d85084b2b6
bug:12927198 Change-Id: Ibb1c07f7d89e11281e5c1f27f412a29ac6f9c4ab
488 lines
17 KiB
C++
488 lines
17 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_SURFACE_FLINGER_H
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#define ANDROID_SURFACE_FLINGER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <EGL/egl.h>
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/*
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* NOTE: Make sure this file doesn't include anything from <gl/ > or <gl2/ >
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*/
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#include <cutils/compiler.h>
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#include <utils/Atomic.h>
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#include <utils/Errors.h>
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#include <utils/KeyedVector.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.h>
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#include <utils/threads.h>
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#include <binder/IMemory.h>
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#include <ui/PixelFormat.h>
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#include <ui/mat4.h>
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#include <gui/ISurfaceComposer.h>
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#include <gui/ISurfaceComposerClient.h>
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#include <hardware/hwcomposer_defs.h>
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#include <private/gui/LayerState.h>
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#include "Barrier.h"
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#include "DisplayDevice.h"
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#include "DispSync.h"
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#include "FrameTracker.h"
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#include "MessageQueue.h"
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#include "DisplayHardware/HWComposer.h"
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#include "Effects/Daltonizer.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class DisplayEventConnection;
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class EventThread;
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class IGraphicBufferAlloc;
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class Layer;
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class LayerDim;
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class Surface;
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class RenderEngine;
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class EventControlThread;
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// ---------------------------------------------------------------------------
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enum {
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eTransactionNeeded = 0x01,
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eTraversalNeeded = 0x02,
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eDisplayTransactionNeeded = 0x04,
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eTransactionMask = 0x07
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};
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class SurfaceFlinger : public BnSurfaceComposer,
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private IBinder::DeathRecipient,
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private HWComposer::EventHandler
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{
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public:
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static char const* getServiceName() ANDROID_API {
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return "SurfaceFlinger";
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}
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SurfaceFlinger() ANDROID_API;
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// must be called before clients can connect
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void init() ANDROID_API;
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// starts SurfaceFlinger main loop in the current thread
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void run() ANDROID_API;
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enum {
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EVENT_VSYNC = HWC_EVENT_VSYNC
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};
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// post an asynchronous message to the main thread
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status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
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// post a synchronous message to the main thread
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status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
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// force full composition on all displays
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void repaintEverything();
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// returns the default Display
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sp<const DisplayDevice> getDefaultDisplayDevice() const {
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return getDisplayDevice(mBuiltinDisplays[DisplayDevice::DISPLAY_PRIMARY]);
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}
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// utility function to delete a texture on the main thread
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void deleteTextureAsync(uint32_t texture);
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// enable/disable h/w composer event
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// TODO: this should be made accessible only to EventThread
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void eventControl(int disp, int event, int enabled);
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// called on the main thread by MessageQueue when an internal message
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// is received
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// TODO: this should be made accessible only to MessageQueue
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void onMessageReceived(int32_t what);
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// for debugging only
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// TODO: this should be made accessible only to HWComposer
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const Vector< sp<Layer> >& getLayerSortedByZForHwcDisplay(int id);
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RenderEngine& getRenderEngine() const {
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return *mRenderEngine;
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}
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private:
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friend class Client;
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friend class DisplayEventConnection;
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friend class Layer;
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friend class MonitoredProducer;
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// This value is specified in number of frames. Log frame stats at most
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// every half hour.
