replicant-frameworks_native/services/surfaceflinger/SurfaceFlinger.h
Jesse Hall 6edebdf600 Create builtin display tokens on demand
For hotpluggable builtin displays (currently just HDMI), create the
display device IBinder token when the display is connected and destroy
it when the display is disconnected. Previously we created the tokens
at startup and never changed them. This made it so that when comparing
current and drawing state, we couldn't tell whether a display had been
disconnected and reconnected.

Bug: 7491120
Change-Id: I2ac82b864e10cb1cd0a308782d7e0ab9745c5d81
2012-11-27 12:30:18 -08:00

470 lines
16 KiB
C++

/*
* Copyright (C) 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.
*/
#ifndef ANDROID_SURFACE_FLINGER_H
#define ANDROID_SURFACE_FLINGER_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <cutils/compiler.h>
#include <utils/Atomic.h>
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <binder/BinderService.h>
#include <binder/IMemory.h>
#include <ui/PixelFormat.h>
#include <gui/ISurfaceComposer.h>
#include <gui/ISurfaceComposerClient.h>
#include <hardware/hwcomposer_defs.h>
#include <private/gui/LayerState.h>
#include "Barrier.h"
#include "MessageQueue.h"
#include "DisplayDevice.h"
#include "DisplayHardware/HWComposer.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayEventConnection;
class EventThread;
class IGraphicBufferAlloc;
class Layer;
class LayerBase;
class LayerBaseClient;
class LayerDim;
class LayerScreenshot;
class SurfaceTextureClient;
// ---------------------------------------------------------------------------
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02,
eDisplayTransactionNeeded = 0x04,
eTransactionMask = 0x07
};
class SurfaceFlinger : public BinderService<SurfaceFlinger>,
public BnSurfaceComposer,
private IBinder::DeathRecipient,
private Thread,
private HWComposer::EventHandler
{
public:
static char const* getServiceName() {
return "SurfaceFlinger";
}
SurfaceFlinger();
enum {
EVENT_VSYNC = HWC_EVENT_VSYNC
};
// post an asynchronous message to the main thread
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
uint32_t flags = 0);
// post a synchronous message to the main thread
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
uint32_t flags = 0);
// force full composition on all displays
void repaintEverything();
// renders content on given display to a texture. thread-safe version.
status_t renderScreenToTexture(uint32_t layerStack, GLuint* textureName,
GLfloat* uOut, GLfloat* vOut);
// renders content on given display to a texture, w/o acquiring main lock
status_t renderScreenToTextureLocked(uint32_t layerStack, GLuint* textureName,
GLfloat* uOut, GLfloat* vOut);
// returns the default Display
sp<const DisplayDevice> getDefaultDisplayDevice() const {
return getDisplayDevice(mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY]);
}
// utility function to delete a texture on the main thread
void deleteTextureAsync(GLuint texture);
// allocate a h/w composer display id
int32_t allocateHwcDisplayId(DisplayDevice::DisplayType type);
// enable/disable h/w composer event
// TODO: this should be made accessible only to EventThread
void eventControl(int disp, int event, int enabled);
// called on the main thread by MessageQueue when an internal message
// is received
// TODO: this should be made accessible only to MessageQueue
void onMessageReceived(int32_t what);
// for debugging only
// TODO: this should be made accessible only to HWComposer
const Vector< sp<LayerBase> >& getLayerSortedByZForHwcDisplay(int disp);
private:
friend class Client;
friend class DisplayEventConnection;
friend class LayerBase;
friend class LayerBaseClient;
friend class Layer;
friend class LayerScreenshot;
// We're reference counted, never destroy SurfaceFlinger directly
virtual ~SurfaceFlinger();
/* ------------------------------------------------------------------------
* Internal data structures
*/
class LayerVector : public SortedVector<sp<LayerBase> > {
public:
LayerVector();
LayerVector(const LayerVector& rhs);
virtual int do_compare(const void* lhs, const void* rhs) const;
};
struct DisplayDeviceState {
DisplayDeviceState();
DisplayDeviceState(DisplayDevice::DisplayType type);
bool isValid() const { return type >= 0; }
bool isMainDisplay() const { return type == DisplayDevice::DISPLAY_PRIMARY; }
