f5430db059
When a surface is removed from the screen while it holds a "freeze lock", the release of that lock happens in the destructor as a "safety net". However, it doesn't trigger an update at that point. Make sure that "freeze locks" are released from the transaction at the point a surface is removed from the screen (if it's not on screen, it shouldn't prevent the screen to redraw, and therefore cannot hold a freeze lock). The refresh corresponding to that transaction will pick it up as soon as possible.
571 lines
19 KiB
C++
571 lines
19 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/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <ui/Surface.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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mNoEGLImageForSwBuffers(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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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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mFreezeLock.clear();
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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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const uint32_t hwFlags = hw.getFlags();
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mFormat = format;
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mWidth = w;
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mHeight = h;
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mSecure = (flags & ISurfaceComposer::eSecure) ? true : false;
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mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
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mNoEGLImageForSwBuffers = !(hwFlags & DisplayHardware::CACHED_BUFFERS);
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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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for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
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mBuffers[i] = new GraphicBuffer();
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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<GraphicBuffer> buffer(getFrontBufferLocked());
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if (buffer == NULL) {
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// this situation can happen if we ran out of memory for instance.
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// not much we can do. continue to use whatever texture was bound
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// to this context.
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return;
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}
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const int index = mFrontBufferIndex;
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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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mTextures[index].width = 0;
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mTextures[index].height = 0;
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}
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#ifdef EGL_ANDROID_image_native_buffer
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if (mFlags & DisplayHardware::DIRECT_TEXTURE) {
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if (buffer->usage & GraphicBuffer::USAGE_HW_TEXTURE) {
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if (mTextures[index].dirty) {
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initializeEglImage(buffer, &mTextures[index]);
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}
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} else {
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if (mHybridBuffer==0 || (mHybridBuffer->width != buffer->width ||
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mHybridBuffer->height != buffer->height)) {
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mHybridBuffer.clear();
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mHybridBuffer = new GraphicBuffer(
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buffer->width, buffer->height, buffer->format,
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GraphicBuffer::USAGE_SW_WRITE_OFTEN |
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GraphicBuffer::USAGE_HW_TEXTURE);
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initializeEglImage(
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mHybridBuffer, &mTextures[0]);
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}
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GGLSurface t;
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status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
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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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Texture* const texture(&mTextures[0]);
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glBindTexture(GL_TEXTURE_2D, texture->name);
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sp<GraphicBuffer> buf(mHybridBuffer);
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void* vaddr;
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res = buf->lock(GraphicBuffer::USAGE_SW_WRITE_OFTEN, &vaddr);
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if (res == NO_ERROR) {
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int bpp = 0;
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switch (t.format) {
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case GGL_PIXEL_FORMAT_RGB_565:
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case GGL_PIXEL_FORMAT_RGBA_4444:
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bpp = 2;
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break;
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case GGL_PIXEL_FORMAT_RGBA_8888:
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case GGL_PIXEL_FORMAT_RGBX_8888:
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bpp = 4;
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break;
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case GGL_PIXEL_FORMAT_YCbCr_422_SP:
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case GGL_PIXEL_FORMAT_YCbCr_420_SP:
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// just show the Y plane of YUV buffers
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bpp = 1;
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break;
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default:
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// oops, we don't handle this format!
