bb641244d7
this change introduces R/W locks in the right places. on the server-side, it guarantees that setBufferCount() is synchronized with "retire" and "resize". on the client-side, it guarantees that setBufferCount() is synchronized with "dequeue", "lockbuffer" and "queue"
714 lines
22 KiB
C++
714 lines
22 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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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <cutils/properties.h>
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#include <cutils/native_handle.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <utils/StopWatch.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <surfaceflinger/Surface.h>
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#include "clz.h"
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#include "Layer.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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#define DEBUG_RESIZE 0
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namespace android {
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template <typename T> inline T min(T a, T b) {
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return a<b ? a : b;
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}
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// ---------------------------------------------------------------------------
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Layer::Layer(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client, int32_t i)
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: LayerBaseClient(flinger, display, client, i),
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lcblk(NULL),
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mSecure(false),
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mNeedsBlending(true),
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mNeedsDithering(false),
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mTextureManager(mFlags),
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mBufferManager(mTextureManager)
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{
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// no OpenGL operation is possible here, since we might not be
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// in the OpenGL thread.
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lcblk = new SharedBufferServer(
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client->ctrlblk, i, mBufferManager.getDefaultBufferCount(),
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getIdentity());
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mBufferManager.setActiveBufferIndex( lcblk->getFrontBuffer() );
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}
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Layer::~Layer()
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{
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// FIXME: must be called from the main UI thread
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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mBufferManager.destroy(dpy);
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// the actual buffers will be destroyed here
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delete lcblk;
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}
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// called with SurfaceFlinger::mStateLock as soon as the layer is entered
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// in the purgatory list
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void Layer::onRemoved()
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{
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// wake up the condition
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lcblk->setStatus(NO_INIT);
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}
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sp<LayerBaseClient::Surface> Layer::createSurface() const
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{
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return mSurface;
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}
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status_t Layer::ditch()
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{
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// NOTE: Called from the main UI thread
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// the layer is not on screen anymore. free as much resources as possible
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mFreezeLock.clear();
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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mBufferManager.destroy(dpy);
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mSurface.clear();
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Mutex::Autolock _l(mLock);
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mWidth = mHeight = 0;
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return NO_ERROR;
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}
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status_t Layer::setBuffers( uint32_t w, uint32_t h,
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PixelFormat format, uint32_t flags)
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{
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// this surfaces pixel format
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PixelFormatInfo info;
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status_t err = getPixelFormatInfo(format, &info);
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if (err) return err;
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// the display's pixel format
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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uint32_t const maxSurfaceDims = min(
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hw.getMaxTextureSize(), hw.getMaxViewportDims());
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// never allow a surface larger than what our underlying GL implementation
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// can handle.
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if ((uint32_t(w)>maxSurfaceDims) || (uint32_t(h)>maxSurfaceDims)) {
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return BAD_VALUE;
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}
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PixelFormatInfo displayInfo;
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getPixelFormatInfo(hw.getFormat(), &displayInfo);
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const uint32_t hwFlags = hw.getFlags();
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mFormat = format;
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mWidth = w;
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mHeight = h;
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mSecure = (flags & ISurfaceComposer::eSecure) ? true : false;
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mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
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// we use the red index
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int displayRedSize = displayInfo.getSize(PixelFormatInfo::INDEX_RED);
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int layerRedsize = info.getSize(PixelFormatInfo::INDEX_RED);
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mNeedsDithering = layerRedsize > displayRedSize;
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mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
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return NO_ERROR;
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}
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void Layer::reloadTexture(const Region& dirty)
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{
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sp<GraphicBuffer> buffer(mBufferManager.getActiveBuffer());
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if (buffer == NULL) {
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// this situation can happen if we ran out of memory for instance.
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// not much we can do. continue to use whatever texture was bound
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// to this context.
