ce7a6c0fc9
This reverts commit ed059a8d75
Change-Id: I72542c2595771a40c2c88251e0d6eb54e305b99b
443 lines
20 KiB
C++
443 lines
20 KiB
C++
/*
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* Copyright (C) 2010 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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#ifndef ANDROID_GUI_SURFACETEXTURE_H
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#define ANDROID_GUI_SURFACETEXTURE_H
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <gui/ISurfaceTexture.h>
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#include <gui/BufferQueue.h>
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#include <ui/GraphicBuffer.h>
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#include <utils/String8.h>
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#include <utils/Vector.h>
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#include <utils/threads.h>
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#define ANDROID_GRAPHICS_SURFACETEXTURE_JNI_ID "mSurfaceTexture"
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namespace android {
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// ----------------------------------------------------------------------------
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class String8;
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class SurfaceTexture : public virtual RefBase,
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protected BufferQueue::ConsumerListener {
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public:
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struct FrameAvailableListener : public virtual RefBase {
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// onFrameAvailable() is called each time an additional frame becomes
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// available for consumption. This means that frames that are queued
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// while in asynchronous mode only trigger the callback if no previous
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// frames are pending. Frames queued while in synchronous mode always
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// trigger the callback.
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//
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// This is called without any lock held and can be called concurrently
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// by multiple threads.
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virtual void onFrameAvailable() = 0;
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};
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// SurfaceTexture constructs a new SurfaceTexture object. tex indicates the
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// name of the OpenGL ES texture to which images are to be streamed.
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// allowSynchronousMode specifies whether or not synchronous mode can be
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// enabled. texTarget specifies the OpenGL ES texture target to which the
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// texture will be bound in updateTexImage. useFenceSync specifies whether
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// fences should be used to synchronize access to buffers if that behavior
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// is enabled at compile-time. A custom bufferQueue can be specified
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// if behavior for queue/dequeue/connect etc needs to be customized.
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// Otherwise a default BufferQueue will be created and used.
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//
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// For legacy reasons, the SurfaceTexture is created in a state where it is
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// considered attached to an OpenGL ES context for the purposes of the
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// attachToContext and detachFromContext methods. However, despite being
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// considered "attached" to a context, the specific OpenGL ES context
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// doesn't get latched until the first call to updateTexImage. After that
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// point, all calls to updateTexImage must be made with the same OpenGL ES
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// context current.
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//
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// A SurfaceTexture may be detached from one OpenGL ES context and then
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// attached to a different context using the detachFromContext and
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// attachToContext methods, respectively. The intention of these methods is
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// purely to allow a SurfaceTexture to be transferred from one consumer
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// context to another. If such a transfer is not needed there is no
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// requirement that either of these methods be called.
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SurfaceTexture(GLuint tex, bool allowSynchronousMode = true,
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GLenum texTarget = GL_TEXTURE_EXTERNAL_OES, bool useFenceSync = true,
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const sp<BufferQueue> &bufferQueue = 0);
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virtual ~SurfaceTexture();
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// updateTexImage sets the image contents of the target texture to that of
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// the most recently queued buffer.
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//
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// This call may only be made while the OpenGL ES context to which the
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// target texture belongs is bound to the calling thread.
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status_t updateTexImage();
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// setReleaseFence stores a fence file descriptor that will signal when the
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// current buffer is no longer being read. This fence will be returned to
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// the producer when the current buffer is released by updateTexImage().
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// Multiple fences can be set for a given buffer; they will be merged into
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// a single union fence. The SurfaceTexture will close the file descriptor
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// when finished with it.
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void setReleaseFence(int fenceFd);
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// setBufferCountServer set the buffer count. If the client has requested
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// a buffer count using setBufferCount, the server-buffer count will
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// take effect once the client sets the count back to zero.
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status_t setBufferCountServer(int bufferCount);
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// getTransformMatrix retrieves the 4x4 texture coordinate transform matrix
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// associated with the texture image set by the most recent call to
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// updateTexImage.
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//
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// This transform matrix maps 2D homogeneous texture coordinates of the form
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// (s, t, 0, 1) with s and t in the inclusive range [0, 1] to the texture
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// coordinate that should be used to sample that location from the texture.
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// Sampling the texture outside of the range of this transform is undefined.
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//
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// This transform is necessary to compensate for transforms that the stream
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// content producer may implicitly apply to the content. By forcing users of
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// a SurfaceTexture to apply this transform we avoid performing an extra
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// copy of the data that would be needed to hide the transform from the
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// user.
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//
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// The matrix is stored in column-major order so that it may be passed
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// directly to OpenGL ES via the glLoadMatrixf or glUniformMatrix4fv
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// functions.
