replicant-frameworks_native/libs/surfaceflinger/DisplayHardware/DisplayHardware.h
Mathias Agopian df3ca30bf6 created an new EGL extension called ANDROID_swap_rectangle
ANDROID_swap_rectangle allows to specify the rectangle affected by eglSwapBuffers(), anything outside of this rectangle is unchanged. in particular EGL_BUFFER_DESTROYED only applies to that rectangle. This extension as well as EGL_BUFFER_PRESERVED allow major optimizations on surfaceflinger, which can redraw only the dirty area during compositing.

However, ANDROID_swap_rectangle allows further optimizations in EGL by reducing the amount of copy-back needed. ANDROID_swap_rectangle is particularily important for software implementations.
2009-05-07 15:07:33 -07:00

115 lines
3.3 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_DISPLAY_HARDWARE_H
#define ANDROID_DISPLAY_HARDWARE_H
#include <stdlib.h>
#include <ui/PixelFormat.h>
#include <ui/Region.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <pixelflinger/pixelflinger.h>
#include "DisplayHardware/DisplayHardwareBase.h"
struct overlay_control_device_t;
struct framebuffer_device_t;
struct copybit_image_t;
namespace android {
class FramebufferNativeWindow;
class DisplayHardware : public DisplayHardwareBase
{
public:
enum {
DIRECT_TEXTURE = 0x00000002,
COPY_BITS_EXTENSION = 0x00000008,
NPOT_EXTENSION = 0x00000100,
DRAW_TEXTURE_EXTENSION = 0x00000200,
BUFFER_PRESERVED = 0x00010000,
UPDATE_ON_DEMAND = 0x00020000, // video driver feature
SLOW_CONFIG = 0x00040000, // software
SWAP_RECTANGLE = 0x00080000,
};
DisplayHardware(
const sp<SurfaceFlinger>& flinger,
uint32_t displayIndex);
~DisplayHardware();
void releaseScreen() const;
void acquireScreen() const;
// Flip the front and back buffers if the back buffer is "dirty". Might
// be instantaneous, might involve copying the frame buffer around.
void flip(const Region& dirty) const;
float getDpiX() const;
float getDpiY() const;
float getRefreshRate() const;
float getDensity() const;
int getWidth() const;
int getHeight() const;
PixelFormat getFormat() const;
uint32_t getFlags() const;
void makeCurrent() const;
uint32_t getPageFlipCount() const;
EGLDisplay getEGLDisplay() const { return mDisplay; }
overlay_control_device_t* getOverlayEngine() const { return mOverlayEngine; }
void copyFrontToImage(const copybit_image_t& front) const;
void copyBackToImage(const copybit_image_t& front) const;
Rect bounds() const {
return Rect(mWidth, mHeight);
}
private:
void init(uint32_t displayIndex) __attribute__((noinline));
void fini() __attribute__((noinline));
EGLDisplay mDisplay;
EGLSurface mSurface;
EGLContext mContext;
EGLConfig mConfig;
float mDpiX;
float mDpiY;
float mRefreshRate;
float mDensity;
int mWidth;
int mHeight;
PixelFormat mFormat;
uint32_t mFlags;
mutable uint32_t mPageFlipCount;
sp<FramebufferNativeWindow> mNativeWindow;
overlay_control_device_t* mOverlayEngine;
};
}; // namespace android
#endif // ANDROID_DISPLAY_HARDWARE_H