replicant-frameworks_native/libs/surfaceflinger/Layer.cpp
Mathias Agopian 48d819a131 fix [2112575] stuck on DequeueCondition for a surface that doesn't exist anymore
this also fixes part of [2111536] Device is soft rebooted after ending the call through voice dialer
2009-09-10 19:41:18 -07:00

447 lines
14 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 <stdint.h>
#include <sys/types.h>
#include <cutils/properties.h>
#include <cutils/native_handle.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <utils/StopWatch.h>
#include <ui/PixelFormat.h>
#include <ui/Surface.h>
#include "Buffer.h"
#include "clz.h"
#include "Layer.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
#define DEBUG_RESIZE 0
namespace android {
// ---------------------------------------------------------------------------
const uint32_t Layer::typeInfo = LayerBaseClient::typeInfo | 4;
const char* const Layer::typeID = "Layer";
// ---------------------------------------------------------------------------
Layer::Layer(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& c, int32_t i)
: LayerBaseClient(flinger, display, c, i),
mSecure(false),
mNeedsBlending(true)
{
// no OpenGL operation is possible here, since we might not be
// in the OpenGL thread.
mFrontBufferIndex = lcblk->getFrontBuffer();
}
Layer::~Layer()
{
destroy();
// the actual buffers will be destroyed here
}
// called with SurfaceFlinger::mStateLock as soon as the layer is entered
// in the purgatory list
void Layer::onRemoved()
{
// wake up the condition
lcblk->setStatus(NO_INIT);
}
void Layer::destroy()
{
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
if (mTextures[i].name != -1U) {
glDeleteTextures(1, &mTextures[i].name);
mTextures[i].name = -1U;
}
if (mTextures[i].image != EGL_NO_IMAGE_KHR) {
EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
eglDestroyImageKHR(dpy, mTextures[i].image);
mTextures[i].image = EGL_NO_IMAGE_KHR;
}
Mutex::Autolock _l(mLock);
mBuffers[i].clear();
mWidth = mHeight = 0;
}
mSurface.clear();
}
sp<LayerBaseClient::Surface> Layer::createSurface() const
{
return mSurface;
}
status_t Layer::ditch()
{
// the layer is not on screen anymore. free as much resources as possible
destroy();
return NO_ERROR;
}
status_t Layer::setBuffers( uint32_t w, uint32_t h,
PixelFormat format, uint32_t flags)
{
PixelFormatInfo info;
status_t err = getPixelFormatInfo(format, &info);
if (err) return err;
uint32_t bufferFlags = 0;
if (flags & ISurfaceComposer::eSecure)
bufferFlags |= Buffer::SECURE;
mFormat = format;
mWidth = w;
mHeight = h;
mSecure = (bufferFlags & Buffer::SECURE) ? true : false;
mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
mBufferFlags = bufferFlags;
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
mBuffers[i] = new Buffer();
}
mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
return NO_ERROR;
}
void Layer::reloadTexture(const Region& dirty)
{
Mutex::Autolock _l(mLock);
sp<Buffer> buffer(getFrontBuffer());
if (LIKELY(mFlags & DisplayHardware::DIRECT_TEXTURE)) {
int index = mFrontBufferIndex;
if (LIKELY(!mTextures[index].dirty)) {
glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
} else {
// we need to recreate the texture
EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
// create the new texture name if needed
if (UNLIKELY(mTextures[index].name == -1U)) {
mTextures[index].name = createTexture();
} else {
glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
}
// free the previous image
if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(dpy, mTextures[index].image);
mTextures[index].image = EGL_NO_IMAGE_KHR;
}
// construct an EGL_NATIVE_BUFFER_ANDROID
android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
// create the new EGLImageKHR
const EGLint attrs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE
};
mTextures[index].image = eglCreateImageKHR(
dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
(EGLClientBuffer)clientBuf, attrs);
LOGE_IF(mTextures[index].image == EGL_NO_IMAGE_KHR,
"eglCreateImageKHR() failed. err=0x%4x",
eglGetError());
if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,
(GLeglImageOES)mTextures[index].image);
GLint error = glGetError();
if (UNLIKELY(error != GL_NO_ERROR)) {
// this failed, for instance, because we don't support
// NPOT.
