replicant-frameworks_native/services/surfaceflinger/DisplayHardware/FramebufferSurface.cpp
Jesse Hall ef19414bd8 Transfer HWC release fences to BufferQueue
After a HWC set, each SurfaceFlinger Layer retrieves the release fence
HWC returned and gives it to the layer's SurfaceTexture. The
SurfaceTexture accumulates the fences into a merged fence until the
next updateTexImage, then passes the merged fence to the BufferQueue
in releaseBuffer.

In a follow-on change, BufferQueue will return the fence along with
the buffer slot in dequeueBuffer. For now, dequeueBuffer waits for the
fence to signal before returning.

The releaseFence default value for BufferQueue::releaseBuffer() is
temporary to avoid transient build breaks with a multi-project
checkin. It'll disappear in the next change.

Change-Id: Iaa9a0d5775235585d9cbf453d3a64623d08013d9
2012-06-21 22:21:12 -07:00

189 lines
6.2 KiB
C++

/*
**
** Copyright 2007 The Android Open Source Project
**
** Licensed under the Apache License Version 2.0(the "License");
** you may not use this file except in compliance with the License.
** You may obtain a copy of the License at
**
** http://www.apache.org/licenses/LICENSE-2.0
**
** Unless required by applicable law or agreed to in writing software
** distributed under the License is distributed on an "AS IS" BASIS
** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND either express or implied.
** See the License for the specific language governing permissions and
** limitations under the License.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <cutils/log.h>
#include <utils/String8.h>
#include <ui/Rect.h>
#include <EGL/egl.h>
#include <hardware/hardware.h>
#include <gui/SurfaceTextureClient.h>
#include <ui/GraphicBuffer.h>
#include "DisplayHardware/FramebufferSurface.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
/*
* This implements the (main) framebuffer management. This class is used
* mostly by SurfaceFlinger, but also by command line GL application.
*
*/
FramebufferSurface::FramebufferSurface()
: SurfaceTextureClient(),
fbDev(0), mCurrentBufferIndex(-1), mUpdateOnDemand(false)
{
hw_module_t const* module;
if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) {
int stride;
int err;
int i;
err = framebuffer_open(module, &fbDev);
ALOGE_IF(err, "couldn't open framebuffer HAL (%s)", strerror(-err));
// bail out if we can't initialize the modules
if (!fbDev)
return;
mUpdateOnDemand = (fbDev->setUpdateRect != 0);
const_cast<uint32_t&>(ANativeWindow::flags) = fbDev->flags;
const_cast<float&>(ANativeWindow::xdpi) = fbDev->xdpi;
const_cast<float&>(ANativeWindow::ydpi) = fbDev->ydpi;
const_cast<int&>(ANativeWindow::minSwapInterval) = fbDev->minSwapInterval;
const_cast<int&>(ANativeWindow::maxSwapInterval) = fbDev->maxSwapInterval;
} else {
ALOGE("Couldn't get gralloc module");
}
class GraphicBufferAlloc : public BnGraphicBufferAlloc {
public:
GraphicBufferAlloc() { };
virtual ~GraphicBufferAlloc() { };
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
PixelFormat format, uint32_t usage, status_t* error) {
sp<GraphicBuffer> graphicBuffer(new GraphicBuffer(w, h, format, usage));
return graphicBuffer;
}
};
mBufferQueue = new BufferQueue(true, NUM_FRAME_BUFFERS, new GraphicBufferAlloc());
mBufferQueue->setConsumerUsageBits(GRALLOC_USAGE_HW_FB|GRALLOC_USAGE_HW_RENDER|GRALLOC_USAGE_HW_COMPOSER);
mBufferQueue->setDefaultBufferFormat(fbDev->format);
mBufferQueue->setDefaultBufferSize(fbDev->width, fbDev->height);
mBufferQueue->setSynchronousMode(true);
mBufferQueue->setBufferCountServer(NUM_FRAME_BUFFERS);
setISurfaceTexture(mBufferQueue);
}
void FramebufferSurface::onFirstRef() {
class Listener : public BufferQueue::ConsumerListener {
const wp<FramebufferSurface> that;
virtual ~Listener() { }
virtual void onBuffersReleased() { }
void onFrameAvailable() {
sp<FramebufferSurface> self = that.promote();
if (self != NULL) {
BufferQueue::BufferItem item;
status_t err = self->mBufferQueue->acquireBuffer(&item);
if (err == 0) {
if (item.mGraphicBuffer != 0) {
self->mBuffers[item.mBuf] = item.mGraphicBuffer;
}
self->fbDev->post(self->fbDev, self->mBuffers[item.mBuf]->handle);
if (self->mCurrentBufferIndex >= 0) {
self->mBufferQueue->releaseBuffer(self->mCurrentBufferIndex,
EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE);
}
self->mCurrentBufferIndex = item.mBuf;
}
}
}
public:
Listener(const sp<FramebufferSurface>& that) : that(that) { }
};
mBufferQueue->setConsumerName(String8("FramebufferSurface"));
mBufferQueue->consumerConnect(new Listener(this));
}
FramebufferSurface::~FramebufferSurface() {
if (fbDev) {
framebuffer_close(fbDev);
}
}
status_t FramebufferSurface::setUpdateRectangle(const Rect& r)
{
if (!mUpdateOnDemand) {
return INVALID_OPERATION;
}
return fbDev->setUpdateRect(fbDev, r.left, r.top, r.width(), r.height());
}
status_t FramebufferSurface::compositionComplete()
{
if (fbDev->compositionComplete) {
return fbDev->compositionComplete(fbDev);
}
return INVALID_OPERATION;
}
void FramebufferSurface::dump(String8& result) {
if (fbDev->common.version >= 1 && fbDev->dump) {
const size_t SIZE = 4096;
char buffer[SIZE];
fbDev->dump(fbDev, buffer, SIZE);
result.append(buffer);
}
}
int FramebufferSurface::query(int what, int* value) const {
Mutex::Autolock _l(mLock);
framebuffer_device_t* fb = fbDev;
switch (what) {
case NATIVE_WINDOW_DEFAULT_WIDTH:
case NATIVE_WINDOW_WIDTH:
*value = fb->width;
return NO_ERROR;
case NATIVE_WINDOW_DEFAULT_HEIGHT:
case NATIVE_WINDOW_HEIGHT:
*value = fb->height;
return NO_ERROR;
case NATIVE_WINDOW_FORMAT:
*value = fb->format;
return NO_ERROR;
case NATIVE_WINDOW_CONCRETE_TYPE:
*value = NATIVE_WINDOW_FRAMEBUFFER;
return NO_ERROR;
case NATIVE_WINDOW_QUEUES_TO_WINDOW_COMPOSER:
*value = 0;
return NO_ERROR;
case NATIVE_WINDOW_TRANSFORM_HINT:
*value = 0;
return NO_ERROR;
}
return SurfaceTextureClient::query(what, value);
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------