replicant-frameworks_native/libs/surfaceflinger/Layer.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

413 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.
*/
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <cutils/properties.h>
#include <cutils/native_handle.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <utils/StopWatch.h>
#include <ui/PixelFormat.h>
#include <ui/Surface.h>
#include "Buffer.h"
#include "clz.h"
#include "Layer.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
#define DEBUG_RESIZE 0
namespace android {
// ---------------------------------------------------------------------------
const uint32_t Layer::typeInfo = LayerBaseClient::typeInfo | 4;
const char* const Layer::typeID = "Layer";
// ---------------------------------------------------------------------------
Layer::Layer(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& c, int32_t i)
: LayerBaseClient(flinger, display, c, i), lcblk(NULL),
mSecure(false),
mNeedsBlending(true)
{
// no OpenGL operation is possible here, since we might not be
// in the OpenGL thread.
lcblk = new SharedBufferServer(c->ctrlblk, i, NUM_BUFFERS);
mFrontBufferIndex = lcblk->getFrontBuffer();
}
Layer::~Layer()
{
destroy();
// the actual buffers will be destroyed here
delete lcblk;
}
void Layer::destroy()
{
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
if (mTextures[i].name != -1U) {
glDeleteTextures(1, &mTextures[i].name);
mTextures[i].name = -1U;
}
if (mTextures[i].image != EGL_NO_IMAGE_KHR) {
EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
eglDestroyImageKHR(dpy, mTextures[i].image);
mTextures[i].image = EGL_NO_IMAGE_KHR;
}
mBuffers[i].clear();
}
mSurface.clear();
}
sp<LayerBaseClient::Surface> Layer::createSurface() const
{
return mSurface;
}
status_t Layer::ditch()
{
// the layer is not on screen anymore. free as much resources as possible
destroy();
return NO_ERROR;
}
status_t Layer::setBuffers( uint32_t w, uint32_t h,
PixelFormat format, uint32_t flags)
{
PixelFormatInfo info;
status_t err = getPixelFormatInfo(format, &info);
if (err) return err;
uint32_t bufferFlags = 0;
if (flags & ISurfaceComposer::eSecure)
bufferFlags |= Buffer::SECURE;
mFormat = format;
mWidth = w;
mHeight = h;
mSecure = (bufferFlags & Buffer::SECURE) ? true : false;
mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
mBufferFlags = bufferFlags;
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
mBuffers[i] = new Buffer();
}
mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
return NO_ERROR;
}
void Layer::reloadTexture(const Region& dirty)
{
Mutex::Autolock _l(mLock);
sp<Buffer> buffer(getFrontBuffer());
if (LIKELY(mFlags & DisplayHardware::DIRECT_TEXTURE)) {
int index = mFrontBufferIndex;
if (LIKELY(!mTextures[index].dirty)) {
glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
} else {
// we need to recreate the texture
EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
// create the new texture name if needed
if (UNLIKELY(mTextures[index].name == -1U)) {
mTextures[index].name = createTexture();
} else {
glBindTexture(GL_TEXTURE_2D, mTextures[index].name);
}
// free the previous image
if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(dpy, mTextures[index].image);
mTextures[index].image = EGL_NO_IMAGE_KHR;
}
// construct an EGL_NATIVE_BUFFER_ANDROID
android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
// create the new EGLImageKHR
const EGLint attrs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE
};
mTextures[index].image = eglCreateImageKHR(
dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
(EGLClientBuffer)clientBuf, attrs);
LOGE_IF(mTextures[index].image == EGL_NO_IMAGE_KHR,
"eglCreateImageKHR() failed. err=0x%4x",
eglGetError());
if (mTextures[index].image != EGL_NO_IMAGE_KHR) {
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,
(GLeglImageOES)mTextures[index].image);
GLint error = glGetError();
if (UNLIKELY(error != GL_NO_ERROR)) {
// this failed, for instance, because we don't support
// NPOT.
// FIXME: do something!
mFlags &= ~DisplayHardware::DIRECT_TEXTURE;
} else {
// Everything went okay!
mTextures[index].dirty = false;
mTextures[index].width = clientBuf->width;
mTextures[index].height = clientBuf->height;
}
}
}
} else {
GGLSurface t;
status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_RARELY);
LOGE_IF(res, "error %d (%s) locking buffer %p",
res, strerror(res), buffer.get());
if (res == NO_ERROR) {
if (UNLIKELY(mTextures[0].name == -1U)) {
mTextures[0].name = createTexture();
}
loadTexture(&mTextures[0], mTextures[0].name, dirty, t);
buffer->unlock();
}
}
}
void Layer::onDraw(const Region& clip) const
{
const int index = (mFlags & DisplayHardware::DIRECT_TEXTURE) ?
mFrontBufferIndex : 0;
GLuint textureName = mTextures[index].name;
if (UNLIKELY(textureName == -1LU)) {
//LOGW("Layer %p doesn't have a texture", this);
// the texture has not been created yet, this Layer has
// in fact never been drawn into. this happens frequently with
// SurfaceView.
clearWithOpenGL(clip);
return;
}
drawWithOpenGL(clip, mTextures[index]);
}
sp<SurfaceBuffer> Layer::requestBuffer(int index, int usage)
{
/*
* This is called from the client's Surface::dequeue(). This can happen
* at any time, especially while we're in the middle of using the
* buffer 'index' as our front buffer.
