replicant-frameworks_native/services/surfaceflinger/Layer.h
Eric Penner 51c59cd1e7 SurfaceFlinger: Prevent deadlock by updating an atomic layer set.
Bug: 12934849

Change-Id: I9dede7316f1e967de4140bd731ac810115ea302f
2014-07-30 19:05:38 -07:00

413 lines
13 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_LAYER_H
#define ANDROID_LAYER_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/Timers.h>
#include <ui/FrameStats.h>
#include <ui/GraphicBuffer.h>
#include <ui/PixelFormat.h>
#include <ui/Region.h>
#include <gui/ISurfaceComposerClient.h>
#include <private/gui/LayerState.h>
#include "FrameTracker.h"
#include "Client.h"
#include "MonitoredProducer.h"
#include "SurfaceFlinger.h"
#include "SurfaceFlingerConsumer.h"
#include "Transform.h"
#include "DisplayHardware/HWComposer.h"
#include "DisplayHardware/FloatRect.h"
#include "RenderEngine/Mesh.h"
#include "RenderEngine/Texture.h"
namespace android {
// ---------------------------------------------------------------------------
class Client;
class Colorizer;
class DisplayDevice;
class GraphicBuffer;
class SurfaceFlinger;
// ---------------------------------------------------------------------------
/*
* A new BufferQueue and a new SurfaceFlingerConsumer are created when the
* Layer is first referenced.
*
* This also implements onFrameAvailable(), which notifies SurfaceFlinger
* that new data has arrived.
*/
class Layer : public SurfaceFlingerConsumer::ContentsChangedListener {
static int32_t sSequence;
public:
mutable bool contentDirty;
// regions below are in window-manager space
Region visibleRegion;
Region coveredRegion;
Region visibleNonTransparentRegion;
// Layer serial number. This gives layers an explicit ordering, so we
// have a stable sort order when their layer stack and Z-order are
// the same.
int32_t sequence;
enum { // flags for doTransaction()
eDontUpdateGeometryState = 0x00000001,
eVisibleRegion = 0x00000002,
};
struct Geometry {
uint32_t w;
uint32_t h;
Rect crop;
inline bool operator ==(const Geometry& rhs) const {
return (w == rhs.w && h == rhs.h && crop == rhs.crop);
}
inline bool operator !=(const Geometry& rhs) const {
return !operator ==(rhs);
}
};
struct State {
Geometry active;
Geometry requested;
uint32_t z;
uint32_t layerStack;
uint8_t alpha;
uint8_t flags;
uint8_t reserved[2];
int32_t sequence; // changes when visible regions can change
Transform transform;
// the transparentRegion hint is a bit special, it's latched only
// when we receive a buffer -- this is because it's "content"
// dependent.
Region activeTransparentRegion;
Region requestedTransparentRegion;
};
// -----------------------------------------------------------------------
Layer(SurfaceFlinger* flinger, const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags);
virtual ~Layer();
// the this layer's size and format
status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
// modify current state
bool setPosition(float x, float y);
bool setLayer(uint32_t z);
bool setSize(uint32_t w, uint32_t h);
bool setAlpha(uint8_t alpha);
bool setMatrix(const layer_state_t::matrix22_t& matrix);
bool setTransparentRegionHint(const Region& transparent);
bool setFlags(uint8_t flags, uint8_t mask);
bool setCrop(const Rect& crop);
bool setLayerStack(uint32_t layerStack);
uint32_t getTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
bool useIdentityTransform) const;
Rect computeBounds() const;
sp<IBinder> getHandle();
sp<IGraphicBufferProducer> getProducer() const;
const String8& getName() const;
// -----------------------------------------------------------------------
// Virtuals
virtual const char* getTypeId() const { return "Layer"; }
/*
* isOpaque - true if this surface is opaque
*
* This takes into account the buffer format (i.e. whether or not the
* pixel format includes an alpha channel) and the "opaque" flag set
* on the layer. It does not examine the current plane alpha value.
*/
virtual bool isOpaque(const Layer::State& s) const;
/*
* isSecure - true if this surface is secure, that is if it prevents
* screenshots or VNC servers.
*/
virtual bool isSecure() const { return mSecure; }
/*
* isProtected - true if the layer may contain protected content in the
* GRALLOC_USAGE_PROTECTED sense.
*/
virtual bool isProtected() const;
/*
* isVisible - true if this layer is visible, false otherwise
*/
virtual bool isVisible() const;
/*
* isFixedSize - true if content has a fixed size
*/
virtual bool isFixedSize() const;
protected:
/*
* onDraw - draws the surface.
*/
virtual void onDraw(const sp<const DisplayDevice>& hw, const Region& clip,
bool useIdentityTransform) const;
public:
// -----------------------------------------------------------------------
void setGeometry(const sp<const DisplayDevice>& hw,
HWComposer::HWCLayerInterface& layer);
void setPerFrameData(const sp<const DisplayDevice>& hw,
HWComposer::HWCLayerInterface& layer);
void setAcquireFence(const sp<const DisplayDevice>& hw,
HWComposer::HWCLayerInterface& layer);
Rect getPosition(const sp<const DisplayDevice>& hw);
/*
* called after page-flip
*/
void onLayerDisplayed(const sp<const DisplayDevice>& hw,
HWComposer::HWCLayerInterface* layer);
/*
* called before composition.
