b7a0549c98
By not committing the results of composition for empty frames, we avoid spitting out series of black frames for virtual displays that don't have visible layers. We still draw one black frame when going from having layers to not having any. In particular, this avoids having a series of empty frames due to re-compositing the primary display in the period between creating the virtual display and adding layers to it. Bug: 16786752 Change-Id: I7e9b2ed2e407d8d49c7af736b447d4c6181b0ad8
226 lines
6.9 KiB
C++
226 lines
6.9 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_DISPLAY_DEVICE_H
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#define ANDROID_DISPLAY_DEVICE_H
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#include <stdlib.h>
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#include <ui/PixelFormat.h>
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#include <ui/Region.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <utils/Mutex.h>
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#include <utils/String8.h>
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#include <utils/Timers.h>
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#include <hardware/hwcomposer_defs.h>
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#include "Transform.h"
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struct ANativeWindow;
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namespace android {
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class DisplayInfo;
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class DisplaySurface;
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class IGraphicBufferProducer;
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class Layer;
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class SurfaceFlinger;
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class HWComposer;
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class DisplayDevice : public LightRefBase<DisplayDevice>
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{
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public:
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// region in layer-stack space
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mutable Region dirtyRegion;
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// region in screen space
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mutable Region swapRegion;
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// region in screen space
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Region undefinedRegion;
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bool lastCompositionHadVisibleLayers;
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enum DisplayType {
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DISPLAY_ID_INVALID = -1,
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DISPLAY_PRIMARY = HWC_DISPLAY_PRIMARY,
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DISPLAY_EXTERNAL = HWC_DISPLAY_EXTERNAL,
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DISPLAY_VIRTUAL = HWC_DISPLAY_VIRTUAL,
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NUM_BUILTIN_DISPLAY_TYPES = HWC_NUM_PHYSICAL_DISPLAY_TYPES,
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};
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enum {
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PARTIAL_UPDATES = 0x00020000, // video driver feature
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SWAP_RECTANGLE = 0x00080000,
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};
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enum {
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NO_LAYER_STACK = 0xFFFFFFFF,
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};
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DisplayDevice(
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const sp<SurfaceFlinger>& flinger,
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DisplayType type,
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int32_t hwcId, // negative for non-HWC-composited displays
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int format,
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bool isSecure,
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const wp<IBinder>& displayToken,
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const sp<DisplaySurface>& displaySurface,
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const sp<IGraphicBufferProducer>& producer,
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EGLConfig config);
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~DisplayDevice();
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// whether this is a valid object. An invalid DisplayDevice is returned
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// when an non existing id is requested
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bool isValid() const;
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// isSecure indicates whether this display can be trusted to display
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// secure surfaces.
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bool isSecure() const { return mIsSecure; }
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// Flip the front and back buffers if the back buffer is "dirty". Might
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// be instantaneous, might involve copying the frame buffer around.
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void flip(const Region& dirty) const;
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int getWidth() const;
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int getHeight() const;
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PixelFormat getFormat() const;
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uint32_t getFlags() const;
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EGLSurface getEGLSurface() const;
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void setVisibleLayersSortedByZ(const Vector< sp<Layer> >& layers);
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const Vector< sp<Layer> >& getVisibleLayersSortedByZ() const;
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bool getSecureLayerVisible() const;
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Region getDirtyRegion(bool repaintEverything) const;
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void setLayerStack(uint32_t stack);
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void setProjection(int orientation, const Rect& viewport, const Rect& frame);
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int getOrientation() const { return mOrientation; }
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uint32_t getOrientationTransform() const;
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const Transform& getTransform() const { return mGlobalTransform; }
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const Rect getViewport() const { return mViewport; }
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const Rect getFrame() const { return mFrame; }
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const Rect& getScissor() const { return mScissor; }
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bool needsFiltering() const { return mNeedsFiltering; }
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uint32_t getLayerStack() const { return mLayerStack; }
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int32_t getDisplayType() const { return mType; }
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int32_t getHwcDisplayId() const { return mHwcDisplayId; }
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const wp<IBinder>& getDisplayToken() const { return mDisplayToken; }
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// We pass in mustRecompose so we can keep VirtualDisplaySurface's state
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// machine happy without actually queueing a buffer if nothing has changed
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status_t beginFrame(bool mustRecompose) const;
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status_t prepareFrame(const HWComposer& hwc) const;
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void swapBuffers(HWComposer& hwc) const;
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status_t compositionComplete() const;
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// called after h/w composer has completed its set() call
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void onSwapBuffersCompleted(HWComposer& hwc) const;
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Rect getBounds() const {
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return Rect(mDisplayWidth, mDisplayHeight);
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}
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inline Rect bounds() const { return getBounds(); }
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void setDisplayName(const String8& displayName);
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const String8& getDisplayName() const { return mDisplayName; }
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EGLBoolean makeCurrent(EGLDisplay dpy, EGLContext ctx) const;
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void setViewportAndProjection() const;
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/* ------------------------------------------------------------------------
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* blank / unblank management
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*/
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void releaseScreen() const;
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void acquireScreen() const;
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bool isScreenAcquired() const;
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bool canDraw() const;
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// release HWC resources (if any) for removable displays
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void disconnect(HWComposer& hwc);
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/* ------------------------------------------------------------------------
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* Debugging
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*/
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uint32_t getPageFlipCount() const;
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void dump(String8& result) const;
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private:
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/*
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* Constants, set during initialization
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*/
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sp<SurfaceFlinger> mFlinger;
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DisplayType mType;
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int32_t mHwcDisplayId;
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wp<IBinder> mDisplayToken;
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// ANativeWindow this display is rendering into
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sp<ANativeWindow> mNativeWindow;
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sp<DisplaySurface> mDisplaySurface;
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EGLDisplay mDisplay;
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EGLSurface mSurface;
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int mDisplayWidth;
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int mDisplayHeight;
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PixelFormat mFormat;
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uint32_t mFlags;
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mutable uint32_t mPageFlipCount;
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String8 mDisplayName;
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bool mIsSecure;
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/*
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* Can only accessed from the main thread, these members
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* don't need synchronization.
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*/
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// list of visible layers on that display
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Vector< sp<Layer> > mVisibleLayersSortedByZ;
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// Whether we have a visible secure layer on this display
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bool mSecureLayerVisible;
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// Whether the screen is blanked;
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mutable int mScreenAcquired;
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/*
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* Transaction state
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*/
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static status_t orientationToTransfrom(int orientation,
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int w, int h, Transform* tr);
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uint32_t mLayerStack;
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int mOrientation;
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// user-provided visible area of the layer stack
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Rect mViewport;
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// user-provided rectangle where mViewport gets mapped to
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Rect mFrame;
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// pre-computed scissor to apply to the display
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Rect mScissor;
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Transform mGlobalTransform;
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bool mNeedsFiltering;
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};
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}; // namespace android
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#endif // ANDROID_DISPLAY_DEVICE_H
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