// FIXME: do something!
mFlags &= ~DisplayHardware::DIRECT_TEXTURE;
} else {
// Everything went okay!
mTextures[index].dirty = false;
mTextures[index].width = clientBuf->width;
mTextures[index].height = clientBuf->height;
}
}
}
} else {
GGLSurface t;
status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_RARELY);
LOGE_IF(res, "error %d (%s) locking buffer %p",
res, strerror(res), buffer.get());
if (res == NO_ERROR) {
if (UNLIKELY(mTextures[0].name == -1U)) {
mTextures[0].name = createTexture();
}
loadTexture(&mTextures[0], mTextures[0].name, dirty, t);
buffer->unlock();
}
}
}
void Layer::onDraw(const Region& clip) const
{
const int index = (mFlags & DisplayHardware::DIRECT_TEXTURE) ?
mFrontBufferIndex : 0;
GLuint textureName = mTextures[index].name;
if (UNLIKELY(textureName == -1LU)) {
//LOGW("Layer %p doesn't have a texture", this);
// the texture has not been created yet, this Layer has
// in fact never been drawn into. this happens frequently with
// SurfaceView.
clearWithOpenGL(clip);
return;
}
drawWithOpenGL(clip, mTextures[index]);
}
sp<SurfaceBuffer> Layer::requestBuffer(int index, int usage)
{
sp<Buffer> buffer;
// this ensures our client doesn't go away while we're accessing
// the shared area.
sp<Client> ourClient(client.promote());
if (ourClient == 0) {
// oops, the client is already gone
return buffer;
}
/*
* This is called from the client's Surface::dequeue(). This can happen
* at any time, especially while we're in the middle of using the
* buffer 'index' as our front buffer.
*
* Make sure the buffer we're resizing is not the front buffer and has been
* dequeued. Once this condition is asserted, we are guaranteed that this
* buffer cannot become the front buffer under our feet, since we're called
* from Surface::dequeue()
*/
status_t err = lcblk->assertReallocate(index);
LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err));
if (err != NO_ERROR) {
// the surface may have died
return buffer;
}
uint32_t w, h;
{ // scope for the lock
Mutex::Autolock _l(mLock);
w = mWidth;
h = mHeight;
buffer = mBuffers[index];
mBuffers[index].clear();
}
if (buffer->getStrongCount() == 1) {
err = buffer->reallocate(w, h, mFormat, usage, mBufferFlags);
} else {
// here we have to reallocate a new buffer because we could have a
// client in our process with a reference to it (eg: status bar),
// and we can't release the handle under its feet.
buffer.clear();
buffer = new Buffer(w, h, mFormat, usage, mBufferFlags);
err = buffer->initCheck();
}
if (err || buffer->handle == 0) {
LOGE_IF(err || buffer->handle == 0,
"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)",
this, index, w, h, strerror(-err));
} else {
LOGD_IF(DEBUG_RESIZE,
"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d",
this, index, w, h);
}
if (err == NO_ERROR && buffer->handle != 0) {
Mutex::Autolock _l(mLock);
if (mWidth && mHeight) {
// and we have new buffer
mBuffers[index] = buffer;
// texture is now dirty...
mTextures[index].dirty = true;
} else {
// oops we got killed while we were allocating the buffer
buffer.clear();
}
}
return buffer;
}
uint32_t Layer::doTransaction(uint32_t flags)
{
const Layer::State& front(drawingState());
const Layer::State& temp(currentState());
// Index of the back buffer
const bool backbufferChanged = (front.w != temp.w) || (front.h != temp.h);
if (backbufferChanged) {
// the size changed, we need to ask our client to request a new buffer
LOGD_IF(DEBUG_RESIZE,
"resize (layer=%p), requested (%dx%d), "
"drawing (%d,%d), (%dx%d), (%dx%d)",
this, int(temp.w), int(temp.h),
int(drawingState().w), int(drawingState().h),
int(mBuffers[0]->getWidth()), int(mBuffers[0]->getHeight()),
int(mBuffers[1]->getWidth()), int(mBuffers[1]->getHeight()));
// record the new size, form this point on, when the client request a
// buffer, it'll get the new size.
