/* * 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 #include #include #include #include "FrameTracker.h" #include "Client.h" #include "MonitoredProducer.h" #include "SurfaceFlinger.h" #include "SurfaceFlingerConsumer.h" #include "Transform.h" #include "DisplayHardware/HWComposer.h" #include "DisplayHardware/FloatRect.h" #include "RenderEngine/Mesh.h" #include "RenderEngine/Texture.h" namespace android { // --------------------------------------------------------------------------- class Client; class Colorizer; class DisplayDevice; class GraphicBuffer; class SurfaceFlinger; // --------------------------------------------------------------------------- /* * A new BufferQueue and a new SurfaceFlingerConsumer are created when the * Layer is first referenced. * * This also implements onFrameAvailable(), which notifies SurfaceFlinger * that new data has arrived. */ class Layer : public SurfaceFlingerConsumer::ContentsChangedListener { static int32_t sSequence; public: mutable bool contentDirty; // regions below are in window-manager space Region visibleRegion; Region coveredRegion; Region visibleNonTransparentRegion; // Layer serial number. This gives layers an explicit ordering, so we // have a stable sort order when their layer stack and Z-order are // the same. int32_t sequence; enum { // flags for doTransaction() eDontUpdateGeometryState = 0x00000001, eVisibleRegion = 0x00000002, }; struct Geometry { uint32_t w; uint32_t h; Rect crop; inline bool operator ==(const Geometry& rhs) const { return (w == rhs.w && h == rhs.h && crop == rhs.crop); } inline bool operator !=(const Geometry& rhs) const { return !operator ==(rhs); } }; struct State { Geometry active; Geometry requested; uint32_t z; uint32_t layerStack; uint8_t alpha; uint8_t flags; uint8_t reserved[2]; int32_t sequence; // changes when visible regions can change Transform transform; // the transparentRegion hint is a bit special, it's latched only // when we receive a buffer -- this is because it's "content" // dependent. Region activeTransparentRegion; Region requestedTransparentRegion; }; // ----------------------------------------------------------------------- Layer(SurfaceFlinger* flinger, const sp& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags); virtual ~Layer(); // the this layer's size and format status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags); // modify current state bool setPosition(float x, float y); bool setLayer(uint32_t z); bool setSize(uint32_t w, uint32_t h); bool setAlpha(uint8_t alpha); bool setMatrix(const layer_state_t::matrix22_t& matrix); bool setTransparentRegionHint(const Region& transparent); bool setFlags(uint8_t flags, uint8_t mask); bool setCrop(const Rect& crop); bool setLayerStack(uint32_t layerStack); uint32_t getTransactionFlags(uint32_t flags); uint32_t setTransactionFlags(uint32_t flags); void computeGeometry(const sp& hw, Mesh& mesh, bool useIdentityTransform) const; Rect computeBounds() const; sp getHandle(); sp getProducer() const; const String8& getName() const; // ----------------------------------------------------------------------- // Virtuals virtual const char* getTypeId() const { return "Layer"; } /* * isOpaque - true if this surface is opaque * * This takes into account the buffer format (i.e. whether or not the * pixel format includes an alpha channel) and the "opaque" flag set * on the layer. It does not examine the current plane alpha value. */ virtual bool isOpaque(const Layer::State& s) const; /* * isSecure - true if this surface is secure, that is if it prevents * screenshots or VNC servers. */ virtual bool isSecure() const { return mSecure; } /* * isProtected - true if the layer may contain protected content in the * GRALLOC_USAGE_PROTECTED sense. */ virtual bool isProtected() const; /* * isVisible - true if this layer is visible, false otherwise */ virtual bool isVisible() const; /* * isFixedSize - true if content has a fixed size */ virtual bool isFixedSize() const; protected: /* * onDraw - draws the surface. */ virtual void onDraw(const sp& hw, const Region& clip, bool useIdentityTransform) const; public: // ----------------------------------------------------------------------- void setGeometry(const sp& hw, HWComposer::HWCLayerInterface& layer); void setPerFrameData(const sp& hw, HWComposer::HWCLayerInterface& layer); void setAcquireFence(const sp& hw, HWComposer::HWCLayerInterface& layer); /* * called after page-flip */ void onLayerDisplayed(const sp& hw, HWComposer::HWCLayerInterface* layer); /* * called before composition. * returns true if the layer has pending updates. */ bool onPreComposition(); /* * called after composition. */ void onPostComposition(); /* * draw - performs some global clipping optimizations * and