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void getTransformMatrix(float mtx[16]);
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// getTimestamp retrieves the timestamp associated with the texture image
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// set by the most recent call to updateTexImage.
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//
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// The timestamp is in nanoseconds, and is monotonically increasing. Its
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// other semantics (zero point, etc) are source-dependent and should be
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// documented by the source.
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int64_t getTimestamp();
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// setFrameAvailableListener sets the listener object that will be notified
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// when a new frame becomes available.
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void setFrameAvailableListener(const sp<FrameAvailableListener>& listener);
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// getAllocator retrieves the binder object that must be referenced as long
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// as the GraphicBuffers dequeued from this SurfaceTexture are referenced.
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// Holding this binder reference prevents SurfaceFlinger from freeing the
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// buffers before the client is done with them.
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sp<IBinder> getAllocator();
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// setDefaultBufferSize is used to set the size of buffers returned by
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// requestBuffers when a with and height of zero is requested.
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// A call to setDefaultBufferSize() may trigger requestBuffers() to
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// be called from the client.
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// The width and height parameters must be no greater than the minimum of
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// GL_MAX_VIEWPORT_DIMS and GL_MAX_TEXTURE_SIZE (see: glGetIntegerv).
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// An error due to invalid dimensions might not be reported until
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// updateTexImage() is called.
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status_t setDefaultBufferSize(uint32_t width, uint32_t height);
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// setFilteringEnabled sets whether the transform matrix should be computed
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// for use with bilinear filtering.
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void setFilteringEnabled(bool enabled);
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// getCurrentBuffer returns the buffer associated with the current image.
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sp<GraphicBuffer> getCurrentBuffer() const;
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// getCurrentTextureTarget returns the texture target of the current
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// texture as returned by updateTexImage().
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GLenum getCurrentTextureTarget() const;
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// getCurrentCrop returns the cropping rectangle of the current buffer.
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Rect getCurrentCrop() const;
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// getCurrentTransform returns the transform of the current buffer.
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uint32_t getCurrentTransform() const;
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// getCurrentScalingMode returns the scaling mode of the current buffer.
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uint32_t getCurrentScalingMode() const;
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// getCurrentFence returns the fence indicating when the current buffer is
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// ready to be read from.
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sp<Fence> getCurrentFence() const;
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// isSynchronousMode returns whether the SurfaceTexture is currently in
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// synchronous mode.
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bool isSynchronousMode() const;
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// abandon frees all the buffers and puts the SurfaceTexture into the
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// 'abandoned' state. Once put in this state the SurfaceTexture can never
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// leave it. When in the 'abandoned' state, all methods of the
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// ISurfaceTexture interface will fail with the NO_INIT error.
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//
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// Note that while calling this method causes all the buffers to be freed
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// from the perspective of the the SurfaceTexture, if there are additional
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// references on the buffers (e.g. if a buffer is referenced by a client or
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// by OpenGL ES as a texture) then those buffer will remain allocated.
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void abandon();
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// set the name of the SurfaceTexture that will be used to identify it in
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// log messages.
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void setName(const String8& name);
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// These functions call the corresponding BufferQueue implementation
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// so the refactoring can proceed smoothly
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status_t setDefaultBufferFormat(uint32_t defaultFormat);
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status_t setConsumerUsageBits(uint32_t usage);
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status_t setTransformHint(uint32_t hint);
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virtual status_t setSynchronousMode(bool enabled);
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// getBufferQueue returns the BufferQueue object to which this
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// SurfaceTexture is connected.
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sp<BufferQueue> getBufferQueue() const;
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// detachFromContext detaches the SurfaceTexture from the calling thread's
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// current OpenGL ES context. This context must be the same as the context
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// that was current for previous calls to updateTexImage.
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//
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// Detaching a SurfaceTexture from an OpenGL ES context will result in the
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// deletion of the OpenGL ES texture object into which the images were being
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// streamed. After a SurfaceTexture has been detached from the OpenGL ES
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// context calls to updateTexImage will fail returning INVALID_OPERATION
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// until the SurfaceTexture is attached to a new OpenGL ES context using the
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// attachToContext method.
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status_t detachFromContext();
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// attachToContext attaches a SurfaceTexture that is currently in the
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// 'detached' state to the current OpenGL ES context. A SurfaceTexture is
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// in the 'detached' state iff detachFromContext has successfully been
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// called and no calls to attachToContext have succeeded since the last
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// detachFromContext call. Calls to attachToContext made on a
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// SurfaceTexture that is not in the 'detached' state will result in an
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// INVALID_OPERATION error.
