/* ** ** Copyright 2012 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. */ #include #include #include #include #include #include #include #include #include #include #include #include "DisplayHardware/FramebufferSurface.h" // ---------------------------------------------------------------------------- namespace android { // ---------------------------------------------------------------------------- sp FramebufferSurface::create() { sp result = new FramebufferSurface(); if (result->fbDev == NULL) { result = NULL; } return result; } // ---------------------------------------------------------------------------- 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) { sp graphicBuffer(new GraphicBuffer(w, h, format, usage)); return graphicBuffer; } }; /* * This implements the (main) framebuffer management. This class is used * mostly by SurfaceFlinger, but also by command line GL application. * */ FramebufferSurface::FramebufferSurface(): ConsumerBase(new BufferQueue(true, NUM_FRAME_BUFFERS, new GraphicBufferAlloc())), fbDev(0), mCurrentBufferSlot(-1), mCurrentBuffer(0) { hw_module_t const* module; if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) { int stride; int err; int i; err = framebuffer_open(module, &fbDev); ALOGE_IF(err, "couldn't open framebuffer HAL (%s)", strerror(-err)); // bail out if we can't initialize the modules if (!fbDev) return; mName = "FramebufferSurface"; mBufferQueue->setConsumerName(mName); mBufferQueue->setConsumerUsageBits(GRALLOC_USAGE_HW_FB | GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER); mBufferQueue->setDefaultBufferFormat(fbDev->format); mBufferQueue->setDefaultBufferSize(fbDev->width, fbDev->height); mBufferQueue->setSynchronousMode(true); mBufferQueue->setBufferCountServer(NUM_FRAME_BUFFERS); } else { ALOGE("Couldn't get gralloc module"); } } status_t FramebufferSurface::nextBuffer(sp* buffer) { Mutex::Autolock lock(mMutex); BufferQueue::BufferItem item; status_t err = acquireBufferLocked(&item); if (err == BufferQueue::NO_BUFFER_AVAILABLE) { if (buffer != NULL) { *buffer = mCurrentBuffer; } return NO_ERROR; } else if (err != NO_ERROR) { ALOGE("error acquiring buffer: %s (%d)", strerror(-err), err); return err; } // If the BufferQueue has freed and reallocated a buffer in mCurrentSlot // then we may have acquired the slot we already own. If we had released // our current buffer before we call acquireBuffer then that release call // would have returned STALE_BUFFER_SLOT, and we would have called // freeBufferLocked on that slot. Because the buffer slot has already // been overwritten with the new buffer all we have to do is skip the // releaseBuffer call and we should be in the same state we'd be in if we // had released the old buffer first. if (mCurrentBufferSlot != BufferQueue::INVALID_BUFFER_SLOT && item.mBuf != mCurrentBufferSlot) { // Release the previous buffer. err = releaseBufferLocked(mCurrentBufferSlot, EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE); if (err != NO_ERROR && err != BufferQueue::STALE_BUFFER_SLOT) { ALOGE("error releasing buffer: %s (%d)", strerror(-err), err); return err; } } mCurrentBufferSlot = item.mBuf; mCurrentBuffer = mSlots[mCurrentBufferSlot].mGraphicBuffer; if (item.mFence != NULL) { item.mFence->wait(Fence::TIMEOUT_NEVER); } if (buffer != NULL) { *buffer = mCurrentBuffer; } return NO_ERROR; } FramebufferSurface::~FramebufferSurface() { if (fbDev) { framebuffer_close(fbDev); } } void FramebufferSurface::onFrameAvailable() { // XXX: The following code is here temporarily as part of the transition // away from the framebuffer HAL. sp buf; status_t err = nextBuffer(&buf); if (err != NO_ERROR) { ALOGE("error latching next FramebufferSurface buffer: %s (%d)", strerror(-err), err); return; } err = fbDev->post(fbDev, buf->handle); if (err != NO_ERROR) { ALOGE("error posting framebuffer: %d", err); } } void FramebufferSurface::freeBufferLocked(int slotIndex) { ConsumerBase::freeBufferLocked(slotIndex); if (slotIndex == mCurrentBufferSlot) { mCurrentBufferSlot = BufferQueue::INVALID_BUFFER_SLOT; } } status_t FramebufferSurface::setUpdateRectangle(const Rect& r) { return INVALID_OPERATION; } status_t FramebufferSurface::compositionComplete() { if (fbDev->compositionComplete) { return fbDev->compositionComplete(fbDev); } return INVALID_OPERATION; } void FramebufferSurface::dump(String8& result) { if (fbDev->common.version >= 1 && fbDev->dump) { const size_t SIZE = 4096; char buffer[SIZE]; fbDev->dump(fbDev, buffer, SIZE); result.append(buffer); } ConsumerBase::dump(result); } // ---------------------------------------------------------------------------- }; // namespace android // ----------------------------------------------------------------------------