6b9454d1fe
Currently, SurfaceFlinger is very dumb about how it handles buffer updates at less than 60fps. If there is a new frame pending, but its timestamp says not to present it until later SurfaceFlinger will wake up every vsync until it is time to present it. Even worse, if SurfaceFlinger has woken up but nothing has changed, it still goes through the entire composition process. This change (mostly) fixes that inefficiency. SurfaceFlinger will still wake up every refresh period while there is a new frame pending, but if there is no work to do, it will almost immediately go back to sleep. Bug: 18111837 Change-Id: I7825bacd37f40bf26edcc6a5e0f051dce45291fb
421 lines
13 KiB
C++
421 lines
13 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_LAYER_H
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#define ANDROID_LAYER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <utils/RefBase.h>
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#include <utils/String8.h>
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#include <utils/Timers.h>
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#include <ui/FrameStats.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <ui/Region.h>
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#include <gui/ISurfaceComposerClient.h>
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#include <private/gui/LayerState.h>
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#include "FrameTracker.h"
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#include "Client.h"
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#include "MonitoredProducer.h"
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#include "SurfaceFlinger.h"
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#include "SurfaceFlingerConsumer.h"
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#include "Transform.h"
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#include "DisplayHardware/HWComposer.h"
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#include "DisplayHardware/FloatRect.h"
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#include "RenderEngine/Mesh.h"
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#include "RenderEngine/Texture.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class Colorizer;
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class DisplayDevice;
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class GraphicBuffer;
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class SurfaceFlinger;
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// ---------------------------------------------------------------------------
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/*
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* A new BufferQueue and a new SurfaceFlingerConsumer are created when the
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* Layer is first referenced.
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*
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* This also implements onFrameAvailable(), which notifies SurfaceFlinger
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* that new data has arrived.
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*/
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class Layer : public SurfaceFlingerConsumer::ContentsChangedListener {
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static int32_t sSequence;
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public:
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mutable bool contentDirty;
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// regions below are in window-manager space
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Region visibleRegion;
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Region coveredRegion;
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Region visibleNonTransparentRegion;
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// Layer serial number. This gives layers an explicit ordering, so we
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// have a stable sort order when their layer stack and Z-order are
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// the same.
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int32_t sequence;
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enum { // flags for doTransaction()
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eDontUpdateGeometryState = 0x00000001,
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eVisibleRegion = 0x00000002,
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};
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struct Geometry {
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uint32_t w;
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uint32_t h;
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Rect crop;
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inline bool operator ==(const Geometry& rhs) const {
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return (w == rhs.w && h == rhs.h && crop == rhs.crop);
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}
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inline bool operator !=(const Geometry& rhs) const {
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return !operator ==(rhs);
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}
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};
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struct State {
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Geometry active;
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Geometry requested;
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uint32_t z;
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uint32_t layerStack;
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uint8_t alpha;
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uint8_t flags;
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uint8_t reserved[2];
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int32_t sequence; // changes when visible regions can change
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Transform transform;
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// the transparentRegion hint is a bit special, it's latched only
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// when we receive a buffer -- this is because it's "content"
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// dependent.
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Region activeTransparentRegion;
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Region requestedTransparentRegion;
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};
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// -----------------------------------------------------------------------
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Layer(SurfaceFlinger* flinger, const sp<Client>& client,
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const String8& name, uint32_t w, uint32_t h, uint32_t flags);
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virtual ~Layer();
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// the this layer's size and format
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status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
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// modify current state
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bool setPosition(float x, float y);
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bool setLayer(uint32_t z);
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bool setSize(uint32_t w, uint32_t h);
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bool setAlpha(uint8_t alpha);
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bool setMatrix(const layer_state_t::matrix22_t& matrix);
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bool setTransparentRegionHint(const Region& transparent);
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bool setFlags(uint8_t flags, uint8_t mask);
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bool setCrop(const Rect& crop);
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bool setLayerStack(uint32_t layerStack);
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
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bool useIdentityTransform) const;
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Rect computeBounds(const Region& activeTransparentRegion) const;
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Rect computeBounds() const;
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sp<IBinder> getHandle();
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sp<IGraphicBufferProducer> getProducer() const;
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const String8& getName() const;
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// -----------------------------------------------------------------------
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// Virtuals
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virtual const char* getTypeId() const { return "Layer"; }
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/*
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* isOpaque - true if this surface is opaque
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*
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* This takes into account the buffer format (i.e. whether or not the
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* pixel format includes an alpha channel) and the "opaque" flag set
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* on the layer. It does not examine the current plane alpha value.
