replicant-frameworks_native/services/surfaceflinger/Layer.h
Mathias Agopian a1f47b90ab fix a surface leak in SurfaceFlinger
SF kept a strong reference to ISurface until the
window manager removed the surface from the screen.
This fell appart when running standalone tests, that is
when the window manager wasn't involved.

When the window manager is around, it would clean-up surfaces
even when an application died.

with this change, SF is able to do its own cleanup without
relying on the window manager.

the change is very simple, we simply don't keep a reference
to ISurface and make sure no more than one of them can
be created.

Change-Id: I61f2d7473bf8d4aa651549a846c34cdbb0d0c85a
2011-02-16 15:31:07 -08:00

250 lines
8.5 KiB
C++

/*
* 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.
*/
#ifndef ANDROID_LAYER_H
#define ANDROID_LAYER_H
#include <stdint.h>
#include <sys/types.h>
#include <ui/GraphicBuffer.h>
#include <ui/PixelFormat.h>
#include <pixelflinger/pixelflinger.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include "LayerBase.h"
#include "Transform.h"
#include "TextureManager.h"
namespace android {
// ---------------------------------------------------------------------------
class FreezeLock;
class Client;
class GLExtensions;
class UserClient;
// ---------------------------------------------------------------------------
class Layer : public LayerBaseClient
{
public:
Layer(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client);
virtual ~Layer();
virtual const char* getTypeId() const { return "Layer"; }
// the this layer's size and format
status_t setBuffers(uint32_t w, uint32_t h,
PixelFormat format, uint32_t flags=0);
// associate a UserClient to this Layer
status_t setToken(const sp<UserClient>& uc, SharedClient* sc, int32_t idx);
int32_t getToken() const;
sp<UserClient> getClient() const;
// Set this Layer's buffers size
void setBufferSize(uint32_t w, uint32_t h);
bool isFixedSize() const;
// LayerBase interface
virtual void setGeometry(hwc_layer_t* hwcl);
virtual void setPerFrameData(hwc_layer_t* hwcl);
virtual void drawForSreenShot() const;
virtual void onDraw(const Region& clip) const;
virtual uint32_t doTransaction(uint32_t transactionFlags);
virtual void lockPageFlip(bool& recomputeVisibleRegions);
virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion);
virtual bool needsBlending() const { return mNeedsBlending; }
virtual bool needsDithering() const { return mNeedsDithering; }
virtual bool needsFiltering() const;
virtual bool isSecure() const { return mSecure; }
virtual bool isProtectedByApp() const { return mProtectedByApp; }
virtual bool isProtectedByDRM() const { return mProtectedByDRM; }
virtual sp<Surface> createSurface() const;
virtual status_t ditch();
virtual void onRemoved();
// only for debugging
inline sp<GraphicBuffer> getBuffer(int i) const {
return mBufferManager.getBuffer(i); }
// only for debugging
inline const sp<FreezeLock>& getFreezeLock() const {
return mFreezeLock; }
protected:
virtual void dump(String8& result, char* scratch, size_t size) const;
private:
void reloadTexture(const Region& dirty);
uint32_t getEffectiveUsage(uint32_t usage) const;
sp<GraphicBuffer> requestBuffer(int bufferIdx,
uint32_t w, uint32_t h, uint32_t format, uint32_t usage);
status_t setBufferCount(int bufferCount);
// -----------------------------------------------------------------------
class SurfaceLayer : public LayerBaseClient::Surface {
public:
SurfaceLayer(const sp<SurfaceFlinger>& flinger, const sp<Layer>& owner);
~SurfaceLayer();
private:
virtual sp<GraphicBuffer> requestBuffer(int bufferIdx,
uint32_t w, uint32_t h, uint32_t format, uint32_t usage);
virtual status_t setBufferCount(int bufferCount);
sp<Layer> getOwner() const {
return static_cast<Layer*>(Surface::getOwner().get());