bool isVirtualDisplay() const { return type >= DisplayDevice::DISPLAY_VIRTUAL; }
DisplayDevice::DisplayType type;
sp<ISurfaceTexture> surface;
uint32_t layerStack;
Rect viewport;
Rect frame;
uint8_t orientation;
String8 displayName;
bool isSecure;
};
struct State {
LayerVector layersSortedByZ;
DefaultKeyedVector< wp<IBinder>, DisplayDeviceState> displays;
};
/* ------------------------------------------------------------------------
* IBinder interface
*/
virtual status_t onTransact(uint32_t code, const Parcel& data,
Parcel* reply, uint32_t flags);
virtual status_t dump(int fd, const Vector<String16>& args);
/* ------------------------------------------------------------------------
* ISurfaceComposer interface
*/
virtual sp<ISurfaceComposerClient> createConnection();
virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
virtual sp<IBinder> createDisplay(const String8& displayName, bool secure);
virtual sp<IBinder> getBuiltInDisplay(int32_t id);
virtual void setTransactionState(const Vector<ComposerState>& state,
const Vector<DisplayState>& displays, uint32_t flags);
virtual void bootFinished();
virtual bool authenticateSurfaceTexture(
const sp<ISurfaceTexture>& surface) const;
virtual sp<IDisplayEventConnection> createDisplayEventConnection();
virtual status_t captureScreen(const sp<IBinder>& display, sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
uint32_t maxLayerZ);
// called when screen needs to turn off
virtual void blank(const sp<IBinder>& display);
// called when screen is turning back on
virtual void unblank(const sp<IBinder>& display);
virtual status_t getDisplayInfo(const sp<IBinder>& display, DisplayInfo* info);
/* ------------------------------------------------------------------------
* DeathRecipient interface
*/
virtual void binderDied(const wp<IBinder>& who);
/* ------------------------------------------------------------------------
* Thread interface
*/
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
/* ------------------------------------------------------------------------
* HWComposer::EventHandler interface
*/
virtual void onVSyncReceived(int type, nsecs_t timestamp);
virtual void onHotplugReceived(int disp, bool connected);
/* ------------------------------------------------------------------------
* Message handling
*/
void waitForEvent();
void signalTransaction();
void signalLayerUpdate();
void signalRefresh();
// called on the main thread in response to initializeDisplays()
void onInitializeDisplays();
// called on the main thread in response to blank()
void onScreenReleased(const sp<const DisplayDevice>& hw);
// called on the main thread in response to unblank()
void onScreenAcquired(const sp<const DisplayDevice>& hw);
void handleMessageTransaction();
void handleMessageInvalidate();
void handleMessageRefresh();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(uint32_t transactionFlags);
/* handlePageFilp: this is were we latch a new buffer
* if available and compute the dirty region.
*/
void handlePageFlip();
/* ------------------------------------------------------------------------
* Transactions
*/
uint32_t getTransactionFlags(uint32_t flags);
uint32_t peekTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void commitTransaction();
uint32_t setClientStateLocked(const sp<Client>& client,
const layer_state_t& s);
uint32_t setDisplayStateLocked(const DisplayState& s);
/* ------------------------------------------------------------------------
* Layer management
*/
sp<ISurface> createLayer(ISurfaceComposerClient::surface_data_t* params,
const String8& name, const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
sp<Layer> createNormalLayer(const sp<Client>& client,
uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format);
sp<LayerDim> createDimLayer(const sp<Client>& client,
uint32_t w, uint32_t h, uint32_t flags);
sp<LayerScreenshot> createScreenshotLayer(const sp<Client>& client,
uint32_t w, uint32_t h, uint32_t flags);
// called in response to the window-manager calling
// ISurfaceComposerClient::destroySurface()
// The specified layer is first placed in a purgatory list
// until all references from the client are released.
status_t onLayerRemoved(const sp<Client>& client, SurfaceID sid);
// called when all clients have released all their references to
// this layer meaning it is entirely safe to destroy all
// resources associated to this layer.
