replicant-frameworks_native/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp
Steve Kondik 193a8c9334 surfaceflinger: Isolate S3D code to msm8996 only
Change-Id: Ie4b77b55eb306c795b452c59d8ae3383bd2804bc
2016-08-01 13:24:26 -07:00

390 lines
15 KiB
C++

/* Copyright (c) 2015, The Linux Foundation. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of The Linux Foundation nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
* BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
* IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <ui/GraphicBuffer.h>
#ifdef QTI_BSP
#include <gralloc_priv.h>
#include <qdMetaData.h>
#include <hardware/display_defs.h>
#endif
#include "ExLayer.h"
#include "RenderEngine/RenderEngine.h"
namespace android {
/* Calculates the aspect ratio for external display based on the video w/h */
static Rect getAspectRatio(const sp<const DisplayDevice>& hw,
const int& srcWidth, const int& srcHeight) {
Rect outRect;
int fbWidth = hw->getWidth();
int fbHeight = hw->getHeight();
int x , y = 0;
int w = fbWidth, h = fbHeight;
if (srcWidth * fbHeight > fbWidth * srcHeight) {
h = fbWidth * srcHeight / srcWidth;
w = fbWidth;
} else if (srcWidth * fbHeight < fbWidth * srcHeight) {
w = fbHeight * srcWidth / srcHeight;
h = fbHeight;
}
x = (fbWidth - w) / 2;
y = (fbHeight - h) / 2;
outRect.left = x;
outRect.top = y;
outRect.right = x + w;
outRect.bottom = y + h;
return outRect;
}
ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags)
#ifdef QTI_BSP
: Layer(flinger, client, name, w, h, flags),
mMeshLeftTop(Mesh::TRIANGLE_FAN, 4, 2, 2),
mMeshRightBottom(Mesh::TRIANGLE_FAN, 4, 2, 2) {
#else
: Layer(flinger, client, name, w, h, flags) {
#endif
char property[PROPERTY_VALUE_MAX] = {0};
mDebugLogs = false;
mIsGPUAllowedForProtected = false;
mIsHDMIPrimary = false;
if((property_get("persist.debug.qdframework.logs", property, NULL) > 0) &&
(!strncmp(property, "1", PROPERTY_VALUE_MAX ) ||
(!strncasecmp(property,"true", PROPERTY_VALUE_MAX )))) {
mDebugLogs = true;
}
ALOGD_IF(isDebug(),"Creating custom Layer %s",__FUNCTION__);
if ((property_get("persist.gralloc.cp.level3", property, NULL) > 0) &&
(atoi(property) == 1)) {
mIsGPUAllowedForProtected = true;
}
if ((property_get("persist.sys.is_hdmi_primary", property, NULL) > 0) &&
(atoi(property) == 1)) {
mIsHDMIPrimary = true;
}
}
ExLayer::~ExLayer() {
}
bool ExLayer::isExtOnly() const {
const sp<GraphicBuffer>& activeBuffer(mActiveBuffer);
if (activeBuffer != 0) {
#ifdef QTI_BSP
ANativeWindowBuffer* buffer = activeBuffer->getNativeBuffer();
if(buffer) {
private_handle_t* hnd = static_cast<private_handle_t*>
(const_cast<native_handle_t*>(buffer->handle));
/* return true if layer is EXT_ONLY */
return (hnd && (hnd->flags & private_handle_t::PRIV_FLAGS_EXTERNAL_ONLY));
}
#endif
}
return false;
}
bool ExLayer::isIntOnly() const {
const sp<GraphicBuffer>& activeBuffer(mActiveBuffer);
if (activeBuffer != 0) {
#ifdef QTI_BSP
ANativeWindowBuffer* buffer = activeBuffer->getNativeBuffer();
if(buffer) {
private_handle_t* hnd = static_cast<private_handle_t*>
(const_cast<native_handle_t*>(buffer->handle));
/* return true if layer is INT_ONLY */
return (hnd && (hnd->flags & private_handle_t::PRIV_FLAGS_INTERNAL_ONLY));
}
#endif
}
return false;
}
bool ExLayer::isSecureDisplay() const {
const sp<GraphicBuffer>& activeBuffer(mActiveBuffer);
if (activeBuffer != 0) {
#ifdef QTI_BSP
ANativeWindowBuffer* buffer = activeBuffer->getNativeBuffer();
if(buffer) {
private_handle_t* hnd = static_cast<private_handle_t*>
(const_cast<native_handle_t*>(buffer->handle));
/* return true if layer is SECURE_DISPLAY */
return (hnd && (hnd->flags & private_handle_t::PRIV_FLAGS_SECURE_DISPLAY));
}
#endif
}
return false;
}
bool ExLayer::isYuvLayer() const {
const sp<GraphicBuffer>& activeBuffer(mActiveBuffer);
if(activeBuffer != 0) {
#ifdef QTI_BSP
ANativeWindowBuffer* buffer = activeBuffer->getNativeBuffer();
if(buffer) {
private_handle_t* hnd = static_cast<private_handle_t*>
(const_cast<native_handle_t*>(buffer->handle));
/* return true if layer is YUV */
return (hnd && (hnd->bufferType == BUFFER_TYPE_VIDEO));
}
#endif
}
return false;
}
void ExLayer::setPosition(const sp<const DisplayDevice>& hw,
HWComposer::HWCLayerInterface& layer, const State& state) {
/* Set dest_rect to display width and height, if external_only flag
* for the layer is enabled or if its yuvLayer in extended mode.
