2bd1d95efe
now that we removed the notion of a "inUse" buffer in surfaceflinger a lot of code can be simplified / removed. noteworthy, the whole concept of "unlockClient" wrt. "compositionComplete" is also gone. Change-Id: I210413d4c8c0998dae05c8620ebfc895d3e6233d
247 lines
8.2 KiB
C++
247 lines
8.2 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_H
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#define ANDROID_LAYER_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <pixelflinger/pixelflinger.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 <GLES/glext.h>
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#include "LayerBase.h"
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#include "Transform.h"
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#include "TextureManager.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class FreezeLock;
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class Client;
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class GLExtensions;
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class UserClient;
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// ---------------------------------------------------------------------------
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class Layer : public LayerBaseClient
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{
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public:
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Layer(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client);
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virtual ~Layer();
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virtual const char* getTypeId() const { return "Layer"; }
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// the this layer's size and format
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status_t setBuffers(uint32_t w, uint32_t h,
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PixelFormat format, uint32_t flags=0);
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// associate a UserClient to this Layer
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status_t setToken(const sp<UserClient>& uc, SharedClient* sc, int32_t idx);
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int32_t getToken() const;
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sp<UserClient> getClient() const;
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// Set this Layer's buffers size
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void setBufferSize(uint32_t w, uint32_t h);
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bool isFixedSize() const;
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// LayerBase interface
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virtual void setGeometry(hwc_layer_t* hwcl);
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virtual void setPerFrameData(hwc_layer_t* hwcl);
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virtual void drawForSreenShot() const;
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virtual void onDraw(const Region& clip) const;
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virtual uint32_t doTransaction(uint32_t transactionFlags);
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virtual void lockPageFlip(bool& recomputeVisibleRegions);
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virtual void unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion);
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virtual bool needsBlending() const { return mNeedsBlending; }
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virtual bool needsDithering() const { return mNeedsDithering; }
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virtual bool needsFiltering() const;
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virtual bool isSecure() const { return mSecure; }
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virtual sp<Surface> createSurface() const;
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virtual status_t ditch();
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virtual void onRemoved();
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// only for debugging
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inline sp<GraphicBuffer> getBuffer(int i) const {
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return mBufferManager.getBuffer(i); }
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// only for debugging
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inline const sp<FreezeLock>& getFreezeLock() const {
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return mFreezeLock; }
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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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void reloadTexture(const Region& dirty);
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uint32_t getEffectiveUsage(uint32_t usage) const;
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sp<GraphicBuffer> requestBuffer(int bufferIdx,
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uint32_t w, uint32_t h, uint32_t format, uint32_t usage);
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status_t setBufferCount(int bufferCount);
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// -----------------------------------------------------------------------
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class SurfaceLayer : public LayerBaseClient::Surface {
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public:
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SurfaceLayer(const sp<SurfaceFlinger>& flinger, const sp<Layer>& owner);
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~SurfaceLayer();
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private:
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virtual sp<GraphicBuffer> requestBuffer(int bufferIdx,
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uint32_t w, uint32_t h, uint32_t format, uint32_t usage);
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virtual status_t setBufferCount(int bufferCount);
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sp<Layer> getOwner() const {
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return static_cast<Layer*>(Surface::getOwner().get());
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}
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};
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friend class SurfaceLayer;
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// -----------------------------------------------------------------------
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class ClientRef {
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ClientRef(const ClientRef& rhs);
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ClientRef& operator = (const ClientRef& rhs);
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mutable Mutex mLock;
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// binder thread, page-flip thread
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sp<SharedBufferServer> mControlBlock;
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wp<UserClient> mUserClient;
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int32_t mToken;
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public:
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ClientRef();
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~ClientRef();
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int32_t getToken() const;
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sp<UserClient> getClient() const;
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status_t setToken(const sp<UserClient>& uc,
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const sp<SharedBufferServer>& sharedClient, int32_t token);
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sp<UserClient> getUserClientUnsafe() const;
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class Access {
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Access(const Access& rhs);
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Access& operator = (const Access& rhs);
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sp<UserClient> mUserClientStrongRef;
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sp<SharedBufferServer> mControlBlock;
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public:
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Access(const ClientRef& ref);
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~Access();
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inline SharedBufferServer* get() const { return mControlBlock.get(); }
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};
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friend class Access;
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};
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// -----------------------------------------------------------------------
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class BufferManager {
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static const size_t NUM_BUFFERS = 2;
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struct BufferData {
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sp<GraphicBuffer> buffer;
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Image texture;
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};
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// this lock protect mBufferData[].buffer but since there
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// is very little contention, we have only one like for
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// the whole array, we also use it to protect mNumBuffers.
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mutable Mutex mLock;
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BufferData mBufferData[SharedBufferStack::NUM_BUFFER_MAX];
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size_t mNumBuffers;
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Texture mFailoverTexture;
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TextureManager& mTextureManager;
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ssize_t mActiveBufferIndex;
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sp<GraphicBuffer> mActiveBuffer;
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bool mFailover;
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static status_t destroyTexture(Image* tex, EGLDisplay dpy);
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public:
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static size_t getDefaultBufferCount() { return NUM_BUFFERS; }
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BufferManager(TextureManager& tm);
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~BufferManager();
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// detach/attach buffer from/to given index
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sp<GraphicBuffer> detachBuffer(size_t index);
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status_t attachBuffer(size_t index, const sp<GraphicBuffer>& buffer);
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// resize the number of active buffers
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status_t resize(size_t size, const sp<SurfaceFlinger>& flinger,
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EGLDisplay dpy);
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// ----------------------------------------------
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// must be called from GL thread
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// set/get active buffer index
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status_t setActiveBufferIndex(size_t index);
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size_t getActiveBufferIndex() const;
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// return the active buffer
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sp<GraphicBuffer> getActiveBuffer() const;
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// return wether we have an active buffer
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bool hasActiveBuffer() const;
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// return the active texture (or fail-over)
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Texture getActiveTexture() const;
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// frees resources associated with all buffers
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status_t destroy(EGLDisplay dpy);
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// load bitmap data into the active buffer
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status_t loadTexture(const Region& dirty, const GGLSurface& t);
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// make active buffer an EGLImage if needed
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status_t initEglImage(EGLDisplay dpy,
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const sp<GraphicBuffer>& buffer);
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// ----------------------------------------------
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// only for debugging
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sp<GraphicBuffer> getBuffer(size_t index) const;
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};
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// -----------------------------------------------------------------------
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// thread-safe
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ClientRef mUserClientRef;
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// constants
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sp<Surface> mSurface;
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PixelFormat mFormat;
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const GLExtensions& mGLExtensions;
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bool mNeedsBlending;
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bool mNeedsDithering;
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// page-flip thread (currently main thread)
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bool mSecure;
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Region mPostedDirtyRegion;
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// page-flip thread and transaction thread (currently main thread)
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sp<FreezeLock> mFreezeLock;
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// see threading usage in declaration
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TextureManager mTextureManager;
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BufferManager mBufferManager;
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// binder thread, transaction thread
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mutable Mutex mLock;
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uint32_t mWidth;
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uint32_t mHeight;
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uint32_t mReqWidth;
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uint32_t mReqHeight;
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uint32_t mReqFormat;
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bool mNeedsScaling;
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bool mFixedSize;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_LAYER_H
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