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return;
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}
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#ifdef EGL_ANDROID_image_native_buffer
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if (mFlags & DisplayHardware::DIRECT_TEXTURE) {
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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if (mBufferManager.initEglImage(dpy, buffer) != NO_ERROR) {
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// not sure what we can do here...
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mFlags &= ~DisplayHardware::DIRECT_TEXTURE;
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goto slowpath;
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}
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} else
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#endif
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{
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slowpath:
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GGLSurface t;
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status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
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LOGE_IF(res, "error %d (%s) locking buffer %p",
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res, strerror(res), buffer.get());
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if (res == NO_ERROR) {
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mBufferManager.loadTexture(dirty, t);
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buffer->unlock();
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}
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}
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}
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void Layer::onDraw(const Region& clip) const
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{
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Texture tex(mBufferManager.getActiveTexture());
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if (tex.name == -1LU) {
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// the texture has not been created yet, this Layer has
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// in fact never been drawn into. This happens frequently with
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// SurfaceView because the WindowManager can't know when the client
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// has drawn the first time.
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// If there is nothing under us, we paint the screen in black, otherwise
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// we just skip this update.
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// figure out if there is something below us
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Region under;
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const SurfaceFlinger::LayerVector& drawingLayers(mFlinger->mDrawingState.layersSortedByZ);
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const size_t count = drawingLayers.size();
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for (size_t i=0 ; i<count ; ++i) {
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const sp<LayerBase>& layer(drawingLayers[i]);
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if (layer.get() == static_cast<LayerBase const*>(this))
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break;
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under.orSelf(layer->visibleRegionScreen);
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}
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// if not everything below us is covered, we plug the holes!
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Region holes(clip.subtract(under));
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if (!holes.isEmpty()) {
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clearWithOpenGL(holes);
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}
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return;
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}
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drawWithOpenGL(clip, tex);
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}
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status_t Layer::setBufferCount(int bufferCount)
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{
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// Ensures our client doesn't go away while we're accessing
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// the shared area.
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sp<Client> ourClient(client.promote());
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if (ourClient == 0) {
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// oops, the client is already gone
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return DEAD_OBJECT;
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}
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// NOTE: lcblk->resize() is protected by an internal lock
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status_t err = lcblk->resize(bufferCount);
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if (err == NO_ERROR)
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mBufferManager.resize(bufferCount);
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return err;
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}
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sp<GraphicBuffer> Layer::requestBuffer(int index, int usage)
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{
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sp<GraphicBuffer> buffer;
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// this ensures our client doesn't go away while we're accessing
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// the shared area.
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sp<Client> ourClient(client.promote());
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if (ourClient == 0) {
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// oops, the client is already gone
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return buffer;
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}
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/*
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* This is called from the client's Surface::dequeue(). This can happen
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* at any time, especially while we're in the middle of using the
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* buffer 'index' as our front buffer.
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*
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* Make sure the buffer we're resizing is not the front buffer and has been
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* dequeued. Once this condition is asserted, we are guaranteed that this
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* buffer cannot become the front buffer under our feet, since we're called
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* from Surface::dequeue()
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*/
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status_t err = lcblk->assertReallocate(index);
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LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err));
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if (err != NO_ERROR) {
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// the surface may have died
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return buffer;
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}
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uint32_t w, h;
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{ // scope for the lock
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Mutex::Autolock _l(mLock);
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w = mWidth;
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h = mHeight;
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buffer = mBufferManager.detachBuffer(index);
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}
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const uint32_t effectiveUsage = getEffectiveUsage(usage);
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if (buffer!=0 && buffer->getStrongCount() == 1) {
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err = buffer->reallocate(w, h, mFormat, effectiveUsage);
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} else {
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// here we have to reallocate a new buffer because we could have a
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// client in our process with a reference to it (eg: status bar),
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// and we can't release the handle under its feet.