* returns true if the layer has pending updates.
*/
bool onPreComposition();
/*
* called after composition.
*/
void onPostComposition();
/*
* draw - performs some global clipping optimizations
* and calls onDraw().
*/
void draw(const sp<const DisplayDevice>& hw, const Region& clip) const;
void draw(const sp<const DisplayDevice>& hw, bool useIdentityTransform) const;
void draw(const sp<const DisplayDevice>& hw) const;
/*
* doTransaction - process the transaction. This is a good place to figure
* out which attributes of the surface have changed.
*/
uint32_t doTransaction(uint32_t transactionFlags);
/*
* setVisibleRegion - called to set the new visible region. This gives
* a chance to update the new visible region or record the fact it changed.
*/
void setVisibleRegion(const Region& visibleRegion);
/*
* setCoveredRegion - called when the covered region changes. The covered
* region corresponds to any area of the surface that is covered
* (transparently or not) by another surface.
*/
void setCoveredRegion(const Region& coveredRegion);
/*
* setVisibleNonTransparentRegion - called when the visible and
* non-transparent region changes.
*/
void setVisibleNonTransparentRegion(const Region&
visibleNonTransparentRegion);
/*
* latchBuffer - called each time the screen is redrawn and returns whether
* the visible regions need to be recomputed (this is a fairly heavy
* operation, so this should be set only if needed). Typically this is used
* to figure out if the content or size of a surface has changed.
*/
Region latchBuffer(bool& recomputeVisibleRegions);
bool isPotentialCursor() const { return mPotentialCursor;}
/*
* called with the state lock when the surface is removed from the
* current list
*/
void onRemoved();
// Updates the transform hint in our SurfaceFlingerConsumer to match
// the current orientation of the display device.
void updateTransformHint(const sp<const DisplayDevice>& hw) const;
/*
* returns the rectangle that crops the content of the layer and scales it
* to the layer's size.
*/
Rect getContentCrop() const;
/*
* Returns if a frame is queued.
*/
bool hasQueuedFrame() const { return mQueuedFrames > 0; }
// -----------------------------------------------------------------------
void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
void setFiltering(bool filtering);
bool getFiltering() const;
// only for debugging
inline const sp<GraphicBuffer>& getActiveBuffer() const { return mActiveBuffer; }
inline const State& getDrawingState() const { return mDrawingState; }
inline const State& getCurrentState() const { return mCurrentState; }
inline State& getCurrentState() { return mCurrentState; }
/* always call base class first */
void dump(String8& result, Colorizer& colorizer) const;
void dumpFrameStats(String8& result) const;
void clearFrameStats();
void logFrameStats();
void getFrameStats(FrameStats* outStats) const;
protected:
// constant
sp<SurfaceFlinger> mFlinger;
virtual void onFirstRef();
/*
* Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer)
* is called.
*/
class LayerCleaner {
sp<SurfaceFlinger> mFlinger;
wp<Layer> mLayer;
protected:
~LayerCleaner();
public:
LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer);
};
private:
// Interface implementation for SurfaceFlingerConsumer::ContentsChangedListener
virtual void onFrameAvailable();
virtual void onSidebandStreamChanged();
void commitTransaction();
// needsLinearFiltering - true if this surface's state requires filtering
bool needsFiltering(const sp<const DisplayDevice>& hw) const;
uint32_t getEffectiveUsage(uint32_t usage) const;
FloatRect computeCrop(const sp<const DisplayDevice>& hw) const;
bool isCropped() const;
static bool getOpacityForFormat(uint32_t format);
// drawing
void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
float r, float g, float b, float alpha) const;
void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
bool useIdentityTransform) const;
// Temporary - Used only for LEGACY camera mode.
uint32_t getProducerStickyTransform() const;
// -----------------------------------------------------------------------
// constants
sp<SurfaceFlingerConsumer> mSurfaceFlingerConsumer;
sp<IGraphicBufferProducer> mProducer;
uint32_t mTextureName; // from GLES
bool mPremultipliedAlpha;
String8 mName;
mutable bool mDebug;
PixelFormat mFormat;
// these are protected by an external lock
State mCurrentState;
State mDrawingState;
volatile int32_t mTransactionFlags;
// thread-safe
volatile int32_t mQueuedFrames;
volatile int32_t mSidebandStreamChanged; // used like an atomic boolean
FrameTracker mFrameTracker;
// main thread
sp<GraphicBuffer> mActiveBuffer;
sp<NativeHandle> mSidebandStream;
Rect mCurrentCrop;
uint32_t mCurrentTransform;
uint32_t mCurrentScalingMode;
bool mCurrentOpacity;
bool mRefreshPending;
bool mFrameLatencyNeeded;
// Whether filtering is forced on or not
bool mFiltering;
// Whether filtering is needed b/c of the drawingstate
bool mNeedsFiltering;
// The mesh used to draw the layer in GLES composition mode
mutable Mesh mMesh;
// The texture used to draw the layer in GLES composition mode
mutable Texture mTexture;
// page-flip thread (currently main thread)
bool mSecure; // no screenshots
bool mProtectedByApp; // application requires protected path to external sink
// protected by mLock
mutable Mutex mLock;
// Set to true once we've returned this surface's handle
mutable bool mHasSurface;
const wp<Client> mClientRef;
// This layer can be a cursor on some displays.
bool mPotentialCursor;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_LAYER_H