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enum { LOG_FRAME_STATS_PERIOD = 30*60*60 };
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// We're reference counted, never destroy SurfaceFlinger directly
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virtual ~SurfaceFlinger();
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/* ------------------------------------------------------------------------
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* Internal data structures
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*/
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class LayerVector : public SortedVector< sp<Layer> > {
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public:
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LayerVector();
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LayerVector(const LayerVector& rhs);
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virtual int do_compare(const void* lhs, const void* rhs) const;
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};
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struct DisplayDeviceState {
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DisplayDeviceState();
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DisplayDeviceState(DisplayDevice::DisplayType type);
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bool isValid() const { return type >= 0; }
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bool isMainDisplay() const { return type == DisplayDevice::DISPLAY_PRIMARY; }
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bool isVirtualDisplay() const { return type >= DisplayDevice::DISPLAY_VIRTUAL; }
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DisplayDevice::DisplayType type;
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sp<IGraphicBufferProducer> surface;
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uint32_t layerStack;
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Rect viewport;
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Rect frame;
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uint8_t orientation;
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String8 displayName;
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bool isSecure;
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};
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struct State {
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LayerVector layersSortedByZ;
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DefaultKeyedVector< wp<IBinder>, DisplayDeviceState> displays;
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};
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/* ------------------------------------------------------------------------
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* IBinder interface
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*/
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virtual status_t onTransact(uint32_t code, const Parcel& data,
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Parcel* reply, uint32_t flags);
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virtual status_t dump(int fd, const Vector<String16>& args);
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/* ------------------------------------------------------------------------
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* ISurfaceComposer interface
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*/
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virtual sp<ISurfaceComposerClient> createConnection();
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virtual sp<IGraphicBufferAlloc> createGraphicBufferAlloc();
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virtual sp<IBinder> createDisplay(const String8& displayName, bool secure);
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virtual void destroyDisplay(const sp<IBinder>& display);
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virtual sp<IBinder> getBuiltInDisplay(int32_t id);
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virtual void setTransactionState(const Vector<ComposerState>& state,
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const Vector<DisplayState>& displays, uint32_t flags);
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virtual void bootFinished();
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virtual bool authenticateSurfaceTexture(
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const sp<IGraphicBufferProducer>& bufferProducer) const;
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virtual sp<IDisplayEventConnection> createDisplayEventConnection();
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virtual status_t captureScreen(const sp<IBinder>& display,
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const sp<IGraphicBufferProducer>& producer,
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uint32_t reqWidth, uint32_t reqHeight,
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uint32_t minLayerZ, uint32_t maxLayerZ,
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bool useIdentityTransform);
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// called when screen needs to turn off
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virtual void blank(const sp<IBinder>& display);
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// called when screen is turning back on
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virtual void unblank(const sp<IBinder>& display);
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virtual status_t getDisplayInfo(const sp<IBinder>& display, DisplayInfo* info);
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virtual status_t clearAnimationFrameStats();
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virtual status_t getAnimationFrameStats(FrameStats* outStats) const;
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/* ------------------------------------------------------------------------
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* DeathRecipient interface
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*/
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virtual void binderDied(const wp<IBinder>& who);
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/* ------------------------------------------------------------------------
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* RefBase interface
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*/
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virtual void onFirstRef();
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/* ------------------------------------------------------------------------
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* HWComposer::EventHandler interface
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*/
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virtual void onVSyncReceived(int type, nsecs_t timestamp);
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virtual void onHotplugReceived(int disp, bool connected);
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/* ------------------------------------------------------------------------
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* Message handling
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*/
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void waitForEvent();
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void signalTransaction();
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void signalLayerUpdate();
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void signalRefresh();
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// called on the main thread in response to initializeDisplays()
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void onInitializeDisplays();
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// called on the main thread in response to blank()
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void onScreenReleased(const sp<const DisplayDevice>& hw);
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// called on the main thread in response to unblank()
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void onScreenAcquired(const sp<const DisplayDevice>& hw);
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void handleMessageTransaction();
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void handleMessageInvalidate();
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void handleMessageRefresh();
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void handleTransaction(uint32_t transactionFlags);
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void handleTransactionLocked(uint32_t transactionFlags);
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/* handlePageFilp: this is were we latch a new buffer
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* if available and compute the dirty region.
