------------ * DeathRecipient interface */ virtual void binderDied(const wp& who); /* ------------------------------------------------------------------------ * Thread interface */ virtual bool threadLoop(); virtual status_t readyToRun(); virtual void onFirstRef(); /* ------------------------------------------------------------------------ * HWComposer::EventHandler interface */ virtual void onVSyncReceived(int type, nsecs_t timestamp); virtual void onHotplugReceived(int disp, bool connected); /* ------------------------------------------------------------------------ * Message handling */ void waitForEvent(); void signalTransaction(); void signalLayerUpdate(); void signalRefresh(); // called on the main thread in response to initializeDisplays() void onInitializeDisplays(); // called on the main thread in response to blank() void onScreenReleased(const sp& hw); // called on the main thread in response to unblank() void onScreenAcquired(const sp& hw); void handleMessageTransaction(); void handleMessageInvalidate(); void handleMessageRefresh(); void handleTransaction(uint32_t transactionFlags); void handleTransactionLocked(uint32_t transactionFlags); /* handlePageFilp: this is were we latch a new buffer * if available and compute the dirty region. */ void handlePageFlip(); /* ------------------------------------------------------------------------ * Transactions */ uint32_t getTransactionFlags(uint32_t flags); uint32_t peekTransactionFlags(uint32_t flags); uint32_t setTransactionFlags(uint32_t flags); void commitTransaction(); uint32_t setClientStateLocked(const sp& client, const layer_state_t& s); uint32_t setDisplayStateLocked(const DisplayState& s); /* ------------------------------------------------------------------------ * Layer management */ status_t createLayer(const String8& name, const sp& client, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags, sp* handle, sp* gbp); status_t createNormalLayer(const sp& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format, sp* outHandle, sp* outGbp, sp* outLayer); status_t createDimLayer(const sp& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags, sp* outHandle, sp* outGbp, sp* outLayer); // called in response to the window-manager calling // ISurfaceComposerClient::destroySurface() status_t onLayerRemoved(const sp& client, const sp& handle); // called when all clients have released all their references to // this layer meaning it is entirely safe to destroy all // resources associated to this layer. status_t onLayerDestroyed(const wp& layer); // remove a layer from SurfaceFlinger immediately status_t removeLayer(const sp& layer); // add a layer to SurfaceFlinger void addClientLayer(const sp& client, const sp& handle, const sp& gbc, const sp& lbc); /* ------------------------------------------------------------------------ * Boot animation, on/off animations and screen capture */ void startBootAnim(); void renderScreenImplLocked( const sp& hw, uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ, uint32_t maxLayerZ, bool yswap); status_t captureScreenImplLocked( const sp& hw, const sp& producer, uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ, uint32_t maxLayerZ); /* ------------------------------------------------------------------------ * EGL */ static status_t selectConfigForAttribute(EGLDisplay dpy, EGLint const* attrs, EGLint attribute, EGLint value, EGLConfig* outConfig); static EGLConfig selectEGLConfig(EGLDisplay disp, EGLint visualId); size_t getMaxTextureSize() const; size_t getMaxViewportDims() const; /* ------------------------------------------------------------------------ * Display and layer stack management */ // called when starting, or restarting after system_server death void initializeDisplays(); // Create an IBinder for a builtin display and add it to current state void createBuiltinDisplayLocked(DisplayDevice::DisplayType type); // NOTE: can only be called from the main thread or with mStateLock held sp getDisplayDevice(const wp& dpy) const { return mDisplays.valueFor(dpy); } // NOTE: can only be called from the main thread or with mStateLock held sp getDisplayDevice(const wp& dpy) { return mDisplays.valueFor(dpy); } // mark a region of a layer stack dirty. this updates the dirty // region of all screens presenting this layer stack. void invalidateLayerStack(uint32_t layerStack, const Region& dirty); // allocate a h/w composer display id int32_t allocateHwcDisplayId(DisplayDevice::DisplayType type); /* ------------------------------------------------------------------------ * H/W composer */ HWComposer& getHwComposer() const { return *mHwc; } /* ------------------------------------------------------------------------ * Compositing */ void invalidateHwcGeometry(); static void computeVisibleRegions( const LayerVector& currentLayers, uint32_t layerStack, Region& dirtyRegion, Region& opaqueRegion); void preComposition(); void postComposition(); void rebuildLayerStacks(); void setUpHWComposer(); void doComposition(); void doDebugFlashRegions(); void doDisplayComposition(const sp& hw, const Region& dirtyRegion); void doComposeSurfaces(const sp& hw, const Region& dirty); void postFramebuffer(); void drawWormhole(const sp& hw, const Region& region) const; /* ------------------------------------------------------------------------ * Display management */ /* ------------------------------------------------------------------------ * Debugging & dumpsys */ void listLayersLocked(const Vector& args, size_t& index, String8& result) const; void dumpStatsLocked(const Vector& args, size_t& index, String8& result) const; void clearStatsLocked(const Vector& args, size_t& index, String8& result); void dumpAllLocked(const Vector& args, size_t& index, String8& result) const; bool startDdmConnection(); static void appendSfConfigString(String8& result); void checkScreenshot(const sp& buf, void const* vaddr, const sp& hw, uint32_t minLayerZ, uint32_t maxLayerZ); void logFrameStats(); /* ------------------------------------------------------------------------ * Attributes */ // access must be protected by mStateLock mutable Mutex mStateLock; State mCurrentState; volatile int32_t mTransactionFlags; Condition mTransactionCV; bool mTransactionPending; bool mAnimTransactionPending; Vector< sp > mLayersPendingRemoval; SortedVector< wp > mGraphicBufferProducerList; // protected by mStateLock (but we could use another lock) bool mLayersRemoved; // access must be protected by mInvalidateLock volatile int32_t mRepaintEverything; // constant members (no synchronization needed for access) HWComposer* mHwc; RenderEngine* mRenderEngine; nsecs_t mBootTime; bool mGpuToCpuSupported; sp mEventThread; EGLContext mEGLContext; EGLConfig mEGLConfig; EGLDisplay mEGLDisplay; EGLint mEGLNativeVisualId; sp mBuiltinDisplays[DisplayDevice::NUM_DISPLAY_TYPES]; // Can only accessed from the main thread, these members // don't need synchronization State mDrawingState; bool mVisibleRegionsDirty; bool mHwWorkListDirty; bool mAnimCompositionPending; // this may only be written from the main thread with mStateLock held // it may be read from other threads with mStateLock held DefaultKeyedVector< wp, sp > mDisplays; // don't use a lock for these, we don't care int mDebugRegion; int mDebugDDMS; int mDebugDisableHWC; int mDebugDisableTransformHint; volatile nsecs_t mDebugInSwapBuffers; nsecs_t mLastSwapBufferTime; volatile nsecs_t mDebugInTransaction; nsecs_t mLastTransactionTime; bool mBootFinished; // these are thread safe mutable MessageQueue mEventQueue; mutable Barrier mReadyToRunBarrier; FrameTracker mAnimFrameTracker; // protected by mDestroyedLayerLock; mutable Mutex mDestroyedLayerLock; Vector mDestroyedLayers; /* ------------------------------------------------------------------------ * Feature prototyping */ sp mExtDisplayToken; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_SURFACE_FLINGER_H