}
};
friend class SurfaceLayer;
// -----------------------------------------------------------------------
class ClientRef {
ClientRef(const ClientRef& rhs);
ClientRef& operator = (const ClientRef& rhs);
mutable Mutex mLock;
// binder thread, page-flip thread
sp<SharedBufferServer> mControlBlock;
wp<UserClient> mUserClient;
int32_t mToken;
public:
ClientRef();
~ClientRef();
int32_t getToken() const;
sp<UserClient> getClient() const;
status_t setToken(const sp<UserClient>& uc,
const sp<SharedBufferServer>& sharedClient, int32_t token);
sp<UserClient> getUserClientUnsafe() const;
class Access {
Access(const Access& rhs);
Access& operator = (const Access& rhs);
sp<UserClient> mUserClientStrongRef;
sp<SharedBufferServer> mControlBlock;
public:
Access(const ClientRef& ref);
~Access();
inline SharedBufferServer* get() const { return mControlBlock.get(); }
};
friend class Access;
};
// -----------------------------------------------------------------------
class BufferManager {
static const size_t NUM_BUFFERS = 2;
struct BufferData {
sp<GraphicBuffer> buffer;
Image texture;
};
// this lock protect mBufferData[].buffer but since there
// is very little contention, we have only one like for
// the whole array, we also use it to protect mNumBuffers.
mutable Mutex mLock;
BufferData mBufferData[SharedBufferStack::NUM_BUFFER_MAX];
size_t mNumBuffers;
Texture mFailoverTexture;
TextureManager& mTextureManager;
ssize_t mActiveBufferIndex;
sp<GraphicBuffer> mActiveBuffer;
bool mFailover;
static status_t destroyTexture(Image* tex, EGLDisplay dpy);
public:
static size_t getDefaultBufferCount() { return NUM_BUFFERS; }
BufferManager(TextureManager& tm);
~BufferManager();
// detach/attach buffer from/to given index
sp<GraphicBuffer> detachBuffer(size_t index);
status_t attachBuffer(size_t index, const sp<GraphicBuffer>& buffer);
// resize the number of active buffers
status_t resize(size_t size, const sp<SurfaceFlinger>& flinger,
EGLDisplay dpy);
// ----------------------------------------------
// must be called from GL thread
// set/get active buffer index
status_t setActiveBufferIndex(size_t index);
size_t getActiveBufferIndex() const;
// return the active buffer
sp<GraphicBuffer> getActiveBuffer() const;
// return wether we have an active buffer
bool hasActiveBuffer() const;
// return the active texture (or fail-over)
Texture getActiveTexture() const;
// frees resources associated with all buffers
status_t destroy(EGLDisplay dpy);
// load bitmap data into the active buffer
status_t loadTexture(const Region& dirty, const GGLSurface& t);
// make active buffer an EGLImage if needed
status_t initEglImage(EGLDisplay dpy,
const sp<GraphicBuffer>& buffer);
// ----------------------------------------------
// only for debugging
sp<GraphicBuffer> getBuffer(size_t index) const;
};
// -----------------------------------------------------------------------
// thread-safe
ClientRef mUserClientRef;
// constants
PixelFormat mFormat;
const GLExtensions& mGLExtensions;
bool mNeedsBlending;
bool mNeedsDithering;
// page-flip thread (currently main thread)
bool mSecure; // no screenshots
bool mProtectedByApp; // application requires protected path to external sink
bool mProtectedByDRM; // DRM agent requires protected path to external sink
Region mPostedDirtyRegion;
// page-flip thread and transaction thread (currently main thread)
sp<FreezeLock> mFreezeLock;
// see threading usage in declaration
TextureManager mTextureManager;
BufferManager mBufferManager;
// binder thread, transaction thread
mutable Mutex mLock;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mReqWidth;
uint32_t mReqHeight;
uint32_t mReqFormat;
bool mNeedsScaling;
bool mFixedSize;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_LAYER_H