49457ac092
the main reason for doing this is so that we can have access to informations about a texture (like its dimension) close to where we generate and use shaders in ES 2.0. Previously, there wasn't any way to get to a texture's size from a RenderEngine implementation. Bug: 8679321 Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
382 lines
11 KiB
C++
382 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_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 <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <utils/RefBase.h>
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#include <utils/String8.h>
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#include <utils/Timers.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <ui/Region.h>
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#include <gui/ISurfaceComposerClient.h>
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#include <private/gui/LayerState.h>
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#include "FrameTracker.h"
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#include "Client.h"
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#include "SurfaceFlinger.h"
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#include "SurfaceFlingerConsumer.h"
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#include "SurfaceTextureLayer.h"
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#include "Transform.h"
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#include "DisplayHardware/HWComposer.h"
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#include "DisplayHardware/FloatRect.h"
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#include "RenderEngine/Mesh.h"
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#include "RenderEngine/Texture.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class Client;
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class Colorizer;
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class DisplayDevice;
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class GraphicBuffer;
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class SurfaceFlinger;
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// ---------------------------------------------------------------------------
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/*
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* A new BufferQueue and a new SurfaceFlingerConsumer are created when the
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* Layer is first referenced.
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*
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* This also implements onFrameAvailable(), which notifies SurfaceFlinger
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* that new data has arrived.
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*/
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class Layer : public SurfaceFlingerConsumer::FrameAvailableListener {
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static int32_t sSequence;
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public:
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mutable bool contentDirty;
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// regions below are in window-manager space
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Region visibleRegion;
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Region coveredRegion;
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Region visibleNonTransparentRegion;
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int32_t sequence;
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enum { // flags for doTransaction()
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eDontUpdateGeometryState = 0x00000001,
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eVisibleRegion = 0x00000002,
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};
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struct Geometry {
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uint32_t w;
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uint32_t h;
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Rect crop;
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inline bool operator ==(const Geometry& rhs) const {
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return (w == rhs.w && h == rhs.h && crop == rhs.crop);
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}
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inline bool operator !=(const Geometry& rhs) const {
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return !operator ==(rhs);
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}
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};
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struct State {
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Geometry active;
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Geometry requested;
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uint32_t z;
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uint32_t layerStack;
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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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Transform transform;
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// the transparentRegion hint is a bit special, it's latched only
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// when we receive a buffer -- this is because it's "content"
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// dependent.
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Region activeTransparentRegion;
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Region requestedTransparentRegion;
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};
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// -----------------------------------------------------------------------
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Layer(SurfaceFlinger* flinger, const sp<Client>& client,
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const String8& name, uint32_t w, uint32_t h, uint32_t flags);
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virtual ~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, PixelFormat format, uint32_t flags);
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// modify current state
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bool setPosition(float x, float 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& transparent);
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bool setFlags(uint8_t flags, uint8_t mask);
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bool setCrop(const Rect& crop);
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bool setLayerStack(uint32_t layerStack);
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uint32_t getTransactionFlags(uint32_t flags);
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uint32_t setTransactionFlags(uint32_t flags);
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void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const;
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Rect computeBounds() const;
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sp<IBinder> getHandle();
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sp<IGraphicBufferProducer> getBufferQueue() const;
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const String8& getName() const;
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// -----------------------------------------------------------------------
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// Virtuals
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virtual const char* getTypeId() const { return "Layer"; }
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/*
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* isOpaque - true if this surface is opaque
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*/
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virtual bool isOpaque() const;
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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 mSecure; }
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/*
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* isProtected - true if the layer may contain protected content in the
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* GRALLOC_USAGE_PROTECTED sense.
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*/
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virtual bool isProtected() const;
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/*
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* isVisible - true if this layer is visible, false otherwise
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*/
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virtual bool isVisible() const;
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/*
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* isFixedSize - true if content has a fixed size
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*/
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virtual bool isFixedSize() const;
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protected:
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/*
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* onDraw - draws the surface.
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*/
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virtual void onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const;
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public:
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// -----------------------------------------------------------------------
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void setGeometry(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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void setPerFrameData(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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void setAcquireFence(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface& layer);
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/*
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* called after page-flip
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*/
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void onLayerDisplayed(const sp<const DisplayDevice>& hw,
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HWComposer::HWCLayerInterface* layer);
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/*
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* called before composition.