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//
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// The tex argument specifies the OpenGL ES texture object name in the
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// new context into which the image contents will be streamed. A successful
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// call to attachToContext will result in this texture object being bound to
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// the texture target and populated with the image contents that were
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// current at the time of the last call to detachFromContext.
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status_t attachToContext(GLuint tex);
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// dump our state in a String
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virtual void dump(String8& result) const;
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virtual void dump(String8& result, const char* prefix, char* buffer, size_t SIZE) const;
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protected:
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// Implementation of the BufferQueue::ConsumerListener interface. These
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// calls are used to notify the SurfaceTexture of asynchronous events in the
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// BufferQueue.
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virtual void onFrameAvailable();
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virtual void onBuffersReleased();
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static bool isExternalFormat(uint32_t format);
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private:
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// this version of updateTexImage() takes a functor used to reject or not
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// the newly acquired buffer.
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// this API is TEMPORARY and intended to be used by SurfaceFlinger only,
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// which is why class Layer is made a friend of SurfaceTexture below.
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class BufferRejecter {
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friend class SurfaceTexture;
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virtual bool reject(const sp<GraphicBuffer>& buf,
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const BufferQueue::BufferItem& item) = 0;
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protected:
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virtual ~BufferRejecter() { }
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};
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friend class Layer;
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status_t updateTexImage(BufferRejecter* rejecter);
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// createImage creates a new EGLImage from a GraphicBuffer.
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EGLImageKHR createImage(EGLDisplay dpy,
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const sp<GraphicBuffer>& graphicBuffer);
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// freeBufferLocked frees up the given buffer slot. If the slot has been
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// initialized this will release the reference to the GraphicBuffer in that
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// slot and destroy the EGLImage in that slot. Otherwise it has no effect.
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//
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// This method must be called with mMutex locked.
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void freeBufferLocked(int slotIndex);
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// computeCurrentTransformMatrix computes the transform matrix for the
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// current texture. It uses mCurrentTransform and the current GraphicBuffer
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// to compute this matrix and stores it in mCurrentTransformMatrix.
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void computeCurrentTransformMatrix();
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// syncForReleaseLocked performs the synchronization needed to release the
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// current slot from an OpenGL ES context. If needed it will set the
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// current slot's fence to guard against a producer accessing the buffer
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// before the outstanding accesses have completed.
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status_t syncForReleaseLocked(EGLDisplay dpy);
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// The default consumer usage flags that SurfaceTexture always sets on its
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// BufferQueue instance; these will be OR:d with any additional flags passed
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// from the SurfaceTexture user. In particular, SurfaceTexture will always
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// consume buffers as hardware textures.
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static const uint32_t DEFAULT_USAGE_FLAGS = GraphicBuffer::USAGE_HW_TEXTURE;
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// mCurrentTextureBuf is the graphic buffer of the current texture. It's
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// possible that this buffer is not associated with any buffer slot, so we
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// must track it separately in order to support the getCurrentBuffer method.
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sp<GraphicBuffer> mCurrentTextureBuf;
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// mCurrentCrop is the crop rectangle that applies to the current texture.
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// It gets set each time updateTexImage is called.
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Rect mCurrentCrop;
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// mCurrentTransform is the transform identifier for the current texture. It
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// gets set each time updateTexImage is called.
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uint32_t mCurrentTransform;
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// mCurrentScalingMode is the scaling mode for the current texture. It gets
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// set to each time updateTexImage is called.
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uint32_t mCurrentScalingMode;
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// mCurrentFence is the fence received from BufferQueue in updateTexImage.
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sp<Fence> mCurrentFence;
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// mCurrentTransformMatrix is the transform matrix for the current texture.
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// It gets computed by computeTransformMatrix each time updateTexImage is
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// called.
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float mCurrentTransformMatrix[16];
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// mCurrentTimestamp is the timestamp for the current texture. It
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// gets set each time updateTexImage is called.
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int64_t mCurrentTimestamp;
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uint32_t mDefaultWidth, mDefaultHeight;
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// mFilteringEnabled indicates whether the transform matrix is computed for
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// use with bilinear filtering. It defaults to true and is changed by
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// setFilteringEnabled().
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bool mFilteringEnabled;
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// mTexName is the name of the OpenGL texture to which streamed images will
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// be bound when updateTexImage is called. It is set at construction time
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// and can be changed with a call to attachToContext.
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GLuint mTexName;
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// mUseFenceSync indicates whether creation of the EGL_KHR_fence_sync
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// extension should be used to prevent buffers from being dequeued before
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// it's safe for them to be written. It gets set at construction time and
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// never changes.
