replicant-frameworks_native/libs/surfaceflinger/Layer.cpp
Mathias Agopian 54ba51dff2 fix [2143798] Need to figure out how to do video
Use EGLImageKHR instead of copybit directly.
    We now have the basis to use streaming YUV textures (well, in fact
    we already are). When/if we use the GPU instead of the MDP we'll
    need to make sure it supports the appropriate YUV format.

    Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
2009-10-27 13:13:29 -07:00

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/*
* 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/GraphicBuffer.h>
#include <ui/PixelFormat.h>
#include <ui/Surface.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),
mSecure(false),
mNoEGLImageForSwBuffers(false),
mNeedsBlending(true),
mNeedsDithering(false)
{
// no OpenGL operation is possible here, since we might not be
// in the OpenGL thread.
mFrontBufferIndex = lcblk->getFrontBuffer();
}
Layer::~Layer()
{
destroy();
// the actual buffers will be destroyed here
}
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;
}
Mutex::Autolock _l(mLock);
mBuffers[i].clear();
mWidth = mHeight = 0;
}
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)
{
// this surfaces pixel format
PixelFormatInfo info;
status_t err = getPixelFormatInfo(format, &info);
if (err) return err;
// the display's pixel format
const DisplayHardware& hw(graphicPlane(0).displayHardware());
PixelFormatInfo displayInfo;
getPixelFormatInfo(hw.getFormat(), &displayInfo);
const uint32_t hwFlags = hw.getFlags();
mFormat = format;
mWidth = w;
mHeight = h;
mSecure = (flags & ISurfaceComposer::eSecure) ? true : false;
mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
mNoEGLImageForSwBuffers = !(hwFlags & DisplayHardware::CACHED_BUFFERS);
// we use the red index
int displayRedSize = displayInfo.getSize(PixelFormatInfo::INDEX_RED);
int layerRedsize = info.getSize(PixelFormatInfo::INDEX_RED);
mNeedsDithering = layerRedsize > displayRedSize;
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
mBuffers[i] = new GraphicBuffer();
}
mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
return NO_ERROR;
}
void Layer::reloadTexture(const Region& dirty)
{
Mutex::Autolock _l(mLock);
sp<GraphicBuffer> buffer(getFrontBufferLocked());
int index = mFrontBufferIndex;
// create the new texture name if needed
if (UNLIKELY(mTextures[index].name == -1U)) {
mTextures[index].name = createTexture();
mTextures[index].width = 0;
mTextures[index].height = 0;
}
#ifdef EGL_ANDROID_image_native_buffer
if (mFlags & DisplayHardware::DIRECT_TEXTURE) {
if (buffer->usage & GraphicBuffer::USAGE_HW_TEXTURE) {
if (mTextures[index].dirty) {
initializeEglImage(buffer, &mTextures[index]);
}
} else {
if (mHybridBuffer==0 || (mHybridBuffer->width != buffer->width ||
mHybridBuffer->height != buffer->height)) {
mHybridBuffer.clear();
mHybridBuffer = new GraphicBuffer(
buffer->width, buffer->height, buffer->format,
GraphicBuffer::USAGE_SW_WRITE_OFTEN |
GraphicBuffer::USAGE_HW_TEXTURE);
initializeEglImage(
mHybridBuffer, &mTextures[0]);
}
GGLSurface t;
status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
LOGE_IF(res, "error %d (%s) locking buffer %p",
res, strerror(res), buffer.get());
if (res == NO_ERROR) {
Texture* const texture(&mTextures[0]);
glBindTexture(GL_TEXTURE_2D, texture->name);
sp<GraphicBuffer> buf(mHybridBuffer);
void* vaddr;
res = buf->lock(GraphicBuffer::USAGE_SW_WRITE_OFTEN, &vaddr);
if (res == NO_ERROR) {
int bpp = 0;
switch (t.format) {
case GGL_PIXEL_FORMAT_RGB_565:
case GGL_PIXEL_FORMAT_RGBA_4444:
bpp = 2;
break;
case GGL_PIXEL_FORMAT_RGBA_8888:
case GGL_PIXEL_FORMAT_RGBX_8888:
bpp = 4;
break;
case GGL_PIXEL_FORMAT_YCbCr_422_SP:
case GGL_PIXEL_FORMAT_YCbCr_420_SP:
// just show the Y plane of YUV buffers
bpp = 1;
break;
default:
// oops, we don't handle this format!
LOGE("layer %p, texture=%d, using format %d, which is not "
"supported by the GL", this, texture->name, t.format);
}
if (bpp) {
const Rect bounds(dirty.getBounds());
size_t src_stride = t.stride;
size_t dst_stride = buf->stride;
if (src_stride == dst_stride &&
bounds.width() == t.width &&
bounds.height() == t.height)
{
memcpy(vaddr, t.data, t.height * t.stride * bpp);
} else {
GLubyte const * src = t.data +
(bounds.left + bounds.top * src_stride) * bpp;
GLubyte * dst = (GLubyte *)vaddr +
(bounds.left + bounds.top * dst_stride) * bpp;
const size_t length = bounds.width() * bpp;
size_t h = bounds.height();
src_stride *= bpp;
dst_stride *= bpp;
while (h--) {
memcpy(dst, src, length);
dst += dst_stride;
src += src_stride;
}
}
}
buf->unlock();
}
buffer->unlock();
}
}
} else
#endif
{
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
mTextures[i].image = EGL_NO_IMAGE_KHR;
}
GGLSurface t;
status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
LOGE_IF(res, "error %d (%s) locking buffer %p",
res, strerror(res), buffer.get());
if (res == NO_ERROR) {
loadTexture(&mTextures[0], dirty, t);
buffer->unlock();
}
}
}
void Layer::onDraw(const Region& clip) const
{
int index = mFrontBufferIndex;
if (mTextures[index].image == EGL_NO_IMAGE_KHR)
index = 0;
GLuint textureName = mTextures[index].name;
if (UNLIKELY(textureName == -1LU)) {
// 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<GraphicBuffer> Layer::requestBuffer(int index, int usage)
{
sp<GraphicBuffer> buffer;
// this ensures our client doesn't go away while we're accessing
// the shared area.
