537364c722
Add support to draw S3D framebuffer target in case HWC driver can not handle due to resource or capability issue. Change-Id: I536fa4a03e246d51891045b692d5dc5be88f2adf CRs-fixed: 999055
476 lines
15 KiB
C++
476 lines
15 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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class LayerBlur;
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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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friend class LayerBlur;
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public:
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#ifdef QTI_BSP
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friend class ExLayer;
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#endif
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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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Region surfaceDamageRegion;
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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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float x;
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float y;
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uint32_t w;
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uint32_t h;
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bool isPositionPending;
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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 && x == rhs.x && y == rhs.y
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&& isPositionPending == rhs.isPositionPending);
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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 blur;
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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 setBlur(uint8_t blur);
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virtual bool setBlurMaskLayer(sp<Layer>& /*maskLayer*/) { return false; }
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virtual bool setBlurMaskSampling(int32_t /*sampling*/) { return false; }
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virtual bool setBlurMaskAlphaThreshold(float /*alpha*/) { return false; }
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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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// If we have received a new buffer this frame, we will pass its surface
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// damage down to hardware composer. Otherwise, we must send a region with
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// one empty rect.
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void useSurfaceDamage();
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void useEmptyDamage();
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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#ifdef QTI_BSP
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virtual void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
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bool useIdentityTransform) const;
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#else
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void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
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bool useIdentityTransform) const;
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#endif
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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;
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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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/*
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* isBlurLayer - true if this is a LayerBlur instance
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*/
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virtual bool isBlurLayer() const { return false; }
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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);
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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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virtual 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);
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void draw(const sp<const DisplayDevice>& hw, bool useIdentityTransform);
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void draw(const sp<const DisplayDevice>& hw);
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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) ;
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/* ------------------------------------------------------------------------
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* Extensions
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*/
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virtual bool isExtOnly() const { return false; }
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virtual bool isIntOnly() const { return false; }
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virtual bool isSecureDisplay() const { return false; }
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virtual bool isYuvLayer() const { return false; }
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virtual void setPosition(const sp<const DisplayDevice>& /*hw*/,
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HWComposer::HWCLayerInterface& /*layer*/,
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const State& /*state*/) { }
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virtual void setAcquiredFenceIfBlit(int& /*fenceFd */,
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HWComposer::HWCLayerInterface& /*layer */) { }
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virtual bool canAllowGPUForProtected() const { return false; }
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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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Rect reduce(const Rect& win, const Region& exclude) const;
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private:
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// Interface implementation for SurfaceFlingerConsumer::ContentsChangedListener
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virtual void onFrameAvailable(const BufferItem& item) override;
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virtual void onFrameReplaced(const BufferItem& item) override;
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virtual void onSidebandStreamChanged() override;
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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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#ifdef QTI_BSP
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virtual void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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bool useIdentityTransform) const;
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#else
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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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#endif
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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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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 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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Condition mQueueItemCondition;
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Vector<BufferItem> mQueueItems;
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uint64_t mLastFrameNumberReceived;
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bool mUpdateTexImageFailed; // This is only modified from the main thread
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uint32_t mTransformHint;
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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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