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const bool mUseFenceSync;
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// mTexTarget is the GL texture target with which the GL texture object is
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// associated. It is set in the constructor and never changed. It is
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// almost always GL_TEXTURE_EXTERNAL_OES except for one use case in Android
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// Browser. In that case it is set to GL_TEXTURE_2D to allow
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// glCopyTexSubImage to read from the texture. This is a hack to work
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// around a GL driver limitation on the number of FBO attachments, which the
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// browser's tile cache exceeds.
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const GLenum mTexTarget;
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// EGLSlot contains the information and object references that
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// SurfaceTexture maintains about a BufferQueue buffer slot.
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struct EGLSlot {
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EGLSlot()
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: mEglImage(EGL_NO_IMAGE_KHR),
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mFence(EGL_NO_SYNC_KHR) {
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}
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sp<GraphicBuffer> mGraphicBuffer;
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// mEglImage is the EGLImage created from mGraphicBuffer.
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EGLImageKHR mEglImage;
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// mFence is the EGL sync object that must signal before the buffer
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// associated with this buffer slot may be dequeued. It is initialized
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// to EGL_NO_SYNC_KHR when the buffer is created and (optionally, based
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// on a compile-time option) set to a new sync object in updateTexImage.
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EGLSyncKHR mFence;
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// mReleaseFence is a fence which will signal when the buffer
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// associated with this buffer slot is no longer being used by the
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// consumer and can be overwritten. The buffer can be dequeued before
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// the fence signals; the producer is responsible for delaying writes
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// until it signals.
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sp<Fence> mReleaseFence;
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};
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// mEglDisplay is the EGLDisplay with which this SurfaceTexture is currently
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// associated. It is intialized to EGL_NO_DISPLAY and gets set to the
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// current display when updateTexImage is called for the first time and when
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// attachToContext is called.
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EGLDisplay mEglDisplay;
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// mEglContext is the OpenGL ES context with which this SurfaceTexture is
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// currently associated. It is initialized to EGL_NO_CONTEXT and gets set
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// to the current GL context when updateTexImage is called for the first
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// time and when attachToContext is called.
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EGLContext mEglContext;
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// mEGLSlots stores the buffers that have been allocated by the BufferQueue
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// for each buffer slot. It is initialized to null pointers, and gets
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// filled in with the result of BufferQueue::acquire when the
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// client dequeues a buffer from a
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// slot that has not yet been used. The buffer allocated to a slot will also
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// be replaced if the requested buffer usage or geometry differs from that
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// of the buffer allocated to a slot.
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EGLSlot mEGLSlots[BufferQueue::NUM_BUFFER_SLOTS];
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// mAbandoned indicates that the BufferQueue will no longer be used to
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// consume images buffers pushed to it using the ISurfaceTexture interface.
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// It is initialized to false, and set to true in the abandon method. A
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// BufferQueue that has been abandoned will return the NO_INIT error from
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// all ISurfaceTexture methods capable of returning an error.
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bool mAbandoned;
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// mName is a string used to identify the SurfaceTexture in log messages.
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// It can be set by the setName method.
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String8 mName;
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// mFrameAvailableListener is the listener object that will be called when a
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// new frame becomes available. If it is not NULL it will be called from
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// queueBuffer.
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sp<FrameAvailableListener> mFrameAvailableListener;
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// mCurrentTexture is the buffer slot index of the buffer that is currently
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// bound to the OpenGL texture. It is initialized to INVALID_BUFFER_SLOT,
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// indicating that no buffer slot is currently bound to the texture. Note,
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// however, that a value of INVALID_BUFFER_SLOT does not necessarily mean
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// that no buffer is bound to the texture. A call to setBufferCount will
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// reset mCurrentTexture to INVALID_BUFFER_SLOT.
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int mCurrentTexture;
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// The SurfaceTexture has-a BufferQueue and is responsible for creating this object
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// if none is supplied
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sp<BufferQueue> mBufferQueue;
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// mAttached indicates whether the SurfaceTexture is currently attached to
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// an OpenGL ES context. For legacy reasons, this is initialized to true,
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// indicating that the SurfaceTexture is considered to be attached to
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// whatever context is current at the time of the first updateTexImage call.
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// It is set to false by detachFromContext, and then set to true again by
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// attachToContext.
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bool mAttached;
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// mMutex is the mutex used to prevent concurrent access to the member
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// variables of SurfaceTexture objects. It must be locked whenever the
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// member variables are accessed.
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mutable Mutex mMutex;
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};
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// ----------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_GUI_SURFACETEXTURE_H
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