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*/
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virtual bool isOpaque(const Layer::State& s) const;
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/*
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* isSecure - true if this surface is secure, that is if it prevents
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* screenshots or VNC servers.
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*/
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virtual bool isSecure() const { return mSecure; }
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/*
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* isProtected - true if the layer may contain protected content in the
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* GRALLOC_USAGE_PROTECTED sense.
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*/
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virtual bool isProtected() const;
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/*
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* isVisible - true if this layer is visible, false otherwise
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*/
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virtual bool isVisible() const;
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/*
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* isFixedSize - true if content has a fixed size
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*/
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virtual bool isFixedSize() const;
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protected:
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/*
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* onDraw - draws the surface.
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*/
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virtual void onDraw(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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public:
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// -----------------------------------------------------------------------
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void setGeometry(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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void setPerFrameData(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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void setAcquireFence(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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Rect getPosition(const sp<const DisplayDevice>& hw);
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/*
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* called after page-flip
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*/
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void onLayerDisplayed(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface* layer);
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bool shouldPresentNow(const DispSync& dispSync) const;
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/*
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* called before composition.
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* returns true if the layer has pending updates.
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*/
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bool onPreComposition();
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/*
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* called after composition.
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*/
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void onPostComposition();
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/*
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* draw - performs some global clipping optimizations
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* and calls onDraw().
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*/
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void draw(const sp<const DisplayDevice>& hw, const Region& clip) const;
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void draw(const sp<const DisplayDevice>& hw, bool useIdentityTransform) const;
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void draw(const sp<const DisplayDevice>& hw) const;
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/*
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* doTransaction - process the transaction. This is a good place to figure
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* out which attributes of the surface have changed.
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*/
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uint32_t doTransaction(uint32_t transactionFlags);
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/*
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* setVisibleRegion - called to set the new visible region. This gives
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* a chance to update the new visible region or record the fact it changed.
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*/
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void setVisibleRegion(const Region& visibleRegion);
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/*
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* setCoveredRegion - called when the covered region changes. The covered
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* region corresponds to any area of the surface that is covered
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* (transparently or not) by another surface.
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*/
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void setCoveredRegion(const Region& coveredRegion);
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/*
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* setVisibleNonTransparentRegion - called when the visible and
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* non-transparent region changes.
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*/
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void setVisibleNonTransparentRegion(const Region&
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visibleNonTransparentRegion);
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/*
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* latchBuffer - called each time the screen is redrawn and returns whether
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* the visible regions need to be recomputed (this is a fairly heavy
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* operation, so this should be set only if needed). Typically this is used
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* to figure out if the content or size of a surface has changed.
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*/
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Region latchBuffer(bool& recomputeVisibleRegions);
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bool isPotentialCursor() const { return mPotentialCursor;}
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/*
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* called with the state lock when the surface is removed from the
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* current list
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*/
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void onRemoved();
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// Updates the transform hint in our SurfaceFlingerConsumer to match
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// the current orientation of the display device.
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void updateTransformHint(const sp<const DisplayDevice>& hw) const;
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/*
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* returns the rectangle that crops the content of the layer and scales it
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* to the layer's size.
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*/
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Rect getContentCrop() const;
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/*
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* Returns if a frame is queued.