sp<Client> ourClient(client.promote());
if (ourClient == 0) {
// oops, the client is already gone
return buffer;
}
/*
* 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));
if (err != NO_ERROR) {
// the surface may have died
return buffer;
}
uint32_t w, h;
{ // scope for the lock
Mutex::Autolock _l(mLock);
w = mWidth;
h = mHeight;
buffer = mBuffers[index];
// destroy() could have been called before we get here, we log it
// because it's uncommon, and the code below should handle it
LOGW_IF(buffer==0,
"mBuffers[%d] is null (mWidth=%d, mHeight=%d)",
index, w, h);
mBuffers[index].clear();
}
const uint32_t effectiveUsage = getEffectiveUsage(usage);
if (buffer!=0 && buffer->getStrongCount() == 1) {
err = buffer->reallocate(w, h, mFormat, effectiveUsage);
} 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 GraphicBuffer(w, h, mFormat, effectiveUsage);
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, handle=%p",
this, index, w, h, buffer->handle);
}
if (err == NO_ERROR && buffer->handle != 0) {
Mutex::Autolock _l(mLock);
if (mWidth && mHeight) {
// and we have new buffer
mBuffers[index] = buffer;
// texture is now dirty...
mTextures[index].dirty = true;
} else {
// oops we got killed while we were allocating the buffer
buffer.clear();
}
}
return buffer;
}
uint32_t Layer::getEffectiveUsage(uint32_t usage) const
{
/*
* 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 (mSecure) {
// secure buffer, don't store it into the GPU
usage = GraphicBuffer::USAGE_SW_READ_OFTEN |
GraphicBuffer::USAGE_SW_WRITE_OFTEN;
} else {
// it's allowed to modify the usage flags here, but generally
// the requested flags should be honored.
if (mNoEGLImageForSwBuffers) {
if (usage & GraphicBuffer::USAGE_HW_MASK) {
// request EGLImage for h/w buffers only
usage |= GraphicBuffer::USAGE_HW_TEXTURE;
}
} else {
// request EGLImage for all buffers
usage |= GraphicBuffer::USAGE_HW_TEXTURE;
}
}
return usage;
}
uint32_t Layer::doTransaction(uint32_t flags)
{
const Layer::State& front(drawingState());
const Layer::State& temp(currentState());
if ((front.requested_w != temp.requested_w) ||
(front.requested_h != temp.requested_h)) {
// 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.requested_w), int(temp.requested_h),
int(front.requested_w), int(front.requested_h),
int(mBuffers[0]->getWidth()), int(mBuffers[0]->getHeight()),
int(mBuffers[1]->getWidth()), int(mBuffers[1]->getHeight()));
// 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();
}
}
// this will make sure LayerBase::doTransaction doesn't update
// the drawing state's size
Layer::State& editDraw(mDrawingState);
editDraw.requested_w = temp.requested_w;
editDraw.requested_h = temp.requested_h;
// record the new size, form this point on, when the client request a
// buffer, it'll get the new size.
setDrawingSize(temp.requested_w, temp.requested_h);
// all buffers need reallocation
lcblk->reallocate();
}
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<GraphicBuffer> newFrontBuffer(getBuffer(buf));
const Region dirty(lcblk->getDirtyRegion(buf));
mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
const Layer::State& front(drawingState());
if (newFrontBuffer->getWidth() == front.requested_w &&
newFrontBuffer->getHeight() == front.requested_h)
{
if ((front.w != front.requested_w) ||
(front.h != front.requested_h))
{
// Here we pretend the transaction happened by updating the
// current and drawing states. Drawing state is only accessed
// in this thread, no need to have it locked
Layer::State& editDraw(mDrawingState);
editDraw.w = editDraw.requested_w;
editDraw.h = editDraw.requested_h;
// We also need to update the current state so that we don't
// end-up doing too much work during the next transaction.
// NOTE: We actually don't need hold the transaction lock here
// because State::w and State::h are only accessed from
// this thread
Layer::State& editTemp(currentState());
editTemp.w = editDraw.w;
editTemp.h = editDraw.h;
// recompute visible region
recomputeVisibleRegions = true;
}
// we now have the correct size, unfreeze the screen
mFreezeLock.clear();
}
if (lcblk->getQueuedCount()) {
// signal an event if we have more buffers waiting
mFlinger->signalEvent();
}
if (!mPostedDirtyRegion.isEmpty()) {
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<GraphicBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
{
sp<GraphicBuffer> 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