494 lines
16 KiB
C++
494 lines
16 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <cutils/properties.h>
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#include <cutils/native_handle.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <utils/StopWatch.h>
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#include <ui/PixelFormat.h>
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#include <ui/Surface.h>
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#include "Buffer.h"
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#include "clz.h"
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#include "Layer.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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#define DEBUG_RESIZE 0
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namespace android {
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// ---------------------------------------------------------------------------
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const uint32_t Layer::typeInfo = LayerBaseClient::typeInfo | 4;
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const char* const Layer::typeID = "Layer";
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// ---------------------------------------------------------------------------
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Layer::Layer(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& c, int32_t i)
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: LayerBaseClient(flinger, display, c, i),
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mSecure(false),
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mNeedsBlending(true),
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mNeedsDithering(false)
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{
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// no OpenGL operation is possible here, since we might not be
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// in the OpenGL thread.
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mFrontBufferIndex = lcblk->getFrontBuffer();
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}
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Layer::~Layer()
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{
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destroy();
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// the actual buffers will be destroyed here
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}
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// called with SurfaceFlinger::mStateLock as soon as the layer is entered
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// in the purgatory list
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void Layer::onRemoved()
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{
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// wake up the condition
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lcblk->setStatus(NO_INIT);
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}
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void Layer::destroy()
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{
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for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
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if (mTextures[i].name != -1U) {
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glDeleteTextures(1, &mTextures[i].name);
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mTextures[i].name = -1U;
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}
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if (mTextures[i].image != EGL_NO_IMAGE_KHR) {
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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eglDestroyImageKHR(dpy, mTextures[i].image);
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mTextures[i].image = EGL_NO_IMAGE_KHR;
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}
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Mutex::Autolock _l(mLock);
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mBuffers[i].clear();
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mWidth = mHeight = 0;
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}
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mSurface.clear();
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}
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sp<LayerBaseClient::Surface> Layer::createSurface() const
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{
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return mSurface;
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}
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status_t Layer::ditch()
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{
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// the layer is not on screen anymore. free as much resources as possible
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destroy();
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return NO_ERROR;
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}
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status_t Layer::setBuffers( uint32_t w, uint32_t h,
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PixelFormat format, uint32_t flags)
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{
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// this surfaces pixel format
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PixelFormatInfo info;
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status_t err = getPixelFormatInfo(format, &info);
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if (err) return err;
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// the display's pixel format
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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PixelFormatInfo displayInfo;
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getPixelFormatInfo(hw.getFormat(), &displayInfo);
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uint32_t bufferFlags = 0;
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if (flags & ISurfaceComposer::eSecure)
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bufferFlags |= Buffer::SECURE;
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mFormat = format;
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mWidth = w;
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mHeight = h;
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mSecure = (bufferFlags & Buffer::SECURE) ? true : false;
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mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
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// we use the red index
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int displayRedSize = displayInfo.getSize(PixelFormatInfo::INDEX_RED);
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int layerRedsize = info.getSize(PixelFormatInfo::INDEX_RED);
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mNeedsDithering = layerRedsize > displayRedSize;
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mBufferFlags = bufferFlags;
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for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
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mBuffers[i] = new Buffer();
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}
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mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
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return NO_ERROR;
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}
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void Layer::reloadTexture(const Region& dirty)
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{
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Mutex::Autolock _l(mLock);
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sp<Buffer> buffer(getFrontBuffer());
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if (LIKELY(mFlags & DisplayHardware::DIRECT_TEXTURE)) {
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int index = mFrontBufferIndex;
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if (LIKELY(!mTextures[index].dirty)) {
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glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
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} else {
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// we need to recreate the texture
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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// create the new texture name if needed
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if (UNLIKELY(mTextures[index].name == -1U)) {
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mTextures[index].name = createTexture();
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} else {
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glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
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}
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// free the previous image
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if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(dpy, mTextures[index].image);
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mTextures[index].image = EGL_NO_IMAGE_KHR;
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}
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// construct an EGL_NATIVE_BUFFER_ANDROID
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android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
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// create the new EGLImageKHR
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const EGLint attrs[] = {
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EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
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EGL_NONE, EGL_NONE
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};
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mTextures[index].image = eglCreateImageKHR(
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dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
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(EGLClientBuffer)clientBuf, attrs);
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LOGE_IF(mTextures[index].image == EGL_NO_IMAGE_KHR,
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"eglCreateImageKHR() failed. err=0x%4x",
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eglGetError());
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if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,
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(GLeglImageOES)mTextures[index].image);
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GLint error = glGetError();
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if (UNLIKELY(error != GL_NO_ERROR)) {
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// this failed, for instance, because we don't support
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// NPOT.
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// FIXME: do something!