*/
uint32_t w = hw->getWidth();
uint32_t h = hw->getHeight();
bool extendedMode = ExSurfaceFlinger::isExtendedMode();
if(isExtOnly()) {
/* Position: fullscreen for ext_only */
Rect r(0, 0, w, h);
layer.setFrame(r);
} else if(hw->getDisplayType() > 0 && (extendedMode && isYuvLayer())) {
/* Need to position the video full screen on external with aspect ratio */
Rect r = getAspectRatio(hw, state.active.w, state.active.h);
layer.setFrame(r);
}
return;
}
void ExLayer::setAcquiredFenceIfBlit(int &fenceFd,
HWComposer::HWCLayerInterface& layer) {
#ifdef QTI_BSP
if (layer.getCompositionType() == HWC_BLIT) {
sp<Fence> fence = mSurfaceFlingerConsumer->getCurrentFence();
if (fence->isValid()) {
fenceFd = fence->dup();
if (fenceFd == -1) {
ALOGW("%s: failed to dup layer fence, skipping sync: %d",
__FUNCTION__,errno);
}
}
}
#else
ALOGD_IF(isDebug(),"Not a BLIT Layer, compType = %d fencefd = %d",
layer.getCompositionType(), fenceFd);
#endif
}
bool ExLayer::canAllowGPUForProtected() const {
if(isProtected()) {
return mIsGPUAllowedForProtected;
} else {
return false;
}
}
void ExLayer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
const Region& /* clip */, bool useIdentityTransform) const {
const State& s(getDrawingState());
#if defined(QTI_BSP) && defined(SDM_TARGET)
uint32_t s3d_fmt = 0;
private_handle_t *pvt_handle = static_cast<private_handle_t *>
(const_cast<native_handle_t*>(mActiveBuffer->handle));
if (pvt_handle != NULL) {
struct S3DSFRender_t s3dRender;
getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);
if ((s3dRender.DisplayId == static_cast<uint32_t>(hw->getHwcDisplayId()) ||
mIsHDMIPrimary) && s3dRender.GpuRender) {
clearMetaData(pvt_handle, SET_S3D_RENDER);
s3d_fmt = s3dRender.GpuS3dFormat;
}
}
#endif
computeGeometry(hw, mMesh, useIdentityTransform);
/*
* NOTE: the way we compute the texture coordinates here produces
* different results than when we take the HWC path -- in the later case
* the "source crop" is rounded to texel boundaries.
* This can produce significantly different results when the texture
* is scaled by a large amount.
*
* The GL code below is more logical (imho), and the difference with
* HWC is due to a limitation of the HWC API to integers -- a question
* is suspend is whether we should ignore this problem or revert to
* GL composition when a buffer scaling is applied (maybe with some
* minimal value)? Or, we could make GL behave like HWC -- but this feel
* like more of a hack.
*/
Rect win(s.active.w, s.active.h);
if(!s.active.crop.isEmpty()) {
win = s.active.crop;
}
#ifdef QTI_BSP
win = s.transform.transform(win);
win.intersect(hw->getViewport(), &win);
win = s.transform.inverse().transform(win);
win.intersect(Rect(s.active.w, s.active.h), &win);
win = reduce(win, s.activeTransparentRegion);
#else
win = reduce(win, s.activeTransparentRegion);
#endif
float left = float(win.left) / float(s.active.w);
float top = float(win.top) / float(s.active.h);
float right = float(win.right) / float(s.active.w);
float bottom = float(win.bottom) / float(s.active.h);
// TODO: we probably want to generate the texture coords with the mesh
// here we assume that we only have 4 vertices
Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(left, 1.0f - top);
texCoords[1] = vec2(left, 1.0f - bottom);
texCoords[2] = vec2(right, 1.0f - bottom);
texCoords[3] = vec2(right, 1.0f - top);
#if defined(QTI_BSP) && defined(SDM_TARGET)
computeGeometryS3D(hw, mMesh, mMeshLeftTop, mMeshRightBottom, s3d_fmt);
#endif
RenderEngine& engine(mFlinger->getRenderEngine());
engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(s), s.alpha);
#if defined(QTI_BSP) && defined(SDM_TARGET)
if (s3d_fmt != HWC_S3DMODE_NONE) {
engine.setScissor(0, 0, hw->getWidth(), hw->getHeight());
engine.drawMesh(mMeshLeftTop);
engine.drawMesh(mMeshRightBottom);
} else {
#endif
engine.drawMesh(mMesh);
#if defined(QTI_BSP) && defined(SDM_TARGET)
}
#endif
engine.disableBlending();
}
#ifdef QTI_BSP
void ExLayer::computeGeometryS3D(const sp<const DisplayDevice>& hw, Mesh& mesh,
Mesh& meshLeftTop, Mesh &meshRightBottom, uint32_t s3d_fmt) const
{
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
Mesh::VertexArray<vec2> positionLeftTop(meshLeftTop.getPositionArray<vec2>());
Mesh::VertexArray<vec2> positionRightBottom(meshRightBottom.getPositionArray<vec2>());
Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
Mesh::VertexArray<vec2> texCoordsLeftTop(meshLeftTop.getTexCoordArray<vec2>());
Mesh::VertexArray<vec2> texCoordsRightBottom(meshRightBottom.getTexCoordArray<vec2>());
Rect scissor = hw->getBounds();
if(s3d_fmt == HWC_S3DMODE_NONE) {
return;
}
uint32_t count = mesh.getVertexCount();
while(count--) {
positionLeftTop[count] = positionRightBottom[count] = position[count];
texCoordsLeftTop[count] = texCoordsRightBottom[count] = texCoords[count];
}
switch (s3d_fmt) {
case HWC_S3DMODE_LR:
case HWC_S3DMODE_RL:
{
positionLeftTop[0].x = (position[0].x - scissor.left) / 2.0f + scissor.left;
positionLeftTop[1].x = (position[1].x - scissor.left) / 2.0f + scissor.left;
positionLeftTop[2].x = (position[2].x - scissor.left) / 2.0f + scissor.left;
positionLeftTop[3].x = (position[3].x - scissor.left) / 2.0f + scissor.left;
positionRightBottom[0].x = positionLeftTop[0].x + scissor.getWidth()/2;
positionRightBottom[1].x = positionLeftTop[1].x + scissor.getWidth()/2;
positionRightBottom[2].x = positionLeftTop[2].x + scissor.getWidth()/2;
positionRightBottom[3].x = positionLeftTop[3].x + scissor.getWidth()/2;
if(isYuvLayer()) {
texCoordsLeftTop[0].x = texCoords[0].x / 2.0f;
texCoordsLeftTop[1].x = texCoords[1].x / 2.0f;
texCoordsLeftTop[2].x = texCoords[2].x / 2.0f;
texCoordsLeftTop[3].x = texCoords[3].x / 2.0f;
texCoordsRightBottom[0].x = texCoordsLeftTop[0].x + 0.5f;
texCoordsRightBottom[1].x = texCoordsLeftTop[1].x + 0.5f;
texCoordsRightBottom[2].x = texCoordsLeftTop[2].x + 0.5f;
texCoordsRightBottom[3].x = texCoordsLeftTop[3].x + 0.5f;
}
break;
}
case HWC_S3DMODE_TB:
{
positionRightBottom[0].y = (position[0].y - scissor.top) / 2.0f + scissor.top;
positionRightBottom[1].y = (position[1].y - scissor.top) / 2.0f + scissor.top;
positionRightBottom[2].y = (position[2].y - scissor.top) / 2.0f + scissor.top;
positionRightBottom[3].y = (position[3].y - scissor.top) / 2.0f + scissor.top;
positionLeftTop[0].y = positionRightBottom[0].y + scissor.getHeight() / 2.0f;
positionLeftTop[1].y = positionRightBottom[1].y + scissor.getHeight() / 2.0f;
positionLeftTop[2].y = positionRightBottom[2].y + scissor.getHeight() / 2.0f;
positionLeftTop[3].y = positionRightBottom[3].y + scissor.getHeight() / 2.0f;
positionLeftTop[0].x = positionRightBottom[0].x = position[0].x;
positionLeftTop[1].x = positionRightBottom[1].x = position[1].x;
positionLeftTop[2].x = positionRightBottom[2].x = position[2].x;
positionLeftTop[3].x = positionRightBottom[3].x = position[3].x;
if(isYuvLayer()) {
texCoordsRightBottom[0].y = texCoords[0].y / 2.0f;
texCoordsRightBottom[1].y = texCoords[1].y / 2.0f;
texCoordsRightBottom[2].y = texCoords[2].y / 2.0f;
texCoordsRightBottom[3].y = texCoords[3].y / 2.0f;
texCoordsLeftTop[0].y = texCoordsRightBottom[0].y + 0.5f;
texCoordsLeftTop[1].y = texCoordsRightBottom[1].y + 0.5f;
texCoordsLeftTop[2].y = texCoordsRightBottom[2].y + 0.5f;
texCoordsLeftTop[3].y = texCoordsRightBottom[3].y + 0.5f;
}
break;
}
default:
break;
}
}
#endif
}; // namespace android