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LOGE("layer %p, texture=%d, using format %d, which is not "
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"supported by the GL", this, texture->name, t.format);
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}
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if (bpp) {
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const Rect bounds(dirty.getBounds());
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size_t src_stride = t.stride;
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size_t dst_stride = buf->stride;
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if (src_stride == dst_stride &&
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bounds.width() == t.width &&
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bounds.height() == t.height)
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{
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memcpy(vaddr, t.data, t.height * t.stride * bpp);
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} else {
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GLubyte const * src = t.data +
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(bounds.left + bounds.top * src_stride) * bpp;
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GLubyte * dst = (GLubyte *)vaddr +
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(bounds.left + bounds.top * dst_stride) * bpp;
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const size_t length = bounds.width() * bpp;
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size_t h = bounds.height();
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src_stride *= bpp;
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dst_stride *= bpp;
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while (h--) {
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memcpy(dst, src, length);
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dst += dst_stride;
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src += src_stride;
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}
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}
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}
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buf->unlock();
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}
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buffer->unlock();
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}
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}
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} else
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#endif
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{
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for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
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mTextures[i].image = EGL_NO_IMAGE_KHR;
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}
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GGLSurface t;
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status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
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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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loadTexture(&mTextures[0], 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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int index = mFrontBufferIndex;
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if (mTextures[index].image == EGL_NO_IMAGE_KHR)
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index = 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<GraphicBuffer> Layer::requestBuffer(int index, int usage)
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{
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sp<GraphicBuffer> 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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const uint32_t effectiveUsage = getEffectiveUsage(usage);
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if (buffer!=0 && buffer->getStrongCount() == 1) {
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err = buffer->reallocate(w, h, mFormat, effectiveUsage);
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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 GraphicBuffer(w, h, mFormat, effectiveUsage);
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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::getEffectiveUsage(uint32_t usage) const
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{
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/*
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* buffers used for software rendering, but h/w composition
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* are allocated with SW_READ_OFTEN | SW_WRITE_OFTEN | HW_TEXTURE
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*
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* buffers used for h/w rendering and h/w composition
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* are allocated with HW_RENDER | HW_TEXTURE
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*
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* buffers used with h/w rendering and either NPOT or no egl_image_ext
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* are allocated with SW_READ_RARELY | HW_RENDER
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*
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*/
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if (mSecure) {
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// secure buffer, don't store it into the GPU
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usage = GraphicBuffer::USAGE_SW_READ_OFTEN |
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GraphicBuffer::USAGE_SW_WRITE_OFTEN;
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} else {
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// it's allowed to modify the usage flags here, but generally
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// the requested flags should be honored.
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if (mNoEGLImageForSwBuffers) {
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if (usage & GraphicBuffer::USAGE_HW_MASK) {
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// request EGLImage for h/w buffers only
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usage |= GraphicBuffer::USAGE_HW_TEXTURE;
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}
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} else {
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// request EGLImage for all buffers
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usage |= GraphicBuffer::USAGE_HW_TEXTURE;
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}
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}
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return usage;
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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<GraphicBuffer> 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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}
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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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if (lcblk->getQueuedCount()) {
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// signal an event if we have more buffers waiting
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mFlinger->signalEvent();
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}
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if (!mPostedDirtyRegion.isEmpty()) {
|
|
reloadTexture( mPostedDirtyRegion );
|
|
}
|
|
}
|
|
|
|
void Layer::unlockPageFlip(
|
|
const Transform& planeTransform, Region& outDirtyRegion)
|
|
{
|
|
Region dirtyRegion(mPostedDirtyRegion);
|
|
if (!dirtyRegion.isEmpty()) {
|
|
mPostedDirtyRegion.clear();
|
|
// The dirty region is given in the layer's coordinate space
|
|
// transform the dirty region by the surface's transformation
|
|
// and the global transformation.
|
|
const Layer::State& s(drawingState());
|
|
const Transform tr(planeTransform * s.transform);
|
|
dirtyRegion = tr.transform(dirtyRegion);
|
|
|
|
// At this point, the dirty region is in screen space.
|
|
// Make sure it's constrained by the visible region (which
|
|
// is in screen space as well).
|
|
dirtyRegion.andSelf(visibleRegionScreen);
|
|
outDirtyRegion.orSelf(dirtyRegion);
|
|
}
|
|
if (visibleRegionScreen.isEmpty()) {
|
|
// an invisible layer should not hold a freeze-lock
|
|
// (because it may never be updated and thereore never release it)
|
|
mFreezeLock.clear();
|
|
}
|
|
}
|
|
|
|
void Layer::finishPageFlip()
|
|
{
|
|
status_t err = lcblk->unlock( mFrontBufferIndex );
|
|
LOGE_IF(err!=NO_ERROR,
|
|
"layer %p, buffer=%d wasn't locked!",
|
|
this, mFrontBufferIndex);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
|
|
SurfaceID id, const sp<Layer>& owner)
|
|
: Surface(flinger, id, owner->getIdentity(), owner)
|
|
{
|
|
}
|
|
|
|
Layer::SurfaceLayer::~SurfaceLayer()
|
|
{
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
|
|
{
|
|
sp<GraphicBuffer> buffer;
|
|
sp<Layer> owner(getOwner());
|
|
if (owner != 0) {
|
|
LOGE_IF(uint32_t(index)>=NUM_BUFFERS,
|
|
"getBuffer() index (%d) out of range", index);
|
|
if (uint32_t(index) < NUM_BUFFERS) {
|
|
buffer = owner->requestBuffer(index, usage);
|
|
}
|
|
}
|
|
return buffer;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
}; // namespace android
|