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LOGD("layer=%p, glEGLImageTargetTexture2DOES(%p) "
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"failed err=0x%04x",
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this, mTextures[index].image, error);
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mFlags &= ~DisplayHardware::DIRECT_TEXTURE;
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} else {
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// Everything went okay!
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mTextures[index].dirty = false;
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mTextures[index].width = clientBuf->width;
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mTextures[index].height = clientBuf->height;
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}
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}
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}
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} else {
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GGLSurface t;
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status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_RARELY);
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LOGE_IF(res, "error %d (%s) locking buffer %p",
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res, strerror(res), buffer.get());
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if (res == NO_ERROR) {
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if (UNLIKELY(mTextures[0].name == -1U)) {
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mTextures[0].name = createTexture();
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}
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loadTexture(&mTextures[0], mTextures[0].name, dirty, t);
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buffer->unlock();
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}
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}
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}
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void Layer::onDraw(const Region& clip) const
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{
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const int index = (mFlags & DisplayHardware::DIRECT_TEXTURE) ?
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mFrontBufferIndex : 0;
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GLuint textureName = mTextures[index].name;
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if (UNLIKELY(textureName == -1LU)) {
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// the texture has not been created yet, this Layer has
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// in fact never been drawn into. this happens frequently with
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// SurfaceView.
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clearWithOpenGL(clip);
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return;
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}
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drawWithOpenGL(clip, mTextures[index]);
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}
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sp<SurfaceBuffer> Layer::requestBuffer(int index, int usage)
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{
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sp<Buffer> buffer;
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// this ensures our client doesn't go away while we're accessing
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// the shared area.
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sp<Client> ourClient(client.promote());
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if (ourClient == 0) {
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// oops, the client is already gone
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return buffer;
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}
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/*
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* This is called from the client's Surface::dequeue(). This can happen
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* at any time, especially while we're in the middle of using the
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* buffer 'index' as our front buffer.
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*
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* Make sure the buffer we're resizing is not the front buffer and has been
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* dequeued. Once this condition is asserted, we are guaranteed that this
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* buffer cannot become the front buffer under our feet, since we're called
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* from Surface::dequeue()
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*/
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status_t err = lcblk->assertReallocate(index);
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LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err));
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if (err != NO_ERROR) {
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// the surface may have died
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return buffer;
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}
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uint32_t w, h;
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{ // scope for the lock
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Mutex::Autolock _l(mLock);
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w = mWidth;
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h = mHeight;
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buffer = mBuffers[index];
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// destroy() could have been called before we get here, we log it
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// because it's uncommon, and the code below should handle it
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LOGW_IF(buffer==0,
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"mBuffers[%d] is null (mWidth=%d, mHeight=%d)",
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index, w, h);
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mBuffers[index].clear();
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}
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if (buffer!=0 && buffer->getStrongCount() == 1) {
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err = buffer->reallocate(w, h, mFormat, usage, mBufferFlags);
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} else {
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// here we have to reallocate a new buffer because we could have a
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// client in our process with a reference to it (eg: status bar),
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// and we can't release the handle under its feet.
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buffer.clear();
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buffer = new Buffer(w, h, mFormat, usage, mBufferFlags);
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err = buffer->initCheck();
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}
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if (err || buffer->handle == 0) {
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LOGE_IF(err || buffer->handle == 0,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)",
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this, index, w, h, strerror(-err));
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} else {
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LOGD_IF(DEBUG_RESIZE,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d, handle=%p",
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this, index, w, h, buffer->handle);
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}
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if (err == NO_ERROR && buffer->handle != 0) {
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Mutex::Autolock _l(mLock);
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if (mWidth && mHeight) {
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// and we have new buffer
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mBuffers[index] = buffer;
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// texture is now dirty...
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mTextures[index].dirty = true;
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} else {
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// oops we got killed while we were allocating the buffer
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buffer.clear();
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}
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}
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return buffer;
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}
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uint32_t Layer::doTransaction(uint32_t flags)
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{
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const Layer::State& front(drawingState());
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const Layer::State& temp(currentState());
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if ((front.requested_w != temp.requested_w) ||
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(front.requested_h != temp.requested_h)) {
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// the size changed, we need to ask our client to request a new buffer
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LOGD_IF(DEBUG_RESIZE,
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"resize (layer=%p), requested (%dx%d), "
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"drawing (%d,%d), (%dx%d), (%dx%d)",
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this,
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int(temp.requested_w), int(temp.requested_h),
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int(front.requested_w), int(front.requested_h),
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int(mBuffers[0]->getWidth()), int(mBuffers[0]->getHeight()),
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int(mBuffers[1]->getWidth()), int(mBuffers[1]->getHeight()));
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// we're being resized and there is a freeze display request,
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// acquire a freeze lock, so that the screen stays put
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// until we've redrawn at the new size; this is to avoid
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// glitches upon orientation changes.
