d606de6bb6
the new TextureMagager class now handle texture creation and upload as well as EGL image creation and binding to GraphicBuffers. This is used indirectly by Layer and directly by LayerBuffer the new BufferManager class handles the set of buffers used for a Layer (Surface), it abstracts how many buffer there is as well as the use of EGLimage vs. regular texture ops (glTexImage2D). Change-Id: I2da1ddcf27758e6731400f6cc4e20bef35c0a39a
338 lines
11 KiB
C++
338 lines
11 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_LAYER_BASE_H
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#define ANDROID_LAYER_BASE_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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#include <EGL/eglext.h>
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#include <GLES/gl.h>
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#include <utils/RefBase.h>
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#include <ui/Region.h>
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#include <ui/Overlay.h>
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#include <surfaceflinger/ISurfaceFlingerClient.h>
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#include <private/surfaceflinger/SharedBufferStack.h>
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#include <private/surfaceflinger/LayerState.h>
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#include <pixelflinger/pixelflinger.h>
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#include "Transform.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class DisplayHardware;
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class Client;
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class GraphicBuffer;
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class GraphicPlane;
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class SurfaceFlinger;
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class Texture;
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// ---------------------------------------------------------------------------
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class LayerBase : public RefBase
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{
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public:
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LayerBase(SurfaceFlinger* flinger, DisplayID display);
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DisplayID dpy;
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mutable bool contentDirty;
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Region visibleRegionScreen;
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Region transparentRegionScreen;
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Region coveredRegionScreen;
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struct State {
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uint32_t w;
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uint32_t h;
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uint32_t requested_w;
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uint32_t requested_h;
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uint32_t z;
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uint8_t alpha;
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uint8_t flags;
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uint8_t reserved[2];
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int32_t sequence; // changes when visible regions can change
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uint32_t tint;
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Transform transform;
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Region transparentRegion;
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};
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void setName(const String8& name);
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String8 getName() const;
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// modify current state
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bool setPosition(int32_t x, int32_t y);
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bool setLayer(uint32_t z);
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bool setSize(uint32_t w, uint32_t h);
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bool setAlpha(uint8_t alpha);
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bool setMatrix(const layer_state_t::matrix22_t& matrix);
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bool setTransparentRegionHint(const Region& opaque);
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bool setFlags(uint8_t flags, uint8_t mask);
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void commitTransaction();
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bool requestTransaction();
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void forceVisibilityTransaction();
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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Rect visibleBounds() const;
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void drawRegion(const Region& reg) const;
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void invalidate();
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virtual const char* getTypeId() const { return "LayerBase"; }
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virtual ssize_t serverIndex() const { return -1; }
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/**
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* draw - performs some global clipping optimizations
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* and calls onDraw().
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* Typically this method is not overridden, instead implement onDraw()
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* to perform the actual drawing.
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*/
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virtual void draw(const Region& clip) const;
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/**
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* onDraw - draws the surface.
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*/
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virtual void onDraw(const Region& clip) const = 0;
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/**
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* initStates - called just after construction
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*/
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virtual void initStates(uint32_t w, uint32_t h, uint32_t flags);
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/**
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* doTransaction - process the transaction. This is a good place to figure
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* out which attributes of the surface have changed.
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*/
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virtual uint32_t doTransaction(uint32_t transactionFlags);
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/**
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* setVisibleRegion - called to set the new visible region. This gives
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* a chance to update the new visible region or record the fact it changed.
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*/
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virtual void setVisibleRegion(const Region& visibleRegion);
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/**
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* setCoveredRegion - called when the covered region changes. The covered
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* region corresponds to any area of the surface that is covered
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* (transparently or not) by another surface.
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*/
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virtual void setCoveredRegion(const Region& coveredRegion);
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/**
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* validateVisibility - cache a bunch of things
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*/
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virtual void validateVisibility(const Transform& globalTransform);
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/**
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* lockPageFlip - called each time the screen is redrawn and returns whether
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* the visible regions need to be recomputed (this is a fairly heavy
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* operation, so this should be set only if needed). Typically this is used
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* to figure out if the content or size of a surface has changed.
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*/
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virtual void lockPageFlip(bool& recomputeVisibleRegions);
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/**
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* unlockPageFlip - called each time the screen is redrawn. updates the
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* final dirty region wrt the planeTransform.
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* At this point, all visible regions, surface position and size, etc... are
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* correct.
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*/
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virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion);
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/**
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* finishPageFlip - called after all surfaces have drawn.
