f171ab6da9
A LayerScreenshot is a special type of layer that contains a screenshot of the screen acquired when its created. It works just like LayerDim. Bug: 5446982 Change-Id: I7814aff2380e7e146937f2b641907be2a30c76cc
442 lines
16 KiB
C++
442 lines
16 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_SURFACE_FLINGER_H
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#define ANDROID_SURFACE_FLINGER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Atomic.h>
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#include <utils/Errors.h>
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#include <utils/KeyedVector.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.h>
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#include <utils/threads.h>
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#include <binder/BinderService.h>
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#include <binder/IMemory.h>
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#include <ui/PixelFormat.h>
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#include <surfaceflinger/IGraphicBufferAlloc.h>
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#include <surfaceflinger/ISurfaceComposer.h>
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#include <surfaceflinger/ISurfaceComposerClient.h>
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#include "Barrier.h"
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#include "Layer.h"
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#include "MessageQueue.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class DisplayHardware;
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class FreezeLock;
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class Layer;
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class LayerDim;
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class LayerScreenshot;
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struct surface_flinger_cblk_t;
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#define LIKELY( exp ) (__builtin_expect( (exp) != 0, true ))
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#define UNLIKELY( exp ) (__builtin_expect( (exp) != 0, false ))
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// ---------------------------------------------------------------------------
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class Client : public BnSurfaceComposerClient
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{
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public:
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Client(const sp<SurfaceFlinger>& flinger);
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~Client();
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status_t initCheck() const;
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// protected by SurfaceFlinger::mStateLock
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size_t attachLayer(const sp<LayerBaseClient>& layer);
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void detachLayer(const LayerBaseClient* layer);
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sp<LayerBaseClient> getLayerUser(int32_t i) const;
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private:
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// ISurfaceComposerClient interface
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virtual sp<ISurface> createSurface(
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surface_data_t* params, const String8& name,
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DisplayID display, uint32_t w, uint32_t h,PixelFormat format,
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uint32_t flags);
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virtual status_t destroySurface(SurfaceID surfaceId);
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virtual status_t onTransact(
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uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags);
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// constant
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sp<SurfaceFlinger> mFlinger;
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// protected by mLock
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DefaultKeyedVector< size_t, wp<LayerBaseClient> > mLayers;
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size_t mNameGenerator;
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// thread-safe
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mutable Mutex mLock;
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};
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class GraphicBufferAlloc : public BnGraphicBufferAlloc
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{
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public:
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GraphicBufferAlloc();
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virtual ~GraphicBufferAlloc();
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virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
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PixelFormat format, uint32_t usage, status_t* error);
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};
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// ---------------------------------------------------------------------------
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class GraphicPlane
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{
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public:
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static status_t orientationToTransfrom(int orientation, int w, int h,
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Transform* tr);
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GraphicPlane();
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~GraphicPlane();
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bool initialized() const;
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void setDisplayHardware(DisplayHardware *);
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status_t setOrientation(int orientation);
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int getOrientation() const { return mOrientation; }
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int getWidth() const;
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int getHeight() const;
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const DisplayHardware& displayHardware() const;
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DisplayHardware& editDisplayHardware();
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const Transform& transform() const;
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EGLDisplay getEGLDisplay() const;
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private:
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GraphicPlane(const GraphicPlane&);
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GraphicPlane operator = (const GraphicPlane&);
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DisplayHardware* mHw;
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Transform mGlobalTransform;
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Transform mDisplayTransform;
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int mOrientation;
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float mDisplayWidth;
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float mDisplayHeight;
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int mWidth;
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int mHeight;
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};
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// ---------------------------------------------------------------------------
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enum {
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eTransactionNeeded = 0x01,
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eTraversalNeeded = 0x02
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};
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class SurfaceFlinger :
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public BinderService<SurfaceFlinger>,
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public BnSurfaceComposer,
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public IBinder::DeathRecipient,
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protected Thread
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{
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public:
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static char const* getServiceName() { return "SurfaceFlinger"; }
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SurfaceFlinger();
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virtual ~SurfaceFlinger();
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void init();
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virtual status_t onTransact(
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uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags);
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virtual status_t dump(int fd, const Vector<String16>& args);
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// ISurfaceComposer interface
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virtual sp<ISurfaceComposerClient> createConnection();
