replicant-frameworks_native/libs/surfaceflinger/Buffer.cpp
Mathias Agopian cbb288bfe8 fix [2068105] implement queueBuffer/lockBuffer/dequeueBuffer properly
Rewrote SurfaceFlinger's buffer management from the ground-up.
The design now support an arbitrary number of buffers per surface, however the current implementation is limited to four. Currently only 2 buffers are used in practice.

The main new feature is to be able to dequeue all buffers at once (very important when there are only two). 

A client can dequeue all buffers until there are none available, it can lock all buffers except the last one that is used for composition. The client will block then, until a new buffer is enqueued.

The current implementation requires that buffers are locked in the same order they are dequeued and enqueued in the same order they are locked. Only one buffer can be locked at a time.

eg. Allowed sequence:   DQ, DQ, LOCK, Q, LOCK, Q
eg. Forbidden sequence: DQ, DQ, LOCK, LOCK, Q, Q
2009-09-07 16:32:45 -07:00

140 lines
3.8 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.
*/
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <binder/MemoryBase.h>
#include <binder/IMemory.h>
#include <ui/PixelFormat.h>
#include <ui/Surface.h>
#include <pixelflinger/pixelflinger.h>
#include "Buffer.h"
#include "BufferAllocator.h"
#include "SurfaceFlinger.h"
namespace android {
// ===========================================================================
// Buffer and implementation of android_native_buffer_t
// ===========================================================================
Buffer::Buffer()
: SurfaceBuffer(), mInitCheck(NO_ERROR), mVStride(0)
{
}
Buffer::Buffer(uint32_t w, uint32_t h, PixelFormat format,
uint32_t reqUsage, uint32_t flags)
: SurfaceBuffer(), mInitCheck(NO_INIT), mVStride(0)
{
mInitCheck = initSize(w, h, format, reqUsage, flags);
}
Buffer::~Buffer()
{
if (handle) {
BufferAllocator& allocator(BufferAllocator::get());
allocator.free(handle);
}
}
status_t Buffer::initCheck() const {
return mInitCheck;
}
android_native_buffer_t* Buffer::getNativeBuffer() const
{
return static_cast<android_native_buffer_t*>(const_cast<Buffer*>(this));
}
status_t Buffer::reallocate(uint32_t w, uint32_t h, PixelFormat f,
uint32_t reqUsage, uint32_t flags)
{
if (handle) {
BufferAllocator& allocator(BufferAllocator::get());
allocator.free(handle);
handle = 0;
}
return initSize(w, h, f, reqUsage, flags);
}
status_t Buffer::initSize(uint32_t w, uint32_t h, PixelFormat format,
uint32_t reqUsage, uint32_t flags)
{
status_t err = NO_ERROR;
BufferAllocator& allocator = BufferAllocator::get();
/*
* buffers used for software rendering, but h/w composition
* are allocated with SW_READ_OFTEN | SW_WRITE_OFTEN | HW_TEXTURE
*
* buffers used for h/w rendering and h/w composition
* are allocated with HW_RENDER | HW_TEXTURE
*
* buffers used with h/w rendering and either NPOT or no egl_image_ext
* are allocated with SW_READ_RARELY | HW_RENDER
*
*/
if (flags & Buffer::SECURE) {
// secure buffer, don't store it into the GPU
usage = BufferAllocator::USAGE_SW_READ_OFTEN |
BufferAllocator::USAGE_SW_WRITE_OFTEN;
} else {
// it's allowed to modify the usage flags here, but generally
// the requested flags should be honored.
usage = reqUsage | BufferAllocator::USAGE_HW_TEXTURE;
}
err = allocator.alloc(w, h, format, usage, &handle, &stride);
if (err == NO_ERROR) {
this->width = w;
this->height = h;
this->format = format;
mVStride = 0;
}
return err;
}
status_t Buffer::lock(GGLSurface* sur, uint32_t usage)
{
void* vaddr;
status_t res = SurfaceBuffer::lock(usage, &vaddr);
if (res == NO_ERROR && sur) {
sur->version = sizeof(GGLSurface);
sur->width = width;
sur->height = height;
sur->stride = stride;
sur->format = format;
sur->vstride = mVStride;
sur->data = static_cast<GGLubyte*>(vaddr);
}
return res;
}
// ---------------------------------------------------------------------------
}; // namespace android