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* returns true if the layer has pending updates.
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*/
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bool onPreComposition();
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/*
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* called after composition.
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*/
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void onPostComposition();
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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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*/
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void draw(const sp<const DisplayDevice>& hw, const Region& clip) const;
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void draw(const sp<const DisplayDevice>& hw);
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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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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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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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void setCoveredRegion(const Region& coveredRegion);
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/*
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* setVisibleNonTransparentRegion - called when the visible and
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* non-transparent region changes.
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*/
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void setVisibleNonTransparentRegion(const Region&
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visibleNonTransparentRegion);
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/*
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* latchBuffer - 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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Region latchBuffer(bool& recomputeVisibleRegions);
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/*
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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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*/
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void onRemoved();
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// Updates the transform hint in our SurfaceFlingerConsumer to match
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// the current orientation of the display device.
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void updateTransformHint(const sp<const DisplayDevice>& hw) const;
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/*
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* returns the rectangle that crops the content of the layer and scales it
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* to the layer's size.
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*/
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Rect getContentCrop() const;
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// -----------------------------------------------------------------------
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
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void setFiltering(bool filtering);
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bool getFiltering() const;
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// only for debugging
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inline const sp<GraphicBuffer>& getActiveBuffer() const { return mActiveBuffer; }
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inline const State& getDrawingState() const { return mDrawingState; }
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inline const State& getCurrentState() const { return mCurrentState; }
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inline State& getCurrentState() { return mCurrentState; }
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/* always call base class first */
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void dump(String8& result, Colorizer& colorizer) const;
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void dumpStats(String8& result) const;
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void clearStats();
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void logFrameStats();
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protected:
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// constant
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sp<SurfaceFlinger> mFlinger;
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virtual void onFirstRef();
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/*
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* Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer)
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* is called.
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*/
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class LayerCleaner {
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sp<SurfaceFlinger> mFlinger;
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wp<Layer> mLayer;
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protected:
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~LayerCleaner();
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public:
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LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer);
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};
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private:
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// Interface implementation for SurfaceFlingerConsumer::FrameAvailableListener
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virtual void onFrameAvailable();
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void commitTransaction();
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// needsLinearFiltering - true if this surface's state requires filtering
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bool needsFiltering(const sp<const DisplayDevice>& hw) const;
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uint32_t getEffectiveUsage(uint32_t usage) const;
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FloatRect computeCrop(const sp<const DisplayDevice>& hw) const;
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bool isCropped() const;
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static bool getOpacityForFormat(uint32_t format);
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// drawing
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
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float r, float g, float b, float alpha) const;
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void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
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// -----------------------------------------------------------------------
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// constants
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sp<SurfaceFlingerConsumer> mSurfaceFlingerConsumer;
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sp<BufferQueue> mBufferQueue;
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uint32_t mTextureName;
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bool mPremultipliedAlpha;
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String8 mName;
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mutable bool mDebug;
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PixelFormat mFormat;
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bool mOpaqueLayer;
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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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// thread-safe
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volatile int32_t mQueuedFrames;
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FrameTracker mFrameTracker;
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// main thread
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sp<GraphicBuffer> mActiveBuffer;
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Rect mCurrentCrop;
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uint32_t mCurrentTransform;
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uint32_t mCurrentScalingMode;
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bool mCurrentOpacity;
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bool mRefreshPending;
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bool mFrameLatencyNeeded;
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// Whether filtering is forced on or not
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bool mFiltering;
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// Whether filtering is needed b/c of the drawingstate
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bool mNeedsFiltering;
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// The mesh used to draw the layer in GLES composition mode
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mutable Mesh mMesh;
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// The mesh used to draw the layer in GLES composition mode
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mutable Texture mTexture;
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// page-flip thread (currently main thread)
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bool mSecure; // no screenshots
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bool mProtectedByApp; // application requires protected path to external sink
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// protected by mLock
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mutable Mutex mLock;
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// Set to true once we've returned this surface's handle
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mutable bool mHasSurface;
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const wp<Client> mClientRef;
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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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