/* * 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. */ #define ATRACE_TAG ATRACE_TAG_GRAPHICS #include <stdlib.h> #include <stdint.h> #include <sys/types.h> #include <math.h> #include <cutils/compiler.h> #include <cutils/native_handle.h> #include <cutils/properties.h> #include <utils/Errors.h> #include <utils/Log.h> #include <utils/StopWatch.h> #include <utils/Trace.h> #include <ui/GraphicBuffer.h> #include <ui/PixelFormat.h> #include <gui/Surface.h> #include "clz.h" #include "DisplayDevice.h" #include "GLExtensions.h" #include "Layer.h" #include "SurfaceFlinger.h" #include "SurfaceTextureLayer.h" #include "DisplayHardware/HWComposer.h" #define DEBUG_RESIZE 0 namespace android { // --------------------------------------------------------------------------- int32_t Layer::sSequence = 1; Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client, const String8& name, uint32_t w, uint32_t h, uint32_t flags) : contentDirty(false), sequence(uint32_t(android_atomic_inc(&sSequence))), mFlinger(flinger), mTextureName(-1U), mPremultipliedAlpha(true), mName("unnamed"), mDebug(false), mFormat(PIXEL_FORMAT_NONE), mGLExtensions(GLExtensions::getInstance()), mOpaqueLayer(true), mTransactionFlags(0), mQueuedFrames(0), mCurrentTransform(0), mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE), mCurrentOpacity(true), mRefreshPending(false), mFrameLatencyNeeded(false), mFiltering(false), mNeedsFiltering(false), mSecure(false), mProtectedByApp(false), mHasSurface(false), mClientRef(client) { mCurrentCrop.makeInvalid(); glGenTextures(1, &mTextureName); uint32_t layerFlags = 0; if (flags & ISurfaceComposerClient::eHidden) layerFlags = layer_state_t::eLayerHidden; if (flags & ISurfaceComposerClient::eNonPremultiplied) mPremultipliedAlpha = false; mName = name; mCurrentState.active.w = w; mCurrentState.active.h = h; mCurrentState.active.crop.makeInvalid(); mCurrentState.z = 0; mCurrentState.alpha = 0xFF; mCurrentState.layerStack = 0; mCurrentState.flags = layerFlags; mCurrentState.sequence = 0; mCurrentState.transform.set(0, 0); mCurrentState.requested = mCurrentState.active; // drawing state & current state are identical mDrawingState = mCurrentState; } void Layer::onFirstRef() { // Creates a custom BufferQueue for SurfaceFlingerConsumer to use sp<BufferQueue> bq = new SurfaceTextureLayer(mFlinger); mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(mTextureName, true, GL_TEXTURE_EXTERNAL_OES, false, bq); mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0)); mSurfaceFlingerConsumer->setFrameAvailableListener(this); mSurfaceFlingerConsumer->setSynchronousMode(true); mSurfaceFlingerConsumer->setName(mName); #ifdef TARGET_DISABLE_TRIPLE_BUFFERING #warning "disabling triple buffering" mSurfaceFlingerConsumer->setDefaultMaxBufferCount(2); #else mSurfaceFlingerConsumer->setDefaultMaxBufferCount(3); #endif const sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice()); updateTransformHint(hw); } Layer::~Layer() { sp<Client> c(mClientRef.promote()); if (c != 0) { c->detachLayer(this); } mFlinger->deleteTextureAsync(mTextureName); } // --------------------------------------------------------------------------- // callbacks // --------------------------------------------------------------------------- void Layer::onLayerDisplayed(const sp<const DisplayDevice>& hw, HWComposer::HWCLayerInterface* layer) { if (layer) { layer->onDisplayed(); mSurfaceFlingerConsumer->setReleaseFence(layer->getAndResetReleaseFence()); } } void Layer::onFrameAvailable() { android_atomic_inc(&mQueuedFrames); mFlinger->signalLayerUpdate(); } // called with SurfaceFlinger::mStateLock from the drawing thread after // the layer has been remove from the current state list (and just before // it's removed from the drawing state list) void Layer::onRemoved() { mSurfaceFlingerConsumer->abandon(); } // --------------------------------------------------------------------------- // set-up // --------------------------------------------------------------------------- String8 Layer::getName() const { return mName; } status_t Layer::setBuffers( uint32_t w, uint32_t