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*/
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void handlePageFlip();
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/* ------------------------------------------------------------------------
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* Transactions
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*/
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t peekTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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void commitTransaction();
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uint32_t setClientStateLocked(const sp<Client>& client, const layer_state_t& s);
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uint32_t setDisplayStateLocked(const DisplayState& s);
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/* ------------------------------------------------------------------------
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* Layer management
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*/
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status_t createLayer(const String8& name, const sp<Client>& client,
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uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
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sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp);
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status_t createNormalLayer(const sp<Client>& client, const String8& name,
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uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
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sp<IBinder>* outHandle, sp<IGraphicBufferProducer>* outGbp,
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sp<Layer>* outLayer);
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status_t createDimLayer(const sp<Client>& client, const String8& name,
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uint32_t w, uint32_t h, uint32_t flags, sp<IBinder>* outHandle,
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sp<IGraphicBufferProducer>* outGbp, sp<Layer>* outLayer);
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// called in response to the window-manager calling
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// ISurfaceComposerClient::destroySurface()
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status_t onLayerRemoved(const sp<Client>& client, const sp<IBinder>& handle);
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// called when all clients have released all their references to
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// this layer meaning it is entirely safe to destroy all
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// resources associated to this layer.
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status_t onLayerDestroyed(const wp<Layer>& layer);
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// remove a layer from SurfaceFlinger immediately
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status_t removeLayer(const sp<Layer>& layer);
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// add a layer to SurfaceFlinger
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void addClientLayer(const sp<Client>& client,
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const sp<IBinder>& handle,
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const sp<IGraphicBufferProducer>& gbc,
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const sp<Layer>& lbc);
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/* ------------------------------------------------------------------------
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* Boot animation, on/off animations and screen capture
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*/
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void startBootAnim();
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void renderScreenImplLocked(
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const sp<const DisplayDevice>& hw,
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uint32_t reqWidth, uint32_t reqHeight,
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uint32_t minLayerZ, uint32_t maxLayerZ,
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bool yswap, bool useIdentityTransform);
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status_t captureScreenImplLocked(
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const sp<const DisplayDevice>& hw,
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const sp<IGraphicBufferProducer>& producer,
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uint32_t reqWidth, uint32_t reqHeight,
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uint32_t minLayerZ, uint32_t maxLayerZ,
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bool useIdentityTransform);
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/* ------------------------------------------------------------------------
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* EGL
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*/
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size_t getMaxTextureSize() const;
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size_t getMaxViewportDims() const;
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/* ------------------------------------------------------------------------
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* Display and layer stack management
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*/
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// called when starting, or restarting after system_server death
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void initializeDisplays();
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// Create an IBinder for a builtin display and add it to current state
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void createBuiltinDisplayLocked(DisplayDevice::DisplayType type);
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// NOTE: can only be called from the main thread or with mStateLock held
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sp<const DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) const {
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return mDisplays.valueFor(dpy);
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}
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// NOTE: can only be called from the main thread or with mStateLock held
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sp<DisplayDevice> getDisplayDevice(const wp<IBinder>& dpy) {
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return mDisplays.valueFor(dpy);
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}
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// mark a region of a layer stack dirty. this updates the dirty
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// region of all screens presenting this layer stack.