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virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
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virtual sp<IMemoryHeap> getCblk() const;
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virtual void bootFinished();
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virtual void setTransactionState(const Vector<ComposerState>& state,
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int orientation);
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virtual status_t freezeDisplay(DisplayID dpy, uint32_t flags);
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virtual status_t unfreezeDisplay(DisplayID dpy, uint32_t flags);
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virtual int setOrientation(DisplayID dpy, int orientation, uint32_t flags);
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virtual bool authenticateSurfaceTexture(const sp<ISurfaceTexture>& surface) const;
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virtual status_t captureScreen(DisplayID dpy,
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sp<IMemoryHeap>* heap,
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uint32_t* width, uint32_t* height,
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PixelFormat* format, uint32_t reqWidth, uint32_t reqHeight,
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uint32_t minLayerZ, uint32_t maxLayerZ);
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virtual status_t turnElectronBeamOff(int32_t mode);
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virtual status_t turnElectronBeamOn(int32_t mode);
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void screenReleased(DisplayID dpy);
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void screenAcquired(DisplayID dpy);
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status_t renderScreenToTexture(DisplayID dpy,
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GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
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status_t postMessageAsync(const sp<MessageBase>& msg,
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nsecs_t reltime=0, uint32_t flags = 0);
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status_t postMessageSync(const sp<MessageBase>& msg,
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nsecs_t reltime=0, uint32_t flags = 0);
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status_t removeLayer(const sp<LayerBase>& layer);
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status_t addLayer(const sp<LayerBase>& layer);
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status_t invalidateLayerVisibility(const sp<LayerBase>& layer);
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void invalidateHwcGeometry();
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sp<Layer> getLayer(const sp<ISurface>& sur) const;
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GLuint getProtectedTexName() const { return mProtectedTexName; }
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class MessageDestroyGLTexture : public MessageBase {
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GLuint texture;
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public:
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MessageDestroyGLTexture(GLuint texture) : texture(texture) { }
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virtual bool handler() {
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glDeleteTextures(1, &texture);
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return true;
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}
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};
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private:
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// DeathRecipient interface
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virtual void binderDied(const wp<IBinder>& who);
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private:
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friend class Client;
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friend class LayerBase;
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friend class LayerBaseClient;
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friend class Layer;
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sp<ISurface> createSurface(
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ISurfaceComposerClient::surface_data_t* params,
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const String8& name,
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const sp<Client>& client,
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DisplayID display, uint32_t w, uint32_t h, PixelFormat format,
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uint32_t flags);
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sp<Layer> createNormalSurface(
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const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, uint32_t flags,
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PixelFormat& format);
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sp<LayerDim> createDimSurface(
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const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, uint32_t flags);
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sp<LayerScreenshot> createScreenshotSurface(
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const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, uint32_t flags);
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status_t removeSurface(const sp<Client>& client, SurfaceID sid);
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status_t destroySurface(const wp<LayerBaseClient>& layer);
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uint32_t setClientStateLocked(const sp<Client>& client, const layer_state_t& s);
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class LayerVector : public SortedVector< sp<LayerBase> > {
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public:
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LayerVector() { }
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LayerVector(const LayerVector& rhs) : SortedVector< sp<LayerBase> >(rhs) { }
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virtual int do_compare(const void* lhs, const void* rhs) const {
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const sp<LayerBase>& l(*reinterpret_cast<const sp<LayerBase>*>(lhs));
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const sp<LayerBase>& r(*reinterpret_cast<const sp<LayerBase>*>(rhs));
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// sort layers by Z order
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uint32_t lz = l->currentState().z;
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uint32_t rz = r->currentState().z;
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// then by sequence, so we get a stable ordering
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return (lz != rz) ? (lz - rz) : (l->sequence - r->sequence);
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}
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};
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struct State {
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State() {
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orientation = ISurfaceComposer::eOrientationDefault;
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freezeDisplay = 0;
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}
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LayerVector layersSortedByZ;
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uint8_t orientation;
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uint8_t orientationFlags;
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uint8_t freezeDisplay;
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};
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virtual bool threadLoop();
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virtual status_t readyToRun();
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virtual void onFirstRef();
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public: // hack to work around gcc 4.0.3 bug
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const GraphicPlane& graphicPlane(int dpy) const;
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GraphicPlane& graphicPlane(int dpy);
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void signalEvent();
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void repaintEverything();
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private:
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void waitForEvent();
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void handleConsoleEvents();
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void handleTransaction(uint32_t transactionFlags);
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void handleTransactionLocked(uint32_t transactionFlags);
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void computeVisibleRegions(
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const LayerVector& currentLayers,
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Region& dirtyRegion,
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Region& wormholeRegion);