h, PixelFormat format, uint32_t flags) { // this surfaces pixel format PixelFormatInfo info; status_t err = getPixelFormatInfo(format, &info); if (err) { ALOGE("unsupported pixelformat %d", format); return err; } uint32_t const maxSurfaceDims = min( mFlinger->getMaxTextureSize(), mFlinger->getMaxViewportDims()); // never allow a surface larger than what our underlying GL implementation // can handle. if ((uint32_t(w)>maxSurfaceDims) || (uint32_t(h)>maxSurfaceDims)) { ALOGE("dimensions too large %u x %u", uint32_t(w), uint32_t(h)); return BAD_VALUE; } mFormat = format; mSecure = (flags & ISurfaceComposerClient::eSecure) ? true : false; mProtectedByApp = (flags & ISurfaceComposerClient::eProtectedByApp) ? true : false; mOpaqueLayer = (flags & ISurfaceComposerClient::eOpaque); mCurrentOpacity = getOpacityForFormat(format); mSurfaceFlingerConsumer->setDefaultBufferSize(w, h); mSurfaceFlingerConsumer->setDefaultBufferFormat(format); mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0)); return NO_ERROR; } sp<IBinder> Layer::getHandle() { Mutex::Autolock _l(mLock); LOG_ALWAYS_FATAL_IF(mHasSurface, "Layer::getHandle() has already been called"); mHasSurface = true; /* * The layer handle is just a BBinder object passed to the client * (remote process) -- we don't keep any reference on our side such that * the dtor is called when the remote side let go of its reference. * * LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for * this layer when the handle is destroyed. */ class Handle : public BBinder, public LayerCleaner { wp<const Layer> mOwner; public: Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer) : LayerCleaner(flinger, layer), mOwner(layer) { } }; return new Handle(mFlinger, this); } sp<BufferQueue> Layer::getBufferQueue() const { return mSurfaceFlingerConsumer->getBufferQueue(); } //virtual sp<IGraphicBufferProducer> getSurfaceTexture() const { // sp<IGraphicBufferProducer> res; // sp<const Layer> that( mOwner.promote() ); // if (that != NULL) { // res = that->mSurfaceFlingerConsumer->getBufferQueue(); // } // return res; //} // --------------------------------------------------------------------------- // h/w composer set-up // --------------------------------------------------------------------------- Rect Layer::getContentCrop() const { // this is the crop rectangle that applies to the buffer // itself (as opposed to the window) Rect crop; if (!mCurrentCrop.isEmpty()) { // if the buffer crop is defined, we use that crop = mCurrentCrop; } else if (mActiveBuffer != NULL) { // otherwise we use the whole buffer crop = mActiveBuffer->getBounds(); } else { // if we don't have a buffer yet, we use an empty/invalid crop crop.makeInvalid(); } return crop; } uint32_t Layer::getContentTransform() const { return mCurrentTransform; } Rect Layer::computeBounds() const { const Layer::State& s(drawingState()); Rect win(s.active.w, s.active.h); if (!s.active.crop.isEmpty()) { win.intersect(s.active.crop, &win); } return win; } Rect Layer::computeCrop(const sp<const DisplayDevice>& hw) const { /* * The way we compute the crop (aka. texture coordinates when we have a * Layer) produces a different output from the GL code in * drawWithOpenGL() due to HWC being limited to integers. The difference * can be large if getContentTransform() contains a large scale factor. * See comments in drawWithOpenGL() for more details. */ // the content crop is the area of the content that gets scaled to the // layer's size. Rect crop(getContentCrop()); // the active.crop is the area of the window that gets cropped, but not // scaled in any ways. const State& s(drawingState()); // apply the projection's clipping to the window crop in // layerstack space, and convert-back to layer space. // if there are no window scaling (or content scaling) involved, // this operation will map to full pixels in the buffer. // NOTE: should we revert to GL composition if a scaling is involved // since it cannot be represented in the HWC API? Rect activeCrop(s.transform.transform(s.active.crop)); activeCrop.intersect(hw->getViewport(), &activeCrop); activeCrop = s.transform.inverse().transform(activeCrop); // paranoia: make sure the window-crop is constrained in the // window's bounds activeCrop.intersect(Rect(s.active.w, s.active.h), &activeCrop); if (!activeCrop.isEmpty()) { // Transform the window crop to match the buffer coordinate system, // which means using the inverse of the current transform set on the // SurfaceFlingerConsumer. uint32_t invTransform = getContentTransform(); int winWidth = s.active.w; int winHeight = s.active.h; if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) { invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | NATIVE_WINDOW_TRANSFORM_FLIP_H; winWidth = s.active.h; winHeight = s.active.w; } const Rect winCrop = activeCrop.transform( invTransform, s.active.w, s.active.h); // the code below essentially performs a scaled intersection // of crop and winCrop float xScale = float(crop.width()) / float(winWidth); float yScale = float(crop.height()) / float(winHeight); int insetL = int(ceilf( winCrop.left * xScale)); int insetT = int(ceilf( winCrop.top * yScale)); int insetR = int(ceilf((winWidth - winCrop.right ) * xScale)); int insetB = int(ceilf((winHeight - winCrop.bottom) * yScale)); crop.left += insetL; crop.top += insetT; crop.right -= insetR; crop.bottom -= insetB; } return crop; } void Layer::setGeometry( const sp<const DisplayDevice>& hw, HWComposer::HWCLayerInterface& layer) { layer.setDefaultState(); // enable this layer layer.setSkip(false); if (isSecure() && !hw->isSecure()) { layer.setSkip(true); } // this gives us only the "orientation" component of the transform const State& s(drawingState()); if (!isOpaque() || s.alpha != 0xFF) { layer.setBlending(mPremultipliedAlpha ? HWC_BLENDING_PREMULT : HWC_BLENDING_COVERAGE); } // apply the layer's transform, followed by the display's global transform // here we're guaranteed that the layer's transform preserves rects Rect frame(s.transform.transform(computeBounds())); frame.intersect(hw->getViewport(), &frame); const Transform& tr(hw->getTransform()); layer.setFrame(tr.transform(frame)); layer.setCrop(computeCrop(hw)); layer.setPlaneAlpha(s.alpha); /* * Transformations are applied in this order: * 1) buffer orientation/flip/mirror * 2) state transformation (window manager) * 3) layer orientation (screen orientation) * (NOTE: the matrices are multiplied in reverse order) */ const Transform bufferOrientation(mCurrentTransform); const Transform transform(tr * s.transform * bufferOrientation); // this gives us only the "orientation" component of the transform const uint32_t orientation = transform.getOrientation(); if (orientation & Transform::ROT_INVALID) { // we can only handle simple transformation layer.setSkip(true); } else { layer.setTransform(orientation); } } void Layer::setPerFrameData(const sp<const DisplayDevice>& hw, HWComposer::HWCLayerInterface& layer) { // we have to set the visible region on every frame because // we currently free it during onLayerDisplayed(), which is called // after HWComposer::commit() -- every frame. // Apply this display's projection's viewport to the visible region // before giving it to the HWC HAL. const Transform& tr = hw->getTransform(); Region visible = tr.transform(visibleRegion.intersect(hw->getViewport())); layer.setVisibleRegionScreen(visible); // NOTE: buffer can be NULL if the client never drew into this // layer yet, or if we ran out of memory layer.setBuffer(mActiveBuffer); } void Layer::setAcquireFence(const sp<const DisplayDevice>& hw, HWComposer::HWCLayerInterface& layer) { int fenceFd = -1; // TODO: there is a possible optimization here: we only need to set the // acquire fence the first time a new buffer is acquired on EACH display. if (layer.getCompositionType() == HWC_OVERLAY) { sp<Fence> fence = mSurfaceFlingerConsumer->getCurrentFence(); if (fence->isValid()) { fenceFd = fence->dup(); if (fenceFd == -1) { ALOGW("failed to dup layer fence, skipping sync: %d", errno); } } } layer.setAcquireFenceFd(fenceFd); } // --------------------------------------------------------------------------- // drawing... // --------------------------------------------------------------------------- void