replicant-frameworks_native/libs/surfaceflinger/DisplayHardware/DisplayHardware.cpp
Mathias Agopian cbb288bfe8 fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.

The main new feature is to be able to dequeue all buffers at once (very important when there are only two). 

A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.

The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.

eg. Allowed sequence:   DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 16:32:45 -07:00

324 lines
9.0 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.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <cutils/properties.h>
#include <utils/RefBase.h>
#include <utils/Log.h>
#include <ui/PixelFormat.h>
#include <ui/FramebufferNativeWindow.h>
#include <ui/EGLUtils.h>
#include <GLES/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <pixelflinger/pixelflinger.h>
#include "DisplayHardware/DisplayHardware.h"
#include <hardware/copybit.h>
#include <hardware/overlay.h>
#include <hardware/gralloc.h>
using namespace android;
static __attribute__((noinline))
void checkGLErrors()
{
do {
// there could be more than one error flag
GLenum error = glGetError();
if (error == GL_NO_ERROR)
break;
LOGE("GL error 0x%04x", int(error));
} while(true);
}
static __attribute__((noinline))
void checkEGLErrors(const char* token)
{
EGLint error = eglGetError();
if (error && error != EGL_SUCCESS) {
LOGE("%s: EGL error 0x%04x (%s)",
token, int(error), EGLUtils::strerror(error));
}
}
/*
* Initialize the display to the specified values.
*
*/
DisplayHardware::DisplayHardware(
const sp<SurfaceFlinger>& flinger,
uint32_t dpy)
: DisplayHardwareBase(flinger, dpy)
{
init(dpy);
}
DisplayHardware::~DisplayHardware()
{
fini();
}
float DisplayHardware::getDpiX() const { return mDpiX; }
float DisplayHardware::getDpiY() const { return mDpiY; }
float DisplayHardware::getDensity() const { return mDensity; }
float DisplayHardware::getRefreshRate() const { return mRefreshRate; }
int DisplayHardware::getWidth() const { return mWidth; }
int DisplayHardware::getHeight() const { return mHeight; }
PixelFormat DisplayHardware::getFormat() const { return mFormat; }
void DisplayHardware::init(uint32_t dpy)
{
mNativeWindow = new FramebufferNativeWindow();
framebuffer_device_t const * fbDev = mNativeWindow->getDevice();
mOverlayEngine = NULL;
hw_module_t const* module;
if (hw_get_module(OVERLAY_HARDWARE_MODULE_ID, &module) == 0) {
overlay_control_open(module, &mOverlayEngine);
}
// initialize EGL
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
EGLint w, h, dummy;
EGLint numConfigs=0;
EGLSurface surface;
EGLContext context;
mFlags = 0;
// TODO: all the extensions below should be queried through
// eglGetProcAddress().
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, NULL, NULL);
eglGetConfigs(display, NULL, 0, &numConfigs);
EGLConfig config;
status_t err = EGLUtils::selectConfigForNativeWindow(
display, attribs, mNativeWindow.get(), &config);
LOGE_IF(err, "couldn't find an EGLConfig matching the screen format");
EGLint r,g,b,a;
eglGetConfigAttrib(display, config, EGL_RED_SIZE, &r);
eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &g);
eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &b);
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &a);
/*
* Gather EGL extensions
*/
const char* const egl_extensions = eglQueryString(
display, EGL_EXTENSIONS);
LOGI("EGL informations:");
LOGI("# of configs : %d", numConfigs);
LOGI("vendor : %s", eglQueryString(display, EGL_VENDOR));
LOGI("version : %s", eglQueryString(display, EGL_VERSION));
LOGI("extensions: %s", egl_extensions);
LOGI("Client API: %s", eglQueryString(display, EGL_CLIENT_APIS)?:"Not Supported");
LOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, config);
if (mNativeWindow->isUpdateOnDemand()) {
mFlags |= UPDATE_ON_DEMAND;
}
if (eglGetConfigAttrib(display, config, EGL_CONFIG_CAVEAT, &dummy) == EGL_TRUE) {
if (dummy == EGL_SLOW_CONFIG)
mFlags |= SLOW_CONFIG;
}