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void handlePageFlip();
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bool lockPageFlip(const LayerVector& currentLayers);
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void unlockPageFlip(const LayerVector& currentLayers);
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void handleWorkList();
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void handleRepaint();
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void postFramebuffer();
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void setupHardwareComposer(Region& dirtyInOut);
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void composeSurfaces(const Region& dirty);
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ssize_t addClientLayer(const sp<Client>& client,
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const sp<LayerBaseClient>& lbc);
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status_t addLayer_l(const sp<LayerBase>& layer);
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status_t removeLayer_l(const sp<LayerBase>& layer);
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status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t peekTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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void commitTransaction();
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status_t captureScreenImplLocked(DisplayID dpy,
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sp<IMemoryHeap>* heap,
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uint32_t* width, uint32_t* height, PixelFormat* format,
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uint32_t reqWidth, uint32_t reqHeight,
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uint32_t minLayerZ, uint32_t maxLayerZ);
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status_t turnElectronBeamOffImplLocked(int32_t mode);
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status_t turnElectronBeamOnImplLocked(int32_t mode);
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status_t electronBeamOffAnimationImplLocked();
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status_t electronBeamOnAnimationImplLocked();
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status_t renderScreenToTextureLocked(DisplayID dpy,
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GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
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friend class FreezeLock;
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sp<FreezeLock> getFreezeLock() const;
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inline void incFreezeCount() {
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if (mFreezeCount == 0)
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mFreezeDisplayTime = 0;
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mFreezeCount++;
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}
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inline void decFreezeCount() { if (mFreezeCount > 0) mFreezeCount--; }
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inline bool hasFreezeRequest() const { return mFreezeDisplay; }
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inline bool isFrozen() const {
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return (mFreezeDisplay || mFreezeCount>0) && mBootFinished;
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}
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void debugFlashRegions();
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void debugShowFPS() const;
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void drawWormhole() const;
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mutable MessageQueue mEventQueue;
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// access must be protected by mStateLock
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mutable Mutex mStateLock;
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State mCurrentState;
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volatile int32_t mTransactionFlags;
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Condition mTransactionCV;
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SortedVector< sp<LayerBase> > mLayerPurgatory;
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bool mResizeTransationPending;
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// protected by mStateLock (but we could use another lock)
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GraphicPlane mGraphicPlanes[1];
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bool mLayersRemoved;
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DefaultKeyedVector< wp<IBinder>, wp<Layer> > mLayerMap;
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// constant members (no synchronization needed for access)
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sp<IMemoryHeap> mServerHeap;
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surface_flinger_cblk_t* mServerCblk;
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GLuint mWormholeTexName;
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GLuint mProtectedTexName;
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nsecs_t mBootTime;
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// Can only accessed from the main thread, these members
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// don't need synchronization
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State mDrawingState;
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Region mDirtyRegion;
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Region mDirtyRegionRemovedLayer;
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Region mSwapRegion;
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Region mWormholeRegion;
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bool mVisibleRegionsDirty;
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bool mHwWorkListDirty;
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bool mFreezeDisplay;
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int32_t mElectronBeamAnimationMode;
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int32_t mFreezeCount;
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nsecs_t mFreezeDisplayTime;
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Vector< sp<LayerBase> > mVisibleLayersSortedByZ;
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// don't use a lock for these, we don't care
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int mDebugRegion;
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int mDebugBackground;
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int mDebugDDMS;
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int mDebugDisableHWC;
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int mDebugDisableTransformHint;
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volatile nsecs_t mDebugInSwapBuffers;
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nsecs_t mLastSwapBufferTime;
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volatile nsecs_t mDebugInTransaction;
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nsecs_t mLastTransactionTime;
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bool mBootFinished;
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// these are thread safe
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mutable Barrier mReadyToRunBarrier;
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// protected by mDestroyedLayerLock;
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mutable Mutex mDestroyedLayerLock;
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Vector<LayerBase const *> mDestroyedLayers;
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// atomic variables
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enum {
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eConsoleReleased = 1,
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eConsoleAcquired = 2
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};
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volatile int32_t mConsoleSignals;
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// only written in the main thread, only read in other threads
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volatile int32_t mSecureFrameBuffer;
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};
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// ---------------------------------------------------------------------------
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class FreezeLock : public LightRefBase<FreezeLock> {
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SurfaceFlinger* mFlinger;
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public:
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FreezeLock(SurfaceFlinger* flinger)
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: mFlinger(flinger) {
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mFlinger->incFreezeCount();
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}
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~FreezeLock() {
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mFlinger->decFreezeCount();
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}
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_SURFACE_FLINGER_H
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