status_t onLayerDestroyed(const wp<LayerBaseClient>& layer);
// remove a layer from SurfaceFlinger immediately
status_t removeLayer(const sp<LayerBase>& layer);
// add a layer to SurfaceFlinger
ssize_t addClientLayer(const sp<Client>& client,
const sp<LayerBaseClient>& lbc);
status_t removeLayer_l(const sp<LayerBase>& layer);
status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
/* ------------------------------------------------------------------------
* Boot animation, on/off animations and screen capture
*/
void startBootAnim();
status_t captureScreenImplLocked(const sp<IBinder>& display, sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
uint32_t maxLayerZ);
/* ------------------------------------------------------------------------
* EGL
*/
static status_t selectConfigForAttribute(EGLDisplay dpy,
EGLint const* attrs, EGLint attribute, EGLint value, EGLConfig* outConfig);
static EGLConfig selectEGLConfig(EGLDisplay disp, EGLint visualId);
static EGLContext createGLContext(EGLDisplay disp, EGLConfig config);
void initializeGL(EGLDisplay display);
uint32_t getMaxTextureSize() const;
uint32_t getMaxViewportDims() const;
/* ------------------------------------------------------------------------
* Display and layer stack management
*/
// called when starting, or restarting after system_server death
void initializeDisplays();
// Create an IBinder for a builtin display and add it to current state
void createBuiltinDisplayLocked(DisplayDevice::DisplayType type);
// NOTE: can only be called from the main thread or with mStateLock held
sp<const DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) const {
return mDisplays.valueFor(dpy);
}
// NOTE: can only be called from the main thread or with mStateLock held
sp<DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) {
return mDisplays.valueFor(dpy);
}
// mark a region of a layer stack dirty. this updates the dirty
// region of all screens presenting this layer stack.
void invalidateLayerStack(uint32_t layerStack, const Region& dirty);
/* ------------------------------------------------------------------------
* H/W composer
*/
HWComposer& getHwComposer() const { return *mHwc; }
/* ------------------------------------------------------------------------
* Compositing
*/
void invalidateHwcGeometry();
static void computeVisibleRegions(
const LayerVector& currentLayers, uint32_t layerStack,
Region& dirtyRegion, Region& opaqueRegion);
void preComposition();
void postComposition();
void rebuildLayerStacks();
void setUpHWComposer();
void doComposition();
void doDebugFlashRegions();
void doDisplayComposition(const sp<const DisplayDevice>& hw,
const Region& dirtyRegion);
void doComposeSurfaces(const sp<const DisplayDevice>& hw,
const Region& dirty);
void postFramebuffer();
void drawWormhole(const sp<const DisplayDevice>& hw,
const Region& region) const;
GLuint getProtectedTexName() const {
return mProtectedTexName;
}
/* ------------------------------------------------------------------------
* Display management
*/
/* ------------------------------------------------------------------------
* Debugging & dumpsys
*/
void listLayersLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index,
String8& result, char* buffer, size_t SIZE) const;
void dumpAllLocked(String8& result, char* buffer, size_t SIZE) const;
bool startDdmConnection();
static void appendSfConfigString(String8& result);
/* ------------------------------------------------------------------------
* Attributes
*/
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState;
volatile int32_t mTransactionFlags;
Condition mTransactionCV;
SortedVector<sp<LayerBase> > mLayerPurgatory;
bool mTransactionPending;
bool mAnimTransactionPending;
Vector<sp<LayerBase> > mLayersPendingRemoval;
// protected by mStateLock (but we could use another lock)
bool mLayersRemoved;
// access must be protected by mInvalidateLock
volatile int32_t mRepaintEverything;
// constant members (no synchronization needed for access)
HWComposer* mHwc;
GLuint mProtectedTexName;
nsecs_t mBootTime;
sp<EventThread> mEventThread;
GLint mMaxViewportDims[2];
GLint mMaxTextureSize;
EGLContext mEGLContext;
EGLConfig mEGLConfig;
EGLDisplay mEGLDisplay;
sp<IBinder> mBuiltinDisplays[DisplayDevice::NUM_DISPLAY_TYPES];
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState;
bool mVisibleRegionsDirty;
bool mHwWorkListDirty;
// this may only be written from the main thread with mStateLock held
// it may be read from other threads with mStateLock held
DefaultKeyedVector< wp<IBinder>, sp<DisplayDevice> > mDisplays;
// don't use a lock for these, we don't care
int mDebugRegion;
int mDebugDDMS;
int mDebugDisableHWC;
int mDebugDisableTransformHint;
volatile nsecs_t mDebugInSwapBuffers;
nsecs_t mLastSwapBufferTime;
volatile nsecs_t mDebugInTransaction;
nsecs_t mLastTransactionTime;
bool mBootFinished;
// these are thread safe
mutable MessageQueue mEventQueue;
mutable Barrier mReadyToRunBarrier;
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
Vector<LayerBase const *> mDestroyedLayers;
/* ------------------------------------------------------------------------
* Feature prototyping
*/
sp<IBinder> mExtDisplayToken;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H