/* * Copyright 2013 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_SF_VIRTUAL_DISPLAY_SURFACE_H #define ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H #include "BufferQueueInterposer.h" #include "DisplaySurface.h" // --------------------------------------------------------------------------- namespace android { // --------------------------------------------------------------------------- class HWComposer; /* This DisplaySurface implementation uses a BufferQueueInterposer to pass * partially- or fully-composited buffers from the OpenGL ES driver to * HWComposer to use as the output buffer for virtual displays. Allowing HWC * to compose into the same buffer that contains GLES results saves bandwidth * compared to having two separate BufferQueues for frames with at least some * GLES composition. * * The alternative would be to have two complete BufferQueues, one from GLES * to HWC and one from HWC to the virtual display sink (e.g. video encoder). * For GLES-only frames, the same bandwidth saving could be achieved if buffers * could be acquired from the GLES->HWC queue and inserted into the HWC->sink * queue. That would be complicated and doesn't help the mixed GLES+HWC case. * * On frames with no GLES composition, the VirtualDisplaySurface dequeues a * buffer directly from the sink IGraphicBufferProducer and passes it to HWC, * bypassing the GLES driver. This is only guaranteed to work if * eglSwapBuffers doesn't immediately dequeue a buffer for the next frame, * since we can't rely on being able to dequeue more than one buffer at a time. * * TODO(jessehall): Add a libgui test that ensures that EGL/GLES do lazy * dequeBuffers; we've wanted to require that for other reasons anyway. */ class VirtualDisplaySurface : public DisplaySurface { public: VirtualDisplaySurface(HWComposer& hwc, int disp, const sp& sink, const String8& name); virtual sp getIGraphicBufferProducer() const; virtual status_t compositionComplete(); virtual status_t advanceFrame(); virtual status_t setReleaseFenceFd(int fenceFd); virtual void dump(String8& result) const; private: virtual ~VirtualDisplaySurface(); // immutable after construction HWComposer& mHwc; int mDisplayId; sp mSource; String8 mName; // mutable, must be synchronized with mMutex Mutex mMutex; sp mAcquiredBuffer; sp mReleaseFence; }; // --------------------------------------------------------------------------- } // namespace android // --------------------------------------------------------------------------- #endif // ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H