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if (mFlinger->hasFreezeRequest()) {
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// if the surface is hidden, don't try to acquire the
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// freeze lock, since hidden surfaces may never redraw
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if (!(front.flags & ISurfaceComposer::eLayerHidden)) {
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mFreezeLock = mFlinger->getFreezeLock();
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}
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}
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// this will make sure LayerBase::doTransaction doesn't update
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// the drawing state's size
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Layer::State& editDraw(mDrawingState);
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editDraw.requested_w = temp.requested_w;
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editDraw.requested_h = temp.requested_h;
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// record the new size, form this point on, when the client request a
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// buffer, it'll get the new size.
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setDrawingSize(temp.requested_w, temp.requested_h);
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// all buffers need reallocation
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lcblk->reallocate();
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}
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if (temp.sequence != front.sequence) {
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if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) {
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// this surface is now hidden, so it shouldn't hold a freeze lock
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// (it may never redraw, which is fine if it is hidden)
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mFreezeLock.clear();
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}
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}
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return LayerBase::doTransaction(flags);
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}
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void Layer::setDrawingSize(uint32_t w, uint32_t h) {
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Mutex::Autolock _l(mLock);
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mWidth = w;
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mHeight = h;
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}
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// ----------------------------------------------------------------------------
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// pageflip handling...
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// ----------------------------------------------------------------------------
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void Layer::lockPageFlip(bool& recomputeVisibleRegions)
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{
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ssize_t buf = lcblk->retireAndLock();
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if (buf < NO_ERROR) {
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//LOGW("nothing to retire (%s)", strerror(-buf));
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// NOTE: here the buffer is locked because we will used
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// for composition later in the loop
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return;
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}
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// we retired a buffer, which becomes the new front buffer
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mFrontBufferIndex = buf;
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// get the dirty region
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sp<Buffer> newFrontBuffer(getBuffer(buf));
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const Region dirty(lcblk->getDirtyRegion(buf));
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mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
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const Layer::State& front(drawingState());
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if (newFrontBuffer->getWidth() == front.requested_w &&
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newFrontBuffer->getHeight() == front.requested_h)
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{
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if ((front.w != front.requested_w) ||
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(front.h != front.requested_h))
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{
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// Here we pretend the transaction happened by updating the
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// current and drawing states. Drawing state is only accessed
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// in this thread, no need to have it locked
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Layer::State& editDraw(mDrawingState);
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editDraw.w = editDraw.requested_w;
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editDraw.h = editDraw.requested_h;
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// We also need to update the current state so that we don't
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// end-up doing too much work during the next transaction.
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// NOTE: We actually don't need hold the transaction lock here
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// because State::w and State::h are only accessed from
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// this thread
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Layer::State& editTemp(currentState());
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editTemp.w = editDraw.w;
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editTemp.h = editDraw.h;
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// recompute visible region
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recomputeVisibleRegions = true;
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// we now have the correct size, unfreeze the screen
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mFreezeLock.clear();
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}
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}
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// FIXME: signal an event if we have more buffers waiting
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// mFlinger->signalEvent();
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reloadTexture( mPostedDirtyRegion );
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}
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void Layer::unlockPageFlip(
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const Transform& planeTransform, Region& outDirtyRegion)
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{
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Region dirtyRegion(mPostedDirtyRegion);
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if (!dirtyRegion.isEmpty()) {
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mPostedDirtyRegion.clear();
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// The dirty region is given in the layer's coordinate space
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// transform the dirty region by the surface's transformation
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// and the global transformation.
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const Layer::State& s(drawingState());
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const Transform tr(planeTransform * s.transform);
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dirtyRegion = tr.transform(dirtyRegion);
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// At this point, the dirty region is in screen space.
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// Make sure it's constrained by the visible region (which
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// is in screen space as well).
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dirtyRegion.andSelf(visibleRegionScreen);
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outDirtyRegion.orSelf(dirtyRegion);
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}
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}
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void Layer::finishPageFlip()
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{
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status_t err = lcblk->unlock( mFrontBufferIndex );
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LOGE_IF(err!=NO_ERROR,
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"layer %p, buffer=%d wasn't locked!",
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this, mFrontBufferIndex);
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}
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// ---------------------------------------------------------------------------
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Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
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SurfaceID id, const sp<Layer>& owner)
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: Surface(flinger, id, owner->getIdentity(), owner)
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{
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}
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Layer::SurfaceLayer::~SurfaceLayer()
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{
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}
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sp<SurfaceBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
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{
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sp<SurfaceBuffer> buffer;
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sp<Layer> owner(getOwner());
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if (owner != 0) {
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LOGE_IF(uint32_t(index)>=NUM_BUFFERS,
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"getBuffer() index (%d) out of range", index);
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if (uint32_t(index) < NUM_BUFFERS) {
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buffer = owner->requestBuffer(index, usage);
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}
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}
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return buffer;
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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