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buffer.clear();
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buffer = new GraphicBuffer(w, h, mFormat, effectiveUsage);
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err = buffer->initCheck();
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}
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if (err || buffer->handle == 0) {
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LOGE_IF(err || buffer->handle == 0,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)",
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this, index, w, h, strerror(-err));
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} else {
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LOGD_IF(DEBUG_RESIZE,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d, handle=%p",
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this, index, w, h, buffer->handle);
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}
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if (err == NO_ERROR && buffer->handle != 0) {
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Mutex::Autolock _l(mLock);
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if (mWidth && mHeight) {
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mBufferManager.attachBuffer(index, buffer);
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} else {
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// oops we got killed while we were allocating the buffer
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buffer.clear();
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}
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}
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return buffer;
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}
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uint32_t Layer::getEffectiveUsage(uint32_t usage) const
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{
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/*
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* buffers used for software rendering, but h/w composition
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* are allocated with SW_READ_OFTEN | SW_WRITE_OFTEN | HW_TEXTURE
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*
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* buffers used for h/w rendering and h/w composition
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* are allocated with HW_RENDER | HW_TEXTURE
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*
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* buffers used with h/w rendering and either NPOT or no egl_image_ext
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* are allocated with SW_READ_RARELY | HW_RENDER
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*
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*/
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if (mSecure) {
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// secure buffer, don't store it into the GPU
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usage = GraphicBuffer::USAGE_SW_READ_OFTEN |
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GraphicBuffer::USAGE_SW_WRITE_OFTEN;
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} else {
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// it's allowed to modify the usage flags here, but generally
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// the requested flags should be honored.
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// request EGLImage for all buffers
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usage |= GraphicBuffer::USAGE_HW_TEXTURE;
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}
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return usage;
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}
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uint32_t Layer::doTransaction(uint32_t flags)
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{
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const Layer::State& front(drawingState());
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const Layer::State& temp(currentState());
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if ((front.requested_w != temp.requested_w) ||
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(front.requested_h != temp.requested_h)) {
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// the size changed, we need to ask our client to request a new buffer
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LOGD_IF(DEBUG_RESIZE,
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"resize (layer=%p), requested (%dx%d), drawing (%d,%d)",
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this,
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int(temp.requested_w), int(temp.requested_h),
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int(front.requested_w), int(front.requested_h));
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// we're being resized and there is a freeze display request,
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// acquire a freeze lock, so that the screen stays put
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// until we've redrawn at the new size; this is to avoid
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// glitches upon orientation changes.
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if (mFlinger->hasFreezeRequest()) {
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// if the surface is hidden, don't try to acquire the
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// freeze lock, since hidden surfaces may never redraw
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if (!(front.flags & ISurfaceComposer::eLayerHidden)) {
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mFreezeLock = mFlinger->getFreezeLock();
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}
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}
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// this will make sure LayerBase::doTransaction doesn't update
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// the drawing state's size
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Layer::State& editDraw(mDrawingState);
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editDraw.requested_w = temp.requested_w;
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editDraw.requested_h = temp.requested_h;
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// record the new size, form this point on, when the client request a
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// buffer, it'll get the new size.
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setDrawingSize(temp.requested_w, temp.requested_h);
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// all buffers need reallocation
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lcblk->reallocate();
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}
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if (temp.sequence != front.sequence) {
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if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) {
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// this surface is now hidden, so it shouldn't hold a freeze lock
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// (it may never redraw, which is fine if it is hidden)
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mFreezeLock.clear();
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}
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}
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return LayerBase::doTransaction(flags);
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}
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void Layer::setDrawingSize(uint32_t w, uint32_t h) {
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Mutex::Autolock _l(mLock);
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mWidth = w;
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mHeight = h;
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}
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// ----------------------------------------------------------------------------
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// pageflip handling...
