8b33f03232
no change of functionality -- the old behavior is implemented on top of this new protocol. this new protocol will allow, eventually, to pass informations about displays and layer stacks. Change-Id: Ic6c2295e61ec8ecbc8ce01ab7664e35d928202fc
416 lines
14 KiB
C++
416 lines
14 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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#ifndef ANDROID_SURFACE_FLINGER_H
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#define ANDROID_SURFACE_FLINGER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <cutils/compiler.h>
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#include <utils/Atomic.h>
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#include <utils/Errors.h>
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#include <utils/KeyedVector.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.h>
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#include <utils/threads.h>
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#include <binder/BinderService.h>
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#include <binder/IMemory.h>
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#include <ui/PixelFormat.h>
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#include <gui/IGraphicBufferAlloc.h>
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#include <gui/ISurfaceComposer.h>
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#include <gui/ISurfaceComposerClient.h>
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#include <private/gui/LayerState.h>
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#include "Barrier.h"
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#include "MessageQueue.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class DisplayEventConnection;
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class DisplayHardware;
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class EventThread;
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class Layer;
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class LayerBase;
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class LayerBaseClient;
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class LayerDim;
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class LayerScreenshot;
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class SurfaceTextureClient;
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struct surface_flinger_cblk_t;
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// ---------------------------------------------------------------------------
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class GraphicBufferAlloc : public BnGraphicBufferAlloc {
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public:
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GraphicBufferAlloc();
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virtual ~GraphicBufferAlloc();
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virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
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PixelFormat format, uint32_t usage, status_t* error);
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};
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// ---------------------------------------------------------------------------
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enum {
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eTransactionNeeded = 0x01, eTraversalNeeded = 0x02
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};
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class SurfaceFlinger : public BinderService<SurfaceFlinger>,
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public BnSurfaceComposer,
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private IBinder::DeathRecipient,
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private Thread
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{
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public:
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static char const* getServiceName() {
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return "SurfaceFlinger";
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}
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SurfaceFlinger();
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// post an asynchronous message to the main thread
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status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
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uint32_t flags = 0);
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// post a synchronous message to the main thread
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status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
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uint32_t flags = 0);
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// force full composition on all displays
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void repaintEverything();
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// renders content on given display to a texture. thread-safe version.
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status_t renderScreenToTexture(DisplayID dpy, GLuint* textureName,
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GLfloat* uOut, GLfloat* vOut);
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// renders content on given display to a texture, w/o acquiring main lock
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status_t renderScreenToTextureLocked(DisplayID dpy, GLuint* textureName,
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GLfloat* uOut, GLfloat* vOut);
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// returns the default Display
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const DisplayHardware& getDefaultDisplayHardware() const {
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return getDisplayHardware(0);
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}
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// called on the main thread by MessageQueue when an internal message
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// is received
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// TODO: this should be made accessible only to MessageQueue
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void onMessageReceived(int32_t what);
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// utility function to delete a texture on the main thread
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void deleteTextureAsync(GLuint texture);
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private:
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friend class Client;
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friend class DisplayEventConnection;
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friend class LayerBase;
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friend class LayerBaseClient;
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friend class Layer;
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// We're reference counted, never destroy SurfaceFlinger directly
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virtual ~SurfaceFlinger();
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/* ------------------------------------------------------------------------
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* Internal data structures
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*/
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class LayerVector : public SortedVector<sp<LayerBase> > {
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public:
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LayerVector();
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LayerVector(const LayerVector& rhs);
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virtual int do_compare(const void* lhs, const void* rhs) const;
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};
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struct State {
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State();
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LayerVector layersSortedByZ;
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uint8_t orientation;
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uint8_t orientationFlags;
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};
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/* ------------------------------------------------------------------------
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* IBinder interface
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*/
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virtual status_t onTransact(uint32_t code, const Parcel& data,
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Parcel* reply, uint32_t flags);
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virtual status_t dump(int fd, const Vector<String16>& args);
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/* ------------------------------------------------------------------------
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* ISurfaceComposer interface
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*/
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virtual sp<ISurfaceComposerClient> createConnection();
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virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
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virtual sp<IMemoryHeap> getCblk() const;
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virtual void bootFinished();
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virtual void setTransactionState(const Vector<ComposerState>& state,
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const Vector<DisplayState>& displays, uint32_t flags);
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virtual bool authenticateSurfaceTexture(
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const sp<ISurfaceTexture>& surface) const;
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virtual sp<IDisplayEventConnection> createDisplayEventConnection();
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virtual status_t captureScreen(DisplayID dpy, sp<IMemoryHeap>* heap,
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uint32_t* width, uint32_t* height, PixelFormat* format,
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uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
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uint32_t maxLayerZ);
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virtual status_t turnElectronBeamOff(int32_t mode);
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virtual status_t turnElectronBeamOn(int32_t mode);
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// called when screen needs to turn off
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virtual void blank();
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// called when screen is turning back on
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virtual void unblank();
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virtual void connectDisplay(const sp<ISurfaceTexture> display);
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/* ------------------------------------------------------------------------
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* DeathRecipient interface
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*/
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virtual void binderDied(const wp<IBinder>& who);
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/* ------------------------------------------------------------------------
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* Thread interface
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*/
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virtual bool threadLoop();
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virtual status_t readyToRun();
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virtual void onFirstRef();
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/* ------------------------------------------------------------------------
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* Message handling
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*/
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void waitForEvent();
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void signalTransaction();
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void signalLayerUpdate();
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void signalRefresh();
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// called on the main thread in response to screenReleased()
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void onScreenReleased();
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// called on the main thread in response to screenAcquired()
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void onScreenAcquired();
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void handleMessageTransaction();
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void handleMessageInvalidate();
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void handleMessageRefresh();
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Region handleTransaction(uint32_t transactionFlags);
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Region handleTransactionLocked(uint32_t transactionFlags);
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/* handlePageFilp: this is were we latch a new buffer
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* if available and compute the dirty region.
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* The return value is the dirty region expressed in the
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* window manager's coordinate space (or the layer's state
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* space, which is the same thing), in particular the dirty
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* region is independent from a specific display's orientation.
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*/
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Region handlePageFlip();
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void handleRefresh();
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void handleWorkList(const DisplayHardware& hw);
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void handleRepaint(const DisplayHardware& hw);
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/* ------------------------------------------------------------------------
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* Transactions
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*/
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t peekTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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void commitTransaction();
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uint32_t setClientStateLocked(const sp<Client>& client,
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const layer_state_t& s);
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/* ------------------------------------------------------------------------
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* Layer management
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*/
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sp<ISurface> createLayer(ISurfaceComposerClient::surface_data_t* params,
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const String8& name, const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
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sp<Layer> createNormalLayer(const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format);
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sp<LayerDim> createDimLayer(const sp<Client>& client, DisplayID display,
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uint32_t w, uint32_t h, uint32_t flags);
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sp<LayerScreenshot> createScreenshotLayer(const sp<Client>& client,
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DisplayID display, uint32_t w, uint32_t h, uint32_t flags);
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// called in response to the window-manager calling
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// ISurfaceComposerClient::destroySurface()
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// The specified layer is first placed in a purgatory list
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// until all references from the client are released.
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status_t onLayerRemoved(const sp<Client>& client, SurfaceID sid);
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// called when all clients have released all their references to
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// this layer meaning it is entirely safe to destroy all
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// resources associated to this layer.
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status_t onLayerDestroyed(const wp<LayerBaseClient>& layer);
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// remove a layer from SurfaceFlinger immediately
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status_t removeLayer(const sp<LayerBase>& layer);
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// add a layer to SurfaceFlinger
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ssize_t addClientLayer(const sp<Client>& client,
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const sp<LayerBaseClient>& lbc);
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status_t removeLayer_l(const sp<LayerBase>& layer);
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status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
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/* ------------------------------------------------------------------------
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* Boot animation, on/off animations and screen capture
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*/
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void startBootAnim();
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status_t captureScreenImplLocked(DisplayID dpy, sp<IMemoryHeap>* heap,
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uint32_t* width, uint32_t* height, PixelFormat* format,
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uint32_t reqWidth, uint32_t reqHeight, uint32_t minLayerZ,
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uint32_t maxLayerZ);
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status_t turnElectronBeamOffImplLocked(int32_t mode);
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status_t turnElectronBeamOnImplLocked(int32_t mode);
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status_t electronBeamOffAnimationImplLocked();
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status_t electronBeamOnAnimationImplLocked();
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/* ------------------------------------------------------------------------
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* EGL
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*/
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static status_t selectConfigForPixelFormat(EGLDisplay dpy,
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EGLint const* attrs, PixelFormat format, EGLConfig* outConfig);
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static EGLConfig selectEGLConfig(EGLDisplay disp, EGLint visualId);
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static EGLContext createGLContext(EGLDisplay disp, EGLConfig config);
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void initializeGL(EGLDisplay display, EGLSurface surface);
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uint32_t getMaxTextureSize() const;
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uint32_t getMaxViewportDims() const;
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/* ------------------------------------------------------------------------
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* Display management
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*/
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const DisplayHardware& getDisplayHardware(DisplayID dpy) const {
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return *mDisplayHardwares[dpy];
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}
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/* ------------------------------------------------------------------------
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* Compositing
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*/
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void invalidateHwcGeometry();
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void computeVisibleRegions(const LayerVector& currentLayers,
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Region& dirtyRegion, Region& wormholeRegion);
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void postFramebuffer();
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void setupHardwareComposer(const DisplayHardware& hw);
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void composeSurfaces(const DisplayHardware& hw, const Region& dirty);
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void setInvalidateRegion(const Region& reg);
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Region getAndClearInvalidateRegion();
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void drawWormhole() const;
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GLuint getProtectedTexName() const {
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return mProtectedTexName;
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}
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/* ------------------------------------------------------------------------
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* Debugging & dumpsys
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*/
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void debugFlashRegions(const DisplayHardware& hw);
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void listLayersLocked(const Vector<String16>& args, size_t& index,
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String8& result, char* buffer, size_t SIZE) const;
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void dumpStatsLocked(const Vector<String16>& args, size_t& index,
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String8& result, char* buffer, size_t SIZE) const;
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void clearStatsLocked(const Vector<String16>& args, size_t& index,
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String8& result, char* buffer, size_t SIZE) const;
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void dumpAllLocked(String8& result, char* buffer, size_t SIZE) const;
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/* ------------------------------------------------------------------------
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* Attributes
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*/
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// access must be protected by mStateLock
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mutable Mutex mStateLock;
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State mCurrentState;
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volatile int32_t mTransactionFlags;
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Condition mTransactionCV;
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SortedVector<sp<LayerBase> > mLayerPurgatory;
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bool mTransationPending;
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Vector<sp<LayerBase> > mLayersPendingRemoval;
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// protected by mStateLock (but we could use another lock)
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DisplayHardware* mDisplayHardwares[1];
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bool mLayersRemoved;
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// access must be protected by mInvalidateLock
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mutable Mutex mInvalidateLock;
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Region mInvalidateRegion;
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// constant members (no synchronization needed for access)
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sp<IMemoryHeap> mServerHeap;
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surface_flinger_cblk_t* mServerCblk;
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GLuint mWormholeTexName;
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GLuint mProtectedTexName;
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nsecs_t mBootTime;
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sp<EventThread> mEventThread;
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GLint mMaxViewportDims[2];
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GLint mMaxTextureSize;
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EGLContext mEGLContext;
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EGLConfig mEGLConfig;
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// Can only accessed from the main thread, these members
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// don't need synchronization
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State mDrawingState;
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Region mDirtyRegion;
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Region mDirtyRegionRemovedLayer;
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Region mSwapRegion;
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Region mWormholeRegion;
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bool mVisibleRegionsDirty;
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bool mHwWorkListDirty;
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int32_t mElectronBeamAnimationMode;
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// don't use a lock for these, we don't care
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int mDebugRegion;
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int mDebugDDMS;
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int mDebugDisableHWC;
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int mDebugDisableTransformHint;
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volatile nsecs_t mDebugInSwapBuffers;
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nsecs_t mLastSwapBufferTime;
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volatile nsecs_t mDebugInTransaction;
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nsecs_t mLastTransactionTime;
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bool mBootFinished;
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// these are thread safe
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mutable MessageQueue mEventQueue;
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mutable Barrier mReadyToRunBarrier;
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// protected by mDestroyedLayerLock;
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mutable Mutex mDestroyedLayerLock;
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Vector<LayerBase const *> mDestroyedLayers;
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/* ------------------------------------------------------------------------
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* Feature prototyping
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*/
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EGLSurface getExternalDisplaySurface() const;
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sp<SurfaceTextureClient> mExternalDisplayNativeWindow;
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EGLSurface mExternalDisplaySurface;
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public:
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surface_flinger_cblk_t* getControlBlock() const;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_SURFACE_FLINGER_H
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