calls onDraw(). */ void draw(const sp& hw, const Region& clip) const; void draw(const sp& hw, bool useIdentityTransform) const; void draw(const sp& hw) const; /* * doTransaction - process the transaction. This is a good place to figure * out which attributes of the surface have changed. */ uint32_t doTransaction(uint32_t transactionFlags); /* * setVisibleRegion - called to set the new visible region. This gives * a chance to update the new visible region or record the fact it changed. */ void setVisibleRegion(const Region& visibleRegion); /* * setCoveredRegion - called when the covered region changes. The covered * region corresponds to any area of the surface that is covered * (transparently or not) by another surface. */ void setCoveredRegion(const Region& coveredRegion); /* * setVisibleNonTransparentRegion - called when the visible and * non-transparent region changes. */ void setVisibleNonTransparentRegion(const Region& visibleNonTransparentRegion); /* * latchBuffer - called each time the screen is redrawn and returns whether * the visible regions need to be recomputed (this is a fairly heavy * operation, so this should be set only if needed). Typically this is used * to figure out if the content or size of a surface has changed. */ Region latchBuffer(bool& recomputeVisibleRegions); /* * called with the state lock when the surface is removed from the * current list */ void onRemoved(); // Updates the transform hint in our SurfaceFlingerConsumer to match // the current orientation of the display device. void updateTransformHint(const sp& hw) const; /* * returns the rectangle that crops the content of the layer and scales it * to the layer's size. */ Rect getContentCrop() const; // ----------------------------------------------------------------------- void clearWithOpenGL(const sp& hw, const Region& clip) const; void setFiltering(bool filtering); bool getFiltering() const; // only for debugging inline const sp& getActiveBuffer() const { return mActiveBuffer; } inline const State& getDrawingState() const { return mDrawingState; } inline const State& getCurrentState() const { return mCurrentState; } inline State& getCurrentState() { return mCurrentState; } /* always call base class first */ void dump(String8& result, Colorizer& colorizer) const; void dumpFrameStats(String8& result) const; void clearFrameStats(); void logFrameStats(); void getFrameStats(FrameStats* outStats) const; protected: // constant sp mFlinger; virtual void onFirstRef(); /* * Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer) * is called. */ class LayerCleaner { sp mFlinger; wp mLayer; protected: ~LayerCleaner(); public: LayerCleaner(const sp& flinger, const sp& layer); }; private: // Interface implementation for SurfaceFlingerConsumer::ContentsChangedListener virtual void onFrameAvailable(); virtual void onSidebandStreamChanged(); void commitTransaction(); // needsLinearFiltering - true if this surface's state requires filtering bool needsFiltering(const sp& hw) const; uint32_t getEffectiveUsage(uint32_t usage) const; FloatRect computeCrop(const sp& hw) const; bool isCropped() const; static bool getOpacityForFormat(uint32_t format); // drawing void clearWithOpenGL(const sp& hw, const Region& clip, float r, float g, float b, float alpha) const; void drawWithOpenGL(const sp& hw, const Region& clip, bool useIdentityTransform) const; // ----------------------------------------------------------------------- // constants sp mSurfaceFlingerConsumer; sp mProducer; uint32_t mTextureName; // from GLES bool mPremultipliedAlpha; String8 mName; mutable bool mDebug; PixelFormat mFormat; // these are protected by an external lock State mCurrentState; State mDrawingState; volatile int32_t mTransactionFlags; // thread-safe volatile int32_t mQueuedFrames; volatile int32_t mSidebandStreamChanged; // used like an atomic boolean FrameTracker mFrameTracker; // main thread sp mActiveBuffer; sp mSidebandStream; Rect mCurrentCrop; uint32_t mCurrentTransform; uint32_t mCurrentScalingMode; bool mCurrentOpacity; bool mRefreshPending; bool mFrameLatencyNeeded; // Whether filtering is forced on or not bool mFiltering; // Whether filtering is needed b/c of the drawingstate bool mNeedsFiltering; // The mesh used to draw the layer in GLES composition mode mutable Mesh mMesh; // The texture used to draw the layer in GLES composition mode mutable Texture mTexture; // page-flip thread (currently main thread) bool mSecure; // no screenshots bool mProtectedByApp; // application requires protected path to external sink // protected by mLock mutable Mutex mLock; // Set to true once we've returned this surface's handle mutable bool mHasSurface; const wp mClientRef; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_LAYER_H