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// ----------------------------------------------------------------------------
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void Layer::lockPageFlip(bool& recomputeVisibleRegions)
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{
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ssize_t buf = lcblk->retireAndLock();
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if (buf == NOT_ENOUGH_DATA) {
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// NOTE: This is not an error, it simply means there is nothing to
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// retire. The buffer is locked because we will use it
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// for composition later in the loop
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return;
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}
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if (buf < NO_ERROR) {
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LOGE("retireAndLock() buffer index (%d) out of range", buf);
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mPostedDirtyRegion.clear();
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return;
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}
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// we retired a buffer, which becomes the new front buffer
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if (mBufferManager.setActiveBufferIndex(buf) < NO_ERROR) {
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LOGE("retireAndLock() buffer index (%d) out of range", buf);
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mPostedDirtyRegion.clear();
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return;
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}
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// get the dirty region
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sp<GraphicBuffer> newFrontBuffer(getBuffer(buf));
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if (newFrontBuffer != NULL) {
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// compute the posted region
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const Region dirty(lcblk->getDirtyRegion(buf));
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mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
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// update the layer size and release freeze-lock
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const Layer::State& front(drawingState());
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if (newFrontBuffer->getWidth() == front.requested_w &&
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newFrontBuffer->getHeight() == front.requested_h)
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{
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if ((front.w != front.requested_w) ||
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(front.h != front.requested_h))
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{
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// Here we pretend the transaction happened by updating the
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// current and drawing states. Drawing state is only accessed
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// in this thread, no need to have it locked
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Layer::State& editDraw(mDrawingState);
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editDraw.w = editDraw.requested_w;
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editDraw.h = editDraw.requested_h;
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// We also need to update the current state so that we don't
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// end-up doing too much work during the next transaction.
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// NOTE: We actually don't need hold the transaction lock here
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// because State::w and State::h are only accessed from
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// this thread
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Layer::State& editTemp(currentState());
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editTemp.w = editDraw.w;
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editTemp.h = editDraw.h;
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// recompute visible region
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recomputeVisibleRegions = true;
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}
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// we now have the correct size, unfreeze the screen
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mFreezeLock.clear();
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}
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} else {
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// this should not happen unless we ran out of memory while
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// allocating the buffer. we're hoping that things will get back
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// to normal the next time the app tries to draw into this buffer.
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// meanwhile, pretend the screen didn't update.
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mPostedDirtyRegion.clear();
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}
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if (lcblk->getQueuedCount()) {
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// signal an event if we have more buffers waiting
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mFlinger->signalEvent();
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}
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/* a buffer was posted, so we need to call reloadTexture(), which
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* will update our internal data structures (eg: EGLImageKHR or
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* texture names). we need to do this even if mPostedDirtyRegion is
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* empty -- it's orthogonal to the fact that a new buffer was posted,
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* for instance, a degenerate case could be that the user did an empty
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* update but repainted the buffer with appropriate content (after a
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* resize for instance).
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*/
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reloadTexture( mPostedDirtyRegion );
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}
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void Layer::unlockPageFlip(
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const Transform& planeTransform, Region& outDirtyRegion)
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{
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Region dirtyRegion(mPostedDirtyRegion);
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if (!dirtyRegion.isEmpty()) {
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mPostedDirtyRegion.clear();
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// The dirty region is given in the layer's coordinate space
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// transform the dirty region by the surface's transformation
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// and the global transformation.
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const Layer::State& s(drawingState());
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const Transform tr(planeTransform * s.transform);
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dirtyRegion = tr.transform(dirtyRegion);
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// At this point, the dirty region is in screen space.
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// Make sure it's constrained by the visible region (which
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// is in screen space as well).
