replicant-frameworks_native/services/surfaceflinger/SurfaceFlinger.h
Mathias Agopian 921e6ac4b7 SurfaceFlinger cleanup
mostly refactored SurfaceFlinger.h, but also removed dead code.
cleaned-up a few includes as well.

Change-Id: Ib15f4ffe567912b61ee98aa076c6a283b72811b5
2012-07-24 00:09:35 -07:00

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