setDrawingSize(temp.w, temp.h);
// all buffers need reallocation
lcblk->reallocate();
// recompute the visible region
// FIXME: ideally we would do that only when we have received
// a buffer of the right size
flags |= Layer::eVisibleRegion;
this->contentDirty = true;
#if 0
// FIXME: handle freeze lock
// we're being resized and there is a freeze display request,
// acquire a freeze lock, so that the screen stays put
// until we've redrawn at the new size; this is to avoid
// glitches upon orientation changes.
if (mFlinger->hasFreezeRequest()) {
// if the surface is hidden, don't try to acquire the
// freeze lock, since hidden surfaces may never redraw
if (!(front.flags & ISurfaceComposer::eLayerHidden)) {
mFreezeLock = mFlinger->getFreezeLock();
}
}
#endif
}
if (temp.sequence != front.sequence) {
if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) {
// this surface is now hidden, so it shouldn't hold a freeze lock
// (it may never redraw, which is fine if it is hidden)
mFreezeLock.clear();
}
}
return LayerBase::doTransaction(flags);
}
void Layer::setDrawingSize(uint32_t w, uint32_t h) {
Mutex::Autolock _l(mLock);
mWidth = w;
mHeight = h;
}
// ----------------------------------------------------------------------------
// pageflip handling...
// ----------------------------------------------------------------------------
void Layer::lockPageFlip(bool& recomputeVisibleRegions)
{
ssize_t buf = lcblk->retireAndLock();
if (buf < NO_ERROR) {
//LOGW("nothing to retire (%s)", strerror(-buf));
// NOTE: here the buffer is locked because we will used
// for composition later in the loop
return;
}
// we retired a buffer, which becomes the new front buffer
mFrontBufferIndex = buf;
// get the dirty region
sp<Buffer> newFrontBuffer(getBuffer(buf));
const Region dirty(lcblk->getDirtyRegion(buf));
mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
// FIXME: signal an event if we have more buffers waiting
// mFlinger->signalEvent();
reloadTexture( mPostedDirtyRegion );
}
void Layer::unlockPageFlip(
const Transform& planeTransform, Region& outDirtyRegion)
{
Region dirtyRegion(mPostedDirtyRegion);
if (!dirtyRegion.isEmpty()) {
mPostedDirtyRegion.clear();
// The dirty region is given in the layer's coordinate space
// transform the dirty region by the surface's transformation
// and the global transformation.
const Layer::State& s(drawingState());
const Transform tr(planeTransform * s.transform);
dirtyRegion = tr.transform(dirtyRegion);
// At this point, the dirty region is in screen space.
// Make sure it's constrained by the visible region (which
// is in screen space as well).
dirtyRegion.andSelf(visibleRegionScreen);
outDirtyRegion.orSelf(dirtyRegion);
}
}
void Layer::finishPageFlip()
{
status_t err = lcblk->unlock( mFrontBufferIndex );
LOGE_IF(err!=NO_ERROR,
"layer %p, buffer=%d wasn't locked!",
this, mFrontBufferIndex);
}
// ---------------------------------------------------------------------------
Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
SurfaceID id, const sp<Layer>& owner)
: Surface(flinger, id, owner->getIdentity(), owner)
{
}
Layer::SurfaceLayer::~SurfaceLayer()
{
}
sp<SurfaceBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
{
sp<SurfaceBuffer> buffer;
sp<Layer> owner(getOwner());
if (owner != 0) {
LOGE_IF(uint32_t(index)>=NUM_BUFFERS,
"getBuffer() index (%d) out of range", index);
if (uint32_t(index) < NUM_BUFFERS) {
buffer = owner->requestBuffer(index, usage);
}
}
return buffer;
}
// ---------------------------------------------------------------------------
}; // namespace android