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dirtyRegion.andSelf(visibleRegionScreen);
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outDirtyRegion.orSelf(dirtyRegion);
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}
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if (visibleRegionScreen.isEmpty()) {
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// an invisible layer should not hold a freeze-lock
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// (because it may never be updated and therefore never release it)
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mFreezeLock.clear();
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}
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}
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void Layer::finishPageFlip()
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{
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int buf = mBufferManager.getActiveBufferIndex();
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status_t err = lcblk->unlock( buf );
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LOGE_IF(err!=NO_ERROR, "layer %p, buffer=%d wasn't locked!", this, buf);
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}
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void Layer::dump(String8& result, char* buffer, size_t SIZE) const
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{
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LayerBaseClient::dump(result, buffer, SIZE);
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SharedBufferStack::Statistics stats = lcblk->getStats();
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result.append( lcblk->dump(" ") );
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sp<const GraphicBuffer> buf0(getBuffer(0));
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sp<const GraphicBuffer> buf1(getBuffer(1));
|
|
uint32_t w0=0, h0=0, s0=0;
|
|
uint32_t w1=0, h1=0, s1=0;
|
|
if (buf0 != 0) {
|
|
w0 = buf0->getWidth();
|
|
h0 = buf0->getHeight();
|
|
s0 = buf0->getStride();
|
|
}
|
|
if (buf1 != 0) {
|
|
w1 = buf1->getWidth();
|
|
h1 = buf1->getHeight();
|
|
s1 = buf1->getStride();
|
|
}
|
|
snprintf(buffer, SIZE,
|
|
" "
|
|
"format=%2d, [%3ux%3u:%3u] [%3ux%3u:%3u],"
|
|
" freezeLock=%p, dq-q-time=%u us\n",
|
|
pixelFormat(),
|
|
w0, h0, s0, w1, h1, s1,
|
|
getFreezeLock().get(), stats.totalTime);
|
|
|
|
result.append(buffer);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Layer::BufferManager::BufferManager(TextureManager& tm)
|
|
: mNumBuffers(NUM_BUFFERS), mTextureManager(tm),
|
|
mActiveBuffer(0), mFailover(false)
|
|
{
|
|
}
|
|
|
|
Layer::BufferManager::~BufferManager()
|
|
{
|
|
}
|
|
|
|
status_t Layer::BufferManager::resize(size_t size)
|
|
{
|
|
Mutex::Autolock _l(mLock);
|
|
mNumBuffers = size;
|
|
return NO_ERROR;
|
|
}
|
|
|
|
// only for debugging
|
|
sp<GraphicBuffer> Layer::BufferManager::getBuffer(size_t index) const {
|
|
return mBufferData[index].buffer;
|
|
}
|
|
|
|
status_t Layer::BufferManager::setActiveBufferIndex(size_t index) {
|
|
// TODO: need to validate 'index'
|
|
mActiveBuffer = index;
|
|
return NO_ERROR;
|
|
}
|
|
|
|
size_t Layer::BufferManager::getActiveBufferIndex() const {
|
|
return mActiveBuffer;
|
|
}
|
|
|
|
Texture Layer::BufferManager::getActiveTexture() const {
|
|
Texture res;
|
|
if (mFailover) {
|
|
res = mFailoverTexture;
|
|
} else {
|
|
static_cast<Image&>(res) = mBufferData[mActiveBuffer].texture;
|
|
}
|
|
return res;