*
* Make sure the buffer we're resizing is not the front buffer and has been
* dequeued. Once this condition is asserted, we are guaranteed that this
* buffer cannot become the front buffer under our feet, since we're called
* from Surface::dequeue()
*/
status_t err = lcblk->assertReallocate(index);
LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err));
Mutex::Autolock _l(mLock);
uint32_t w = mWidth;
uint32_t h = mHeight;
sp<Buffer>& buffer(mBuffers[index]);
if (buffer->getStrongCount() == 1) {
err = buffer->reallocate(w, h, mFormat, usage, mBufferFlags);
} else {
// here we have to reallocate a new buffer because we could have a
// client in our process with a reference to it (eg: status bar),
// and we can't release the handle under its feet.
buffer.clear();
buffer = new Buffer(w, h, mFormat, usage, mBufferFlags);
err = buffer->initCheck();
}
if (err || buffer->handle == 0) {
LOGE_IF(err || buffer->handle == 0,
"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)",
this, index, w, h, strerror(-err));
} else {
LOGD_IF(DEBUG_RESIZE,
"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d",
this, index, w, h);
}
if (err == NO_ERROR && buffer->handle != 0) {
// texture is now dirty...
mTextures[index].dirty = true;
}
return buffer;
}
uint32_t Layer::doTransaction(uint32_t flags)
{
const Layer::State& front(drawingState());
const Layer::State& temp(currentState());
// Index of the back buffer
const bool backbufferChanged = (front.w != temp.w) || (front.h != temp.h);
if (backbufferChanged) {
// the size changed, we need to ask our client to request a new buffer
LOGD_IF(DEBUG_RESIZE,
"resize (layer=%p), requested (%dx%d), "
"drawing (%d,%d), (%dx%d), (%dx%d)",
this, int(temp.w), int(temp.h),
int(drawingState().w), int(drawingState().h),
int(mBuffers[0]->getWidth()), int(mBuffers[0]->getHeight()),
int(mBuffers[1]->getWidth()), int(mBuffers[1]->getHeight()));
// record the new size, form this point on, when the client request a
// buffer, it'll get the new size.
setDrawingSize(temp.w, temp.h);
// all buffers need reallocation
lcblk->reallocate();
// recompute the visible region
// FIXME: ideally we would do that only when we have received
// a buffer of the right size
flags |= Layer::eVisibleRegion;
this->contentDirty = true;
#if 0
// FIXME: handle freeze lock
// we're being resized and there is a freeze display request,
// acquire a freeze lock, so that the screen stays put
// until we've redrawn at the new size; this is to avoid
// glitches upon orientation changes.
if (mFlinger->hasFreezeRequest()) {
// if the surface is hidden, don't try to acquire the
// freeze lock, since hidden surfaces may never redraw
if (!(front.flags & ISurfaceComposer::eLayerHidden)) {
mFreezeLock = mFlinger->getFreezeLock();
}
}
#endif
}
if (temp.sequence != front.sequence) {
if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) {
// this surface is now hidden, so it shouldn't hold a freeze lock
// (it may never redraw, which is fine if it is hidden)
mFreezeLock.clear();
}
}
return LayerBase::doTransaction(flags);
}
void Layer::setDrawingSize(uint32_t w, uint32_t h) {
Mutex::Autolock _l(mLock);
mWidth = w;
mHeight = h;
}
// ----------------------------------------------------------------------------
// pageflip handling...
// ----------------------------------------------------------------------------
void Layer::lockPageFlip(bool& recomputeVisibleRegions)
{
ssize_t buf = lcblk->retireAndLock();
if (buf < NO_ERROR) {
//LOGW("nothing to retire (%s)", strerror(-buf));
// NOTE: here the buffer is locked because we will used
// for composition later in the loop
return;
}
// we retired a buffer, which becomes the new front buffer
mFrontBufferIndex = buf;
// get the dirty region
sp<Buffer> newFrontBuffer(getBuffer(buf));
const Region dirty(lcblk->getDirtyRegion(buf));
mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
// FIXME: signal an event if we have more buffers waiting
// mFlinger->signalEvent();
reloadTexture( mPostedDirtyRegion );
}
void Layer::unlockPageFlip(
const Transform& planeTransform, Region& outDirtyRegion)
{
Region dirtyRegion(mPostedDirtyRegion);
if (!dirtyRegion.isEmpty()) {
mPostedDirtyRegion.clear();
// The dirty region is given in the layer's coordinate space
// transform the dirty region by the surface's transformation
// and the global transformation.
const Layer::State& s(drawingState());
const Transform tr(planeTransform * s.transform);
dirtyRegion = tr.transform(dirtyRegion);
// At this point, the dirty region is in screen space.
// Make sure it's constrained by the visible region (which
// is in screen space as well).
dirtyRegion.andSelf(visibleRegionScreen);
outDirtyRegion.orSelf(dirtyRegion);
}
}
void Layer::finishPageFlip()
{
status_t err = lcblk->unlock( mFrontBufferIndex );
LOGE_IF(err!=NO_ERROR,
"layer %p, buffer=%d wasn't locked!",
this, mFrontBufferIndex);
}
// ---------------------------------------------------------------------------
Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
SurfaceID id, const sp<Layer>& owner)
: Surface(flinger, id, owner->getIdentity(), owner)
{
}
Layer::SurfaceLayer::~SurfaceLayer()
{
}
sp<SurfaceBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
{
sp<SurfaceBuffer> buffer;
sp<Layer> owner(getOwner());
if (owner != 0) {
LOGE_IF(uint32_t(index)>=NUM_BUFFERS,
"getBuffer() index (%d) out of range", index);
if (uint32_t(index) < NUM_BUFFERS) {
buffer = owner->requestBuffer(index, usage);
}
}
return buffer;
}
// ---------------------------------------------------------------------------
}; // namespace android