/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include "Barrier.h" #include "Layer.h" #include "MessageQueue.h" namespace android { // --------------------------------------------------------------------------- class Client; class DisplayHardware; class DisplayEventConnection; class EventThread; class Layer; class LayerDim; class LayerScreenshot; struct surface_flinger_cblk_t; // --------------------------------------------------------------------------- class GraphicBufferAlloc : public BnGraphicBufferAlloc { public: GraphicBufferAlloc(); virtual ~GraphicBufferAlloc(); virtual sp createGraphicBuffer(uint32_t w, uint32_t h, PixelFormat format, uint32_t usage, status_t* error); }; // --------------------------------------------------------------------------- enum { eTransactionNeeded = 0x01, eTraversalNeeded = 0x02 }; class SurfaceFlinger : public BinderService, public BnSurfaceComposer, public IBinder::DeathRecipient, protected Thread { public: static char const* getServiceName() { return "SurfaceFlinger"; } SurfaceFlinger(); virtual ~SurfaceFlinger(); void init(); 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 getCblk() const; virtual void bootFinished(); virtual void setTransactionState(const Vector& state, int orientation, uint32_t flags); virtual bool authenticateSurfaceTexture(const sp& surface) const; virtual sp createDisplayEventConnection(); virtual status_t captureScreen(DisplayID dpy, sp* heap, uint32_t* width, uint32_t* height, PixelFormat* format, uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ, uint32_t maxLayerZ); virtual status_t turnElectronBeamOff(int32_t mode); virtual status_t turnElectronBeamOn(int32_t mode); // called when screen needs to turn off virtual void blank(); // called when screen is turning back on virtual void unblank(); virtual void connectDisplay(const sp display); // called on the main thread in response to screenReleased() void onScreenReleased(); // called on the main thread in response to screenAcquired() void onScreenAcquired(); status_t renderScreenToTexture(DisplayID dpy, GLuint* textureName, GLfloat* uOut, GLfloat* vOut); status_t renderScreenToTextureLocked(DisplayID dpy, GLuint* textureName, GLfloat* uOut, GLfloat* vOut); void onMessageReceived(int32_t what); void handleMessageTransaction(); void handleMessageInvalidate(); void handleMessageRefresh(); status_t postMessageAsync(const sp& msg, nsecs_t reltime=0, uint32_t flags = 0); status_t postMessageSync(const sp& msg, nsecs_t reltime=0, uint32_t flags = 0); status_t removeLayer(const sp& layer); status_t addLayer(const sp& layer); status_t invalidateLayerVisibility(const sp& layer); void invalidateHwcGeometry(); sp getLayer(const sp& sur) const; GLuint getProtectedTexName() const { return mProtectedTexName; } class MessageDestroyGLTexture : public MessageBase { GLuint texture; public: MessageDestroyGLTexture(GLuint texture) : texture(texture) { } virtual bool handler() { glDeleteTextures(1, &texture); return true; } }; private: // DeathRecipient interface virtual void binderDied(const wp& who); private: friend class Client; friend class DisplayEventConnection; friend class LayerBase; friend class LayerBaseClient; friend class Layer; sp createSurface( ISurfaceComposerClient::surface_data_t* params, const String8& name, const sp& client, DisplayID display, uint32_t w, uint32_t h, PixelFormat format, uint32_t flags); sp createNormalSurface( const sp& client, DisplayID display, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format); sp createDimSurface( const sp& client, DisplayID display, uint32_t w, uint32_t h, uint32_t flags); sp createScreenshotSurface( const sp& client, DisplayID display, uint32_t w, uint32_t h, uint32_t flags); status_t removeSurface(const sp& client, SurfaceID sid); status_t destroySurface(const wp& layer); uint32_t setClientStateLocked(const sp& client, const layer_state_t& s); class LayerVector : public SortedVector< sp > { public: LayerVector() { } LayerVector(const LayerVector& rhs) : SortedVector< sp >(rhs) { } virtual int do_compare(const void* lhs, const void* rhs) const { const sp& l(*reinterpret_cast*>(lhs)); const sp& r(*reinterpret_cast*>(rhs)); // sort layers by Z order uint32_t lz = l->currentState().z; uint32_t rz = r->currentState().z; // then by sequence, so we get a stable ordering return (lz != rz) ? (lz - rz) : (l->sequence - r->sequence); } }; struct State { State() : orientation(ISurfaceComposer::eOrientationDefault), orientationFlags(0) { } LayerVector layersSortedByZ; uint8_t orientation; uint8_t orientationFlags; }; virtual bool threadLoop(); virtual status_t readyToRun(); virtual void onFirstRef(); public: // hack to work around gcc 4.0.3 bug const DisplayHardware& getDisplayHardware(DisplayID dpy) const { return *mDisplayHardwares[dpy]; } const DisplayHardware& getDefaultDisplayHardware() const { return getDisplayHardware(0); } void signalTransaction(); void signalLayerUpdate(); void signalRefresh(); void repaintEverything(); private: void waitForEvent(); Region handleTransaction(uint32_t transactionFlags); Region handleTransactionLocked(uint32_t transactionFlags); void computeVisibleRegions( const LayerVector& currentLayers, Region& dirtyRegion, Region& wormholeRegion); /* handlePageFilp: this is were we latch a new buffer * if available and compute the dirty region. * The return value is the dirty region expressed in the * window manager's coordinate space (or the layer's state * space, which is the same thing), in particular the dirty * region is independent from a specific display's orientation. */ Region handlePageFlip(); void handleRefresh(); void handleWorkList(const DisplayHardware& hw); void handleRepaint(const DisplayHardware& hw); void postFramebuffer(); void setupHardwareComposer(const DisplayHardware& hw); void composeSurfaces(const DisplayHardware& hw, const Region& dirty); void setInvalidateRegion(const Region& reg); Region getAndClearInvalidateRegion(); ssize_t addClientLayer(const sp& client, const sp& lbc); status_t addLayer_l(const sp& layer); status_t removeLayer_l(const sp& layer); status_t purgatorizeLayer_l(const sp& layer); uint32_t getTransactionFlags(uint32_t flags); uint32_t peekTransactionFlags(uint32_t flags); uint32_t setTransactionFlags(uint32_t flags); void commitTransaction(); status_t captureScreenImplLocked(DisplayID dpy, sp* heap, uint32_t* width, uint32_t* height, PixelFormat* format, uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ, uint32_t maxLayerZ); status_t turnElectronBeamOffImplLocked(int32_t mode); status_t turnElectronBeamOnImplLocked(int32_t mode); status_t electronBeamOffAnimationImplLocked(); status_t electronBeamOnAnimationImplLocked(); void debugFlashRegions(const DisplayHardware& hw); void drawWormhole() const; void startBootAnim(); void listLayersLocked(const Vector& args, size_t& index, String8& result, char* buffer, size_t SIZE) const; void dumpStatsLocked(const Vector& args, size_t& index, String8& result, char* buffer, size_t SIZE) const; void clearStatsLocked(const Vector& args, size_t& index, String8& result, char* buffer, size_t SIZE) const; void dumpAllLocked(String8& result, char* buffer, size_t SIZE) const; mutable MessageQueue mEventQueue; // access must be protected by mStateLock mutable Mutex mStateLock; State mCurrentState; volatile int32_t mTransactionFlags; Condition mTransactionCV; SortedVector< sp > mLayerPurgatory; bool mTransationPending; Vector< sp > mLayersPendingRemoval; // protected by mStateLock (but we could use another lock) DisplayHardware* mDisplayHardwares[1]; bool mLayersRemoved; DefaultKeyedVector< wp, wp > mLayerMap; // access must be protected by mInvalidateLock mutable Mutex mInvalidateLock; Region mInvalidateRegion; // constant members (no synchronization needed for access) sp mServerHeap; surface_flinger_cblk_t* mServerCblk; GLuint mWormholeTexName; GLuint mProtectedTexName; nsecs_t mBootTime; sp mEventThread; // Can only accessed from the main thread, these members // don't need synchronization State mDrawingState; Region mDirtyRegion; Region mDirtyRegionRemovedLayer; Region mSwapRegion; Region mWormholeRegion; bool mVisibleRegionsDirty; bool mHwWorkListDirty; int32_t mElectronBeamAnimationMode; Vector< sp > mVisibleLayersSortedByZ; // 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 Barrier mReadyToRunBarrier; // protected by mDestroyedLayerLock; mutable Mutex mDestroyedLayerLock; Vector mDestroyedLayers; // only written in the main thread, only read in other threads volatile int32_t mSecureFrameBuffer; EGLSurface getExternalDisplaySurface() const; sp mExternalDisplayNativeWindow; EGLSurface mExternalDisplaySurface; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_SURFACE_FLINGER_H