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*/
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virtual void finishPageFlip();
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/**
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* needsBlending - true if this surface needs blending
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*/
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virtual bool needsBlending() const { return false; }
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/**
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* needsDithering - true if this surface needs dithering
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*/
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virtual bool needsDithering() const { return false; }
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/**
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* transformed -- true is this surface needs a to be transformed
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*/
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virtual bool transformed() const { return mTransformed; }
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/**
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* isSecure - true if this surface is secure, that is if it prevents
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* screenshots or VNC servers.
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*/
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virtual bool isSecure() const { return false; }
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/** Called from the main thread, when the surface is removed from the
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* draw list */
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virtual status_t ditch() { return NO_ERROR; }
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/** called with the state lock when the surface is removed from the
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* current list */
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virtual void onRemoved() { };
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/** always call base class first */
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virtual void dump(String8& result, char* scratch, size_t size) const;
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enum { // flags for doTransaction()
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eVisibleRegion = 0x00000002,
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};
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inline const State& drawingState() const { return mDrawingState; }
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inline const State& currentState() const { return mCurrentState; }
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inline State& currentState() { return mCurrentState; }
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static int compareCurrentStateZ(
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sp<LayerBase> const * layerA,
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sp<LayerBase> const * layerB) {
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return layerA[0]->currentState().z - layerB[0]->currentState().z;
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}
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int32_t getOrientation() const { return mOrientation; }
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int tx() const { return mLeft; }
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int ty() const { return mTop; }
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protected:
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const GraphicPlane& graphicPlane(int dpy) const;
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GraphicPlane& graphicPlane(int dpy);
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void clearWithOpenGL(const Region& clip, GLclampx r, GLclampx g,
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GLclampx b, GLclampx alpha) const;
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void clearWithOpenGL(const Region& clip) const;
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void drawWithOpenGL(const Region& clip, const Texture& texture) const;
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sp<SurfaceFlinger> mFlinger;
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uint32_t mFlags;
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// cached during validateVisibility()
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bool mTransformed;
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bool mUseLinearFiltering;
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int32_t mOrientation;
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GLfloat mVertices[4][2];
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Rect mTransformedBounds;
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int mLeft;
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int mTop;
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// these are protected by an external lock
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State mCurrentState;
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State mDrawingState;
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volatile int32_t mTransactionFlags;
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// don't change, don't need a lock
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bool mPremultipliedAlpha;
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String8 mName;
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mutable bool mDebug;
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// atomic
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volatile int32_t mInvalidate;
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protected:
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virtual ~LayerBase();
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private:
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LayerBase(const LayerBase& rhs);
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void validateTexture(GLint textureName) const;
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};
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// ---------------------------------------------------------------------------
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class LayerBaseClient : public LayerBase
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{
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public:
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class Surface;
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LayerBaseClient(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client, int32_t i);
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virtual ~LayerBaseClient();
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virtual void onFirstRef();
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const wp<Client> client;
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inline uint32_t getIdentity() const { return mIdentity; }
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inline int32_t clientIndex() const { return mIndex; }
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sp<Surface> getSurface();
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virtual sp<Surface> createSurface() const;
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virtual ssize_t serverIndex() const;
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virtual const char* getTypeId() const { return "LayerBaseClient"; }
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class Surface : public BnSurface
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{
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public:
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int32_t getToken() const { return mToken; }
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int32_t getIdentity() const { return mIdentity; }
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protected:
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Surface(const sp<SurfaceFlinger>& flinger,
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SurfaceID id, int identity,
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const sp<LayerBaseClient>& owner);
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virtual ~Surface();
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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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sp<LayerBaseClient> getOwner() const;
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private:
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virtual sp<GraphicBuffer> requestBuffer(int index, int usage);
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virtual status_t registerBuffers(const ISurface::BufferHeap& buffers);
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virtual void postBuffer(ssize_t offset);
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virtual void unregisterBuffers();
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virtual sp<OverlayRef> createOverlay(uint32_t w, uint32_t h,
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int32_t format, int32_t orientation);
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protected:
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friend class LayerBaseClient;
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sp<SurfaceFlinger> mFlinger;
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int32_t mToken;
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int32_t mIdentity;
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wp<LayerBaseClient> mOwner;
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};
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friend class Surface;
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protected:
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virtual void dump(String8& result, char* scratch, size_t size) const;
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private:
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int32_t mIndex;
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mutable Mutex mLock;
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mutable wp<Surface> mClientSurface;
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// only read
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const uint32_t mIdentity;
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static int32_t sIdentity;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_LAYER_BASE_H
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