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*/
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bool hasQueuedFrame() const { return mQueuedFrames > 0 || mSidebandStreamChanged; }
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// -----------------------------------------------------------------------
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
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void setFiltering(bool filtering);
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bool getFiltering() const;
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// only for debugging
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inline const sp<GraphicBuffer>& getActiveBuffer() const { return mActiveBuffer; }
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inline const State& getDrawingState() const { return mDrawingState; }
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inline const State& getCurrentState() const { return mCurrentState; }
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inline State& getCurrentState() { return mCurrentState; }
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/* always call base class first */
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void dump(String8& result, Colorizer& colorizer) const;
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void dumpFrameStats(String8& result) const;
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void clearFrameStats();
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void logFrameStats();
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void getFrameStats(FrameStats* outStats) const;
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protected:
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// constant
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sp<SurfaceFlinger> mFlinger;
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virtual void onFirstRef();
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/*
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* Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer)
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* is called.
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*/
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class LayerCleaner {
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sp<SurfaceFlinger> mFlinger;
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wp<Layer> mLayer;
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protected:
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~LayerCleaner();
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public:
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LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer);
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};
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private:
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// Interface implementation for SurfaceFlingerConsumer::ContentsChangedListener
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virtual void onFrameAvailable(const BufferItem& item);
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virtual void onFrameReplaced(const BufferItem& item);
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virtual void onSidebandStreamChanged();
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void commitTransaction();
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// needsLinearFiltering - true if this surface's state requires filtering
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bool needsFiltering(const sp<const DisplayDevice>& hw) const;
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uint32_t getEffectiveUsage(uint32_t usage) const;
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FloatRect computeCrop(const sp<const DisplayDevice>& hw) const;
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bool isCropped() const;
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static bool getOpacityForFormat(uint32_t format);
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// drawing
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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float r, float g, float b, float alpha) const;
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void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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// Temporary - Used only for LEGACY camera mode.
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uint32_t getProducerStickyTransform() const;
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// -----------------------------------------------------------------------
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// constants
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sp<SurfaceFlingerConsumer> mSurfaceFlingerConsumer;
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sp<IGraphicBufferProducer> mProducer;
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uint32_t mTextureName; // from GLES
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bool mPremultipliedAlpha;
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String8 mName;
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mutable bool mDebug;
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PixelFormat mFormat;
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// these are protected by an external lock
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State mCurrentState;
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State mDrawingState;
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volatile int32_t mTransactionFlags;
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// thread-safe
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volatile int32_t mQueuedFrames;
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volatile int32_t mSidebandStreamChanged; // used like an atomic boolean
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FrameTracker mFrameTracker;
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// main thread
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sp<GraphicBuffer> mActiveBuffer;
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sp<NativeHandle> mSidebandStream;
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Rect mCurrentCrop;
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uint32_t mCurrentTransform;
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uint32_t mCurrentScalingMode;
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bool mCurrentOpacity;
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bool mRefreshPending;
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bool mFrameLatencyNeeded;
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// Whether filtering is forced on or not
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bool mFiltering;
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// Whether filtering is needed b/c of the drawingstate
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bool mNeedsFiltering;
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// The mesh used to draw the layer in GLES composition mode
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mutable Mesh mMesh;
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// The texture used to draw the layer in GLES composition mode
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mutable Texture mTexture;
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// page-flip thread (currently main thread)
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bool mSecure; // no screenshots
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bool mProtectedByApp; // application requires protected path to external sink
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// protected by mLock
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mutable Mutex mLock;
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// Set to true once we've returned this surface's handle
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mutable bool mHasSurface;
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const wp<Client> mClientRef;
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// This layer can be a cursor on some displays.
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bool mPotentialCursor;
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// Local copy of the queued contents of the incoming BufferQueue
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mutable Mutex mQueueItemLock;
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Vector<BufferItem> mQueueItems;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_LAYER_H
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