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::BufferManager::getActiveBuffer() const {
|
|
const size_t activeBuffer = mActiveBuffer;
|
|
BufferData const * const buffers = mBufferData;
|
|
Mutex::Autolock _l(mLock);
|
|
return buffers[activeBuffer].buffer;
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::BufferManager::detachBuffer(size_t index)
|
|
{
|
|
BufferData* const buffers = mBufferData;
|
|
sp<GraphicBuffer> buffer;
|
|
Mutex::Autolock _l(mLock);
|
|
buffer = buffers[index].buffer;
|
|
buffers[index].buffer = 0;
|
|
return buffer;
|
|
}
|
|
|
|
status_t Layer::BufferManager::attachBuffer(size_t index,
|
|
const sp<GraphicBuffer>& buffer)
|
|
{
|
|
BufferData* const buffers = mBufferData;
|
|
Mutex::Autolock _l(mLock);
|
|
buffers[index].buffer = buffer;
|
|
buffers[index].texture.dirty = true;
|
|
return NO_ERROR;
|
|
}
|
|
|
|
status_t Layer::BufferManager::destroy(EGLDisplay dpy)
|
|
{
|
|
BufferData* const buffers = mBufferData;
|
|
size_t num;
|
|
{ // scope for the lock
|
|
Mutex::Autolock _l(mLock);
|
|
num = mNumBuffers;
|
|
for (size_t i=0 ; i<num ; i++) {
|
|
buffers[i].buffer = 0;
|
|
}
|
|
}
|
|
for (size_t i=0 ; i<num ; i++) {
|
|
destroyTexture(&buffers[i].texture, dpy);
|
|
}
|
|
destroyTexture(&mFailoverTexture, dpy);
|
|
return NO_ERROR;
|
|
}
|
|
|
|
status_t Layer::BufferManager::initEglImage(EGLDisplay dpy,
|
|
const sp<GraphicBuffer>& buffer)
|
|
{
|
|
size_t index = mActiveBuffer;
|
|
Image& texture(mBufferData[index].texture);
|
|
status_t err = mTextureManager.initEglImage(&texture, dpy, buffer);
|
|
// if EGLImage fails, we switch to regular texture mode, and we
|
|
// free all resources associated with using EGLImages.
|
|
if (err == NO_ERROR) {
|
|
mFailover = false;
|
|
destroyTexture(&mFailoverTexture, dpy);
|
|
} else {
|
|
mFailover = true;
|
|
const size_t num = mNumBuffers;
|
|
for (size_t i=0 ; i<num ; i++) {
|
|
destroyTexture(&mBufferData[i].texture, dpy);
|
|
}
|
|
}
|
|
return err;
|
|
}
|
|
|
|
status_t Layer::BufferManager::loadTexture(
|
|
const Region& dirty, const GGLSurface& t)
|
|
{
|
|
return mTextureManager.loadTexture(&mFailoverTexture, dirty, t);
|
|
}
|
|
|
|
status_t Layer::BufferManager::destroyTexture(Image* tex, EGLDisplay dpy)
|
|
{
|
|
if (tex->name != -1U) {
|
|
glDeleteTextures(1, &tex->name);
|
|
tex->name = -1U;
|
|
}
|
|
if (tex->image != EGL_NO_IMAGE_KHR) {
|
|
eglDestroyImageKHR(dpy, tex->image);
|
|
tex->image = EGL_NO_IMAGE_KHR;
|
|
}
|
|
return NO_ERROR;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
|
|
SurfaceID id, const sp<Layer>& owner)
|
|
: Surface(flinger, id, owner->getIdentity(), owner)
|
|
{
|
|
}
|
|
|
|
Layer::SurfaceLayer::~SurfaceLayer()
|
|
{
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
|
|
{
|
|
sp<GraphicBuffer> buffer;
|
|
sp<Layer> owner(getOwner());
|
|
if (owner != 0) {
|
|
/*
|
|
* requestBuffer() cannot be called from the main thread
|
|
* as it could cause a dead-lock, since it may have to wait
|
|
* on conditions updated my the main thread.
|
|
*/
|
|
buffer = owner->requestBuffer(index, usage);
|
|
}
|
|
return buffer;
|
|
}
|
|
|
|
status_t Layer::SurfaceLayer::setBufferCount(int bufferCount)
|
|
{
|
|
status_t err = DEAD_OBJECT;
|
|
sp<Layer> owner(getOwner());
|
|
if (owner != 0) {
|
|
/*
|
|
* setBufferCount() cannot be called from the main thread
|
|
* as it could cause a dead-lock, since it may have to wait
|
|
* on conditions updated my the main thread.
|
|
*/
|
|
err = owner->setBufferCount(bufferCount);
|
|
}
|
|
return err;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
}; // namespace android
|