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void invalidateLayerStack(uint32_t layerStack, const Region& dirty);
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// allocate a h/w composer display id
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int32_t allocateHwcDisplayId(DisplayDevice::DisplayType type);
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/* ------------------------------------------------------------------------
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* H/W composer
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*/
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HWComposer& getHwComposer() const { return *mHwc; }
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/* ------------------------------------------------------------------------
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* Compositing
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*/
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void invalidateHwcGeometry();
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static void computeVisibleRegions(
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const LayerVector& currentLayers, uint32_t layerStack,
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Region& dirtyRegion, Region& opaqueRegion);
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void preComposition();
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void postComposition();
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void rebuildLayerStacks();
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void setUpHWComposer();
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void doComposition();
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void doDebugFlashRegions();
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void doDisplayComposition(const sp<const DisplayDevice>& hw, const Region& dirtyRegion);
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void doComposeSurfaces(const sp<const DisplayDevice>& hw, const Region& dirty);
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void postFramebuffer();
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void drawWormhole(const sp<const DisplayDevice>& hw, const Region& region) const;
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/* ------------------------------------------------------------------------
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* Display management
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*/
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/* ------------------------------------------------------------------------
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* VSync
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*/
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void enableHardwareVsync();
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void disableHardwareVsync(bool makeUnavailable);
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void resyncToHardwareVsync(bool makeAvailable);
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/* ------------------------------------------------------------------------
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* Debugging & dumpsys
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*/
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void listLayersLocked(const Vector<String16>& args, size_t& index, String8& result) const;
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void dumpStatsLocked(const Vector<String16>& args, size_t& index, String8& result) const;
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void clearStatsLocked(const Vector<String16>& args, size_t& index, String8& result);
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void dumpAllLocked(const Vector<String16>& args, size_t& index, String8& result) const;
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bool startDdmConnection();
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static void appendSfConfigString(String8& result);
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void checkScreenshot(size_t w, size_t s, size_t h, void const* vaddr,
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const sp<const DisplayDevice>& hw,
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uint32_t minLayerZ, uint32_t maxLayerZ);
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void logFrameStats();
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/* ------------------------------------------------------------------------
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* Attributes
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*/
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// access must be protected by mStateLock
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mutable Mutex mStateLock;
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State mCurrentState;
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volatile int32_t mTransactionFlags;
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Condition mTransactionCV;
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bool mTransactionPending;
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bool mAnimTransactionPending;
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Vector< sp<Layer> > mLayersPendingRemoval;
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SortedVector< wp<IBinder> > mGraphicBufferProducerList;
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// protected by mStateLock (but we could use another lock)
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bool mLayersRemoved;
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// access must be protected by mInvalidateLock
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volatile int32_t mRepaintEverything;
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// constant members (no synchronization needed for access)
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HWComposer* mHwc;
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RenderEngine* mRenderEngine;
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nsecs_t mBootTime;
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bool mGpuToCpuSupported;
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sp<EventThread> mEventThread;
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sp<EventThread> mSFEventThread;
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sp<EventControlThread> mEventControlThread;
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EGLContext mEGLContext;
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EGLDisplay mEGLDisplay;
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sp<IBinder> mBuiltinDisplays[DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES];
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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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State mDrawingState;
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bool mVisibleRegionsDirty;
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bool mHwWorkListDirty;
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bool mAnimCompositionPending;
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// this may only be written from the main thread with mStateLock held
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// it may be read from other threads with mStateLock held
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DefaultKeyedVector< wp<IBinder>, sp<DisplayDevice> > mDisplays;
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// don't use a lock for these, we don't care
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int mDebugRegion;
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int mDebugDDMS;
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int mDebugDisableHWC;
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int mDebugDisableTransformHint;
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volatile nsecs_t mDebugInSwapBuffers;
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nsecs_t mLastSwapBufferTime;
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volatile nsecs_t mDebugInTransaction;
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nsecs_t mLastTransactionTime;
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bool mBootFinished;
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// these are thread safe
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mutable MessageQueue mEventQueue;
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FrameTracker mAnimFrameTracker;
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DispSync mPrimaryDispSync;
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// protected by mDestroyedLayerLock;
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mutable Mutex mDestroyedLayerLock;
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Vector<Layer const *> mDestroyedLayers;
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// protected by mHWVsyncLock
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Mutex mHWVsyncLock;
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bool mPrimaryHWVsyncEnabled;
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bool mHWVsyncAvailable;
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/* ------------------------------------------------------------------------
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* Feature prototyping
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*/
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Daltonizer mDaltonizer;
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bool mDaltonize;
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mat4 mColorMatrix;
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bool mHasColorMatrix;
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};
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}; // namespace android
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#endif // ANDROID_SURFACE_FLINGER_H
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