/*
* Create our main surface
*/
surface = eglCreateWindowSurface(display, config, mNativeWindow.get(), NULL);
if (eglQuerySurface(display, surface, EGL_SWAP_BEHAVIOR, &dummy) == EGL_TRUE) {
if (dummy == EGL_BUFFER_PRESERVED) {
mFlags |= BUFFER_PRESERVED;
}
}
eglQuerySurface(display, surface, EGL_WIDTH, &mWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &mHeight);
#ifdef EGL_ANDROID_swap_rectangle
if (strstr(egl_extensions, "EGL_ANDROID_swap_rectangle")) {
if (eglSetSwapRectangleANDROID(display, surface,
0, 0, mWidth, mHeight) == EGL_TRUE) {
// This could fail if this extension is not supported by this
// specific surface (of config)
mFlags |= SWAP_RECTANGLE;
}
}
// when we have the choice between UPDATE_ON_DEMAND and SWAP_RECTANGLE
// choose UPDATE_ON_DEMAND, which is more efficient
if (mFlags & UPDATE_ON_DEMAND)
mFlags &= ~SWAP_RECTANGLE;
#endif
LOGI("flags : %08x", mFlags);
mDpiX = mNativeWindow->xdpi;
mDpiY = mNativeWindow->ydpi;
mRefreshRate = fbDev->fps;
char property[PROPERTY_VALUE_MAX];
/* Read density from build-specific ro.sf.lcd_density property
* except if it is overridden by qemu.sf.lcd_density.
*/
if (property_get("qemu.sf.lcd_density", property, NULL) <= 0) {
if (property_get("ro.sf.lcd_density", property, NULL) <= 0) {
LOGW("ro.sf.lcd_density not defined, using 160 dpi by default.");
strcpy(property, "160");
}
} else {
/* for the emulator case, reset the dpi values too */
mDpiX = mDpiY = atoi(property);
}
mDensity = atoi(property) * (1.0f/160.0f);
/*
* Create our OpenGL ES context
*/
context = eglCreateContext(display, config, NULL, NULL);
/*
* Gather OpenGL ES extensions
*/
eglMakeCurrent(display, surface, surface, context);
const char* const gl_extensions = (const char*)glGetString(GL_EXTENSIONS);
LOGI("OpenGL informations:");
LOGI("vendor : %s", glGetString(GL_VENDOR));
LOGI("renderer : %s", glGetString(GL_RENDERER));
LOGI("version : %s", glGetString(GL_VERSION));
LOGI("extensions: %s", gl_extensions);
if (strstr(gl_extensions, "GL_ARB_texture_non_power_of_two")) {
mFlags |= NPOT_EXTENSION;
}
if (strstr(gl_extensions, "GL_OES_draw_texture")) {
mFlags |= DRAW_TEXTURE_EXTENSION;
}
if (strstr( gl_extensions, "GL_OES_EGL_image") &&
(strstr(egl_extensions, "EGL_KHR_image_base") ||
strstr(egl_extensions, "EGL_KHR_image")) &&
strstr(egl_extensions, "EGL_ANDROID_image_native_buffer")) {
mFlags |= DIRECT_TEXTURE;
}
// Unbind the context from this thread
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
mDisplay = display;
mConfig = config;
mSurface = surface;
mContext = context;
mFormat = fbDev->format;
mPageFlipCount = 0;
}
/*
* Clean up. Throw out our local state.
*
* (It's entirely possible we'll never get here, since this is meant
* for real hardware, which doesn't restart.)
*/
void DisplayHardware::fini()
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(mDisplay);
overlay_control_close(mOverlayEngine);
}
void DisplayHardware::releaseScreen() const
{
DisplayHardwareBase::releaseScreen();
}
void DisplayHardware::acquireScreen() const
{
DisplayHardwareBase::acquireScreen();
}
uint32_t DisplayHardware::getPageFlipCount() const {
return mPageFlipCount;
}
/*
* "Flip" the front and back buffers.
*/
void DisplayHardware::flip(const Region& dirty) const
{
checkGLErrors();
EGLDisplay dpy = mDisplay;
EGLSurface surface = mSurface;
#ifdef EGL_ANDROID_swap_rectangle
if (mFlags & SWAP_RECTANGLE) {
const Region newDirty(dirty.intersect(bounds()));
const Rect b(newDirty.getBounds());
eglSetSwapRectangleANDROID(dpy, surface,
b.left, b.top, b.width(), b.height());
}
#endif
if (mFlags & UPDATE_ON_DEMAND) {
mNativeWindow->setUpdateRectangle(dirty.getBounds());
}
mPageFlipCount++;
eglSwapBuffers(dpy, surface);
checkEGLErrors("eglSwapBuffers");
// for debugging
//glClearColor(1,0,0,0);
//glClear(GL_COLOR_BUFFER_BIT);
}
uint32_t DisplayHardware::getFlags() const
{
return mFlags;
}
void DisplayHardware::makeCurrent() const
{
eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
}