Layer::draw(const sp<const DisplayDevice>& hw, const Region& clip) const { onDraw(hw, clip); } void Layer::draw(const sp<const DisplayDevice>& hw) { onDraw( hw, Region(hw->bounds()) ); } void Layer::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const { ATRACE_CALL(); if (CC_UNLIKELY(mActiveBuffer == 0)) { // the texture has not been created yet, this Layer has // in fact never been drawn into. This happens frequently with // SurfaceView because the WindowManager can't know when the client // has drawn the first time. // If there is nothing under us, we paint the screen in black, otherwise // we just skip this update. // figure out if there is something below us Region under; const SurfaceFlinger::LayerVector& drawingLayers( mFlinger->mDrawingState.layersSortedByZ); const size_t count = drawingLayers.size(); for (size_t i=0 ; i<count ; ++i) { const sp<Layer>& layer(drawingLayers[i]); if (layer.get() == static_cast<Layer const*>(this)) break; under.orSelf( hw->getTransform().transform(layer->visibleRegion) ); } // if not everything below us is covered, we plug the holes! Region holes(clip.subtract(under)); if (!holes.isEmpty()) { clearWithOpenGL(hw, holes, 0, 0, 0, 1); } return; } // Bind the current buffer to the GL texture, and wait for it to be // ready for us to draw into. status_t err = mSurfaceFlingerConsumer->bindTextureImage(); if (err != NO_ERROR) { ALOGW("onDraw: bindTextureImage failed (err=%d)", err); // Go ahead and draw the buffer anyway; no matter what we do the screen // is probably going to have something visibly wrong. } bool blackOutLayer = isProtected() || (isSecure() && !hw->isSecure()); if (!blackOutLayer) { // TODO: we could be more subtle with isFixedSize() const bool useFiltering = getFiltering() || needsFiltering(hw) || isFixedSize(); // Query the texture matrix given our current filtering mode. float textureMatrix[16]; mSurfaceFlingerConsumer->setFilteringEnabled(useFiltering); mSurfaceFlingerConsumer->getTransformMatrix(textureMatrix); // Set things up for texturing. glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureName); GLenum filter = GL_NEAREST; if (useFiltering) { filter = GL_LINEAR; } glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, filter); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, filter); glMatrixMode(GL_TEXTURE); glLoadMatrixf(textureMatrix); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_EXTERNAL_OES); } else { glBindTexture(GL_TEXTURE_2D, mFlinger->getProtectedTexName()); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_EXTERNAL_OES); glEnable(GL_TEXTURE_2D); } drawWithOpenGL(hw, clip); glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); } void Layer::clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) const { const uint32_t fbHeight = hw->getHeight(); glColor4f(red,green,blue,alpha); glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); LayerMesh mesh; computeGeometry(hw, &mesh); glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices()); glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount()); } void Layer::clearWithOpenGL( const sp<const DisplayDevice>& hw, const Region& clip) const { clearWithOpenGL(hw, clip, 0,0,0,0); } void Layer::drawWithOpenGL( const sp<const DisplayDevice>& hw, const Region& clip) const { const uint32_t fbHeight = hw->getHeight(); const State& s(drawingState()); GLenum src = mPremultipliedAlpha ? GL_ONE : GL_SRC_ALPHA; if (CC_UNLIKELY(s.alpha < 0xFF)) { const GLfloat alpha = s.alpha * (1.0f/255.0f); if (mPremultipliedAlpha) { glColor4f(alpha, alpha, alpha, alpha); } else { glColor4f(1, 1, 1, alpha); } glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else { glColor4f(1, 1, 1, 1); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); if (!isOpaque()) { glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } LayerMesh mesh; computeGeometry(hw, &mesh); // TODO: we probably want to generate the texture coords with the mesh // here we assume that we only have 4 vertices struct TexCoords { GLfloat u; GLfloat v; }; /* * NOTE: the way we compute the texture coordinