replicant-frameworks_native/services/surfaceflinger/SurfaceFlinger.h
Mathias Agopian 4cb18881b5 Fix a GraphicBuffer leak in SurfaceTexture
This leak was intentional, it was there to deal with the fact that
some gralloc implementations don't track buffer handles with
file-descriptors so buffers needed to stay alive until there were
registered, which is not guaranteed by binder transactions.

In this new implementation, we use a small BBinder holding a
reference to the buffer, which with tuck into the parcel. This forces
the reference to stay alive until the parcel is destroyed, which
is guaranteed (by construction) to happen after the buffer is
registered.

this allows the public facing API to not expose the previous hack.

Change-Id: I1dd6cd83679a2b7457ad628169e2851acc027143
2011-04-08 19:28:04 -07:00

448 lines
16 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_SURFACE_FLINGER_H
#define ANDROID_SURFACE_FLINGER_H
#include <stdint.h>
#include <sys/types.h>
#include <utils/SortedVector.h>
#include <utils/KeyedVector.h>
#include <utils/threads.h>
#include <utils/Atomic.h>
#include <utils/Errors.h>
#include <utils/RefBase.h>
#include <binder/IMemory.h>
#include <binder/Permission.h>
#include <binder/BinderService.h>
#include <ui/PixelFormat.h>
#include <surfaceflinger/ISurfaceComposer.h>
#include <surfaceflinger/ISurfaceComposerClient.h>
#include <surfaceflinger/IGraphicBufferAlloc.h>
#include "Barrier.h"
#include "Layer.h"
#include "MessageQueue.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class DisplayHardware;
class FreezeLock;
class Layer;
class LayerDim;
#define LIKELY( exp ) (__builtin_expect( (exp) != 0, true ))
#define UNLIKELY( exp ) (__builtin_expect( (exp) != 0, false ))
// ---------------------------------------------------------------------------
class Client : public BnSurfaceComposerClient
{
public:
Client(const sp<SurfaceFlinger>& flinger);
~Client();
status_t initCheck() const;
// protected by SurfaceFlinger::mStateLock
ssize_t attachLayer(const sp<LayerBaseClient>& layer);
void detachLayer(const LayerBaseClient* layer);
sp<LayerBaseClient> getLayerUser(int32_t i) const;
private:
// ISurfaceComposerClient interface
virtual sp<IMemoryHeap> getControlBlock() const;
virtual ssize_t getTokenForSurface(const sp<ISurface>& sur) const;
virtual sp<ISurface> createSurface(
surface_data_t* params, int pid, const String8& name,
DisplayID display, uint32_t w, uint32_t h,PixelFormat format,
uint32_t flags);
virtual status_t destroySurface(SurfaceID surfaceId);
virtual status_t setState(int32_t count, const layer_state_t* states);
DefaultKeyedVector< size_t, wp<LayerBaseClient> > mLayers;
sp<SurfaceFlinger> mFlinger;
int32_t mNameGenerator;
};
class UserClient : public BnSurfaceComposerClient
{
public:
// pointer to this client's control block
SharedClient* ctrlblk;
public:
UserClient(const sp<SurfaceFlinger>& flinger);
~UserClient();
status_t initCheck() const;
// protected by SurfaceFlinger::mStateLock
void detachLayer(const Layer* layer);
private:
// ISurfaceComposerClient interface
virtual sp<IMemoryHeap> getControlBlock() const;
virtual ssize_t getTokenForSurface(const sp<ISurface>& sur) const;
virtual sp<ISurface> createSurface(
surface_data_t* params, int pid, const String8& name,
DisplayID display, uint32_t w, uint32_t h,PixelFormat format,
uint32_t flags);
virtual status_t destroySurface(SurfaceID surfaceId);
virtual status_t setState(int32_t count, const layer_state_t* states);
// atomic-ops
mutable volatile int32_t mBitmap;
sp<IMemoryHeap> mCblkHeap;
sp<SurfaceFlinger> mFlinger;
};
class GraphicBufferAlloc : public BnGraphicBufferAlloc
{
public:
GraphicBufferAlloc();
virtual ~GraphicBufferAlloc();
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
PixelFormat format, uint32_t usage);
};
// ---------------------------------------------------------------------------
class GraphicPlane
{
public:
static status_t orientationToTransfrom(int orientation, int w, int h,
Transform* tr);
GraphicPlane();
~GraphicPlane();
bool initialized() const;
void setDisplayHardware(DisplayHardware *);
status_t setOrientation(int orientation);
int getOrientation() const { return mOrientation; }
int getWidth() const;
int getHeight() const;
const DisplayHardware& displayHardware() const;
DisplayHardware& editDisplayHardware();
const Transform& transform() const;
EGLDisplay getEGLDisplay() const;
private:
GraphicPlane(const GraphicPlane&);
GraphicPlane operator = (const GraphicPlane&);
DisplayHardware* mHw;
Transform mGlobalTransform;
Transform mDisplayTransform;
int mOrientation;
float mDisplayWidth;
float mDisplayHeight;
int mWidth;
int mHeight;
};
// ---------------------------------------------------------------------------
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02
};
class SurfaceFlinger :
public BinderService<SurfaceFlinger>,
public BnSurfaceComposer,
protected Thread
{
public:
static char const* getServiceName() { return "SurfaceFlinger"; }
SurfaceFlinger();
virtual ~SurfaceFlinger();
void init();
virtual status_t onTransact(
uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags);
virtual status_t dump(int fd, const Vector<String16>& args);
// ISurfaceComposer interface
virtual sp<ISurfaceComposerClient> createConnection();
virtual sp<ISurfaceComposerClient> createClientConnection();
virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
virtual sp<IMemoryHeap> getCblk() const;
virtual void bootFinished();
virtual void openGlobalTransaction();
virtual void closeGlobalTransaction();
virtual status_t freezeDisplay(DisplayID dpy, uint32_t flags);
virtual status_t unfreezeDisplay(DisplayID dpy, uint32_t flags);
virtual int setOrientation(DisplayID dpy, int orientation, uint32_t flags);
virtual void signal() const;
virtual bool authenticateSurface(const sp<ISurface>& surface) const;
virtual status_t captureScreen(DisplayID dpy,
sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height,
PixelFormat* format, uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ);
virtual status_t turnElectronBeamOff(int32_t mode);
virtual status_t turnElectronBeamOn(int32_t mode);
void screenReleased(DisplayID dpy);
void screenAcquired(DisplayID dpy);
status_t removeLayer(const sp<LayerBase>& layer);
status_t addLayer(const sp<LayerBase>& layer);
status_t invalidateLayerVisibility(const sp<LayerBase>& layer);
void invalidateHwcGeometry();
sp<Layer> getLayer(const sp<ISurface>& sur) const;
private:
friend class Client;
friend class LayerBase;
friend class LayerBaseClient;
friend class LayerBaseClient::Surface;
friend class Layer;
friend class LayerDim;
sp<ISurface> createSurface(const sp<Client>& client,
int pid, const String8& name,
ISurfaceComposerClient::surface_data_t* params,
DisplayID display, uint32_t w, uint32_t h, PixelFormat format,
uint32_t flags);
sp<Layer> createNormalSurface(
const sp<Client>& client, DisplayID display,
uint32_t w, uint32_t h, uint32_t flags,
PixelFormat& format);
sp<LayerDim> createDimSurface(
const sp<Client>& client, DisplayID display,
uint32_t w, uint32_t h, uint32_t flags);
status_t removeSurface(const sp<Client>& client, SurfaceID sid);
status_t destroySurface(const sp<LayerBaseClient>& layer);
status_t setClientState(const sp<Client>& client,
int32_t count, const layer_state_t* states);
class LayerVector : public SortedVector< sp<LayerBase> > {
public:
LayerVector() { }
LayerVector(const LayerVector& rhs) : SortedVector< sp<LayerBase> >(rhs) { }
virtual int do_compare(const void* lhs, const void* rhs) const {
const sp<LayerBase>& l(*reinterpret_cast<const sp<LayerBase>*>(lhs));
const sp<LayerBase>& r(*reinterpret_cast<const sp<LayerBase>*>(rhs));
// sort layers by Z order
uint32_t lz = l->currentState().z;
uint32_t rz = r->currentState().z;
// then by sequence, so we get a stable ordering
return (lz != rz) ? (lz - rz) : (l->sequence - r->sequence);
}
};
struct State {
State() {
orientation = ISurfaceComposer::eOrientationDefault;
freezeDisplay = 0;
}
LayerVector layersSortedByZ;
uint8_t orientation;
uint8_t orientationType;
uint8_t freezeDisplay;
};
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
public: // hack to work around gcc 4.0.3 bug
const GraphicPlane& graphicPlane(int dpy) const;
GraphicPlane& graphicPlane(int dpy);
private:
void waitForEvent();
public: // hack to work around gcc 4.0.3 bug
void signalEvent();
private:
void handleConsoleEvents();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(
uint32_t transactionFlags,
Vector< sp<LayerBase> >& ditchedLayers);
void computeVisibleRegions(
const LayerVector& currentLayers,
Region& dirtyRegion,
Region& wormholeRegion);
void handlePageFlip();
bool lockPageFlip(const LayerVector& currentLayers);
void unlockPageFlip(const LayerVector& currentLayers);
void handleWorkList();
void handleRepaint();
void postFramebuffer();
void composeSurfaces(const Region& dirty);
ssize_t addClientLayer(const sp<Client>& client,
const sp<LayerBaseClient>& lbc);
status_t addLayer_l(const sp<LayerBase>& layer);
status_t removeLayer_l(const sp<LayerBase>& layer);
status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
uint32_t getTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void commitTransaction();
status_t captureScreenImplLocked(DisplayID dpy,
sp<IMemoryHeap>* heap,
uint32_t* width, uint32_t* height, PixelFormat* format,
uint32_t reqWidth, uint32_t reqHeight,
uint32_t minLayerZ, uint32_t maxLayerZ);
status_t turnElectronBeamOffImplLocked(int32_t mode);
status_t turnElectronBeamOnImplLocked(int32_t mode);
status_t electronBeamOffAnimationImplLocked();
status_t electronBeamOnAnimationImplLocked();
status_t renderScreenToTextureLocked(DisplayID dpy,
GLuint* textureName, GLfloat* uOut, GLfloat* vOut);
friend class FreezeLock;
sp<FreezeLock> getFreezeLock() const;
inline void incFreezeCount() {
if (mFreezeCount == 0)
mFreezeDisplayTime = 0;
mFreezeCount++;
}
inline void decFreezeCount() { if (mFreezeCount > 0) mFreezeCount--; }
inline bool hasFreezeRequest() const { return mFreezeDisplay; }
inline bool isFrozen() const {
return (mFreezeDisplay || mFreezeCount>0) && mBootFinished;
}
void debugFlashRegions();
void debugShowFPS() const;
void drawWormhole() const;
mutable MessageQueue mEventQueue;
status_t postMessageAsync(const sp<MessageBase>& msg,
nsecs_t reltime=0, uint32_t flags = 0);
status_t postMessageSync(const sp<MessageBase>& msg,
nsecs_t reltime=0, uint32_t flags = 0);
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState;
volatile int32_t mTransactionFlags;
volatile int32_t mTransactionCount;
Condition mTransactionCV;
SortedVector< sp<LayerBase> > mLayerPurgatory;
bool mResizeTransationPending;
// protected by mStateLock (but we could use another lock)
GraphicPlane mGraphicPlanes[1];
bool mLayersRemoved;
DefaultKeyedVector< wp<IBinder>, wp<Layer> > mLayerMap;
// constant members (no synchronization needed for access)
sp<IMemoryHeap> mServerHeap;
surface_flinger_cblk_t* mServerCblk;
GLuint mWormholeTexName;
nsecs_t mBootTime;
Permission mHardwareTest;
Permission mAccessSurfaceFlinger;
Permission mReadFramebuffer;
Permission mDump;
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState;
Region mDirtyRegion;
Region mDirtyRegionRemovedLayer;
Region mInvalidRegion;
Region mWormholeRegion;
bool mVisibleRegionsDirty;
bool mHwWorkListDirty;
bool mDeferReleaseConsole;
bool mFreezeDisplay;
int32_t mElectronBeamAnimationMode;
int32_t mFreezeCount;
nsecs_t mFreezeDisplayTime;
Vector< sp<LayerBase> > mVisibleLayersSortedByZ;
// don't use a lock for these, we don't care
int mDebugRegion;
int mDebugBackground;
int mDebugDisableHWC;
volatile nsecs_t mDebugInSwapBuffers;
nsecs_t mLastSwapBufferTime;
volatile nsecs_t mDebugInTransaction;
nsecs_t mLastTransactionTime;
bool mBootFinished;
// these are thread safe
mutable Barrier mReadyToRunBarrier;
// atomic variables
enum {
eConsoleReleased = 1,
eConsoleAcquired = 2
};
volatile int32_t mConsoleSignals;
// only written in the main thread, only read in other threads
volatile int32_t mSecureFrameBuffer;
};
// ---------------------------------------------------------------------------
class FreezeLock : public LightRefBase<FreezeLock> {
SurfaceFlinger* mFlinger;
public:
FreezeLock(SurfaceFlinger* flinger)
: mFlinger(flinger) {
mFlinger->incFreezeCount();
}
~FreezeLock() {
mFlinger->decFreezeCount();
}
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H