replicant-frameworks_native/services/surfaceflinger/LayerBase.h
Mathias Agopian f74e8e0602 don't attempt to clip layers anymore using glScissor
this seems to hurt performance on some GPU. this change
might negatively affect performance on other GPUs though, but
probably in less time-sensitive cases. If this becomes a
problem it might become necessary to pre-clip the geometry
(so that we don't have to use glScissor).

This improves the rotation animation quite a bit.

Change-Id: I5dbe1286f7ad858ef2c1e1ad9a07ee3f26c0b1f3
2012-04-16 03:19:15 -07:00

337 lines
10 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_LAYER_BASE_H
#define ANDROID_LAYER_BASE_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <utils/RefBase.h>
#include <ui/Region.h>
#include <gui/ISurfaceComposerClient.h>
#include <private/gui/LayerState.h>
#include <hardware/hwcomposer.h>
#include "DisplayHardware/DisplayHardware.h"
#include "Transform.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayHardware;
class GraphicBuffer;
class GraphicPlane;
class Layer;
class LayerBaseClient;
class SurfaceFlinger;
// ---------------------------------------------------------------------------
class LayerBase : public RefBase
{
static int32_t sSequence;
public:
LayerBase(SurfaceFlinger* flinger, DisplayID display);
DisplayID dpy;
mutable bool contentDirty;
Region visibleRegionScreen;
Region transparentRegionScreen;
Region coveredRegionScreen;
int32_t sequence;
struct State {
uint32_t w;
uint32_t h;
uint32_t requested_w;
uint32_t requested_h;
uint32_t z;
uint8_t alpha;
uint8_t flags;
uint8_t reserved[2];
int32_t sequence; // changes when visible regions can change
uint32_t tint;
Transform transform;
Region transparentRegion;
};
virtual void setName(const String8& name);
String8 getName() const;
// modify current state
bool setPosition(float x, float y);
bool setLayer(uint32_t z);
bool setSize(uint32_t w, uint32_t h);
bool setAlpha(uint8_t alpha);
bool setMatrix(const layer_state_t::matrix22_t& matrix);
bool setTransparentRegionHint(const Region& opaque);
bool setFlags(uint8_t flags, uint8_t mask);
void commitTransaction();
bool requestTransaction();
void forceVisibilityTransaction();
uint32_t getTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
Rect visibleBounds() const;
virtual sp<LayerBaseClient> getLayerBaseClient() const { return 0; }
virtual sp<Layer> getLayer() const { return 0; }
virtual const char* getTypeId() const { return "LayerBase"; }
virtual void setGeometry(hwc_layer_t* hwcl);
virtual void setPerFrameData(hwc_layer_t* hwcl);
/**
* draw - performs some global clipping optimizations
* and calls onDraw().
* Typically this method is not overridden, instead implement onDraw()
* to perform the actual drawing.
*/
virtual void draw(const Region& clip) const;
virtual void drawForSreenShot();
/**
* onDraw - draws the surface.
*/
virtual void onDraw(const Region& clip) const = 0;
/**
* initStates - called just after construction
*/
virtual void initStates(uint32_t w, uint32_t h, uint32_t flags);
/**
* doTransaction - process the transaction. This is a good place to figure
* out which attributes of the surface have changed.
*/
virtual uint32_t doTransaction(uint32_t transactionFlags);
/**
* setVisibleRegion - called to set the new visible region. This gives
* a chance to update the new visible region or record the fact it changed.
*/
virtual void setVisibleRegion(const Region& visibleRegion);
/**
* setCoveredRegion - called when the covered region changes. The covered
* region corresponds to any area of the surface that is covered
* (transparently or not) by another surface.
*/
virtual void setCoveredRegion(const Region& coveredRegion);
/**
* validateVisibility - cache a bunch of things
*/
virtual void validateVisibility(const Transform& globalTransform);
/**
* lockPageFlip - called each time the screen is redrawn and returns whether
* the visible regions need to be recomputed (this is a fairly heavy
* operation, so this should be set only if needed). Typically this is used
* to figure out if the content or size of a surface has changed.
*/
virtual void lockPageFlip(bool& recomputeVisibleRegions);
/**
* unlockPageFlip - called each time the screen is redrawn. updates the
* final dirty region wrt the planeTransform.
* At this point, all visible regions, surface position and size, etc... are
* correct.
*/
virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion);
/**
* isOpaque - true if this surface is opaque
*/
virtual bool isOpaque() const { return true; }
/**
* needsDithering - true if this surface needs dithering
*/
virtual bool needsDithering() const { return false; }
/**
* needsLinearFiltering - true if this surface's state requires filtering
*/
virtual bool needsFiltering() const { return mNeedsFiltering; }
/**
* isSecure - true if this surface is secure, that is if it prevents
* screenshots or VNC servers.
*/
virtual bool isSecure() const { return false; }
/**
* isProtected - true if the layer may contain protected content in the
* GRALLOC_USAGE_PROTECTED sense.
*/
virtual bool isProtected() const { return false; }
/** called with the state lock when the surface is removed from the
* current list */
virtual void onRemoved() { }
/** called after page-flip
*/
virtual void onLayerDisplayed() { }
/** called before composition.
* returns true if the layer has pending updates.
*/
virtual bool onPreComposition() { return false; }
/** always call base class first */
virtual void dump(String8& result, char* scratch, size_t size) const;
virtual void shortDump(String8& result, char* scratch, size_t size) const;
virtual void dumpStats(String8& result, char* buffer, size_t SIZE) const;
virtual void clearStats();
enum { // flags for doTransaction()
eVisibleRegion = 0x00000002,
};
inline const State& drawingState() const { return mDrawingState; }
inline const State& currentState() const { return mCurrentState; }
inline State& currentState() { return mCurrentState; }
int32_t getOrientation() const { return mOrientation; }
int32_t getPlaneOrientation() const { return mPlaneOrientation; }
void clearWithOpenGL(const Region& clip) const;
protected:
const GraphicPlane& graphicPlane(int dpy) const;
GraphicPlane& graphicPlane(int dpy);
void clearWithOpenGL(const Region& clip, GLclampf r, GLclampf g,
GLclampf b, GLclampf alpha) const;
void drawWithOpenGL(const Region& clip) const;
void setFiltering(bool filtering);
bool getFiltering() const;
sp<SurfaceFlinger> mFlinger;
uint32_t mFlags;
private:
// accessed only in the main thread
// Whether filtering is forced on or not
bool mFiltering;
// cached during validateVisibility()
// Whether filtering is needed b/c of the drawingstate
bool mNeedsFiltering;
protected:
// cached during validateVisibility()
int32_t mOrientation;
int32_t mPlaneOrientation;
Transform mTransform;
GLfloat mVertices[4][2];
size_t mNumVertices;
Rect mTransformedBounds;
// these are protected by an external lock
State mCurrentState;
State mDrawingState;
volatile int32_t mTransactionFlags;
// don't change, don't need a lock
bool mPremultipliedAlpha;
String8 mName;
mutable bool mDebug;
public:
// called from class SurfaceFlinger
virtual ~LayerBase();
private:
LayerBase(const LayerBase& rhs);
};
// ---------------------------------------------------------------------------
class LayerBaseClient : public LayerBase
{
public:
LayerBaseClient(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client);
virtual ~LayerBaseClient();
sp<ISurface> getSurface();
wp<IBinder> getSurfaceBinder() const;
virtual wp<IBinder> getSurfaceTextureBinder() const;
virtual sp<LayerBaseClient> getLayerBaseClient() const {
return const_cast<LayerBaseClient*>(this); }
virtual const char* getTypeId() const { return "LayerBaseClient"; }
uint32_t getIdentity() const { return mIdentity; }
protected:
virtual void dump(String8& result, char* scratch, size_t size) const;
virtual void shortDump(String8& result, char* scratch, size_t size) const;
class LayerCleaner {
sp<SurfaceFlinger> mFlinger;
wp<LayerBaseClient> mLayer;
protected:
~LayerCleaner();
public:
LayerCleaner(const sp<SurfaceFlinger>& flinger,
const sp<LayerBaseClient>& layer);
};
private:
virtual sp<ISurface> createSurface();
mutable Mutex mLock;
mutable bool mHasSurface;
wp<IBinder> mClientSurfaceBinder;
const wp<Client> mClientRef;
// only read
const uint32_t mIdentity;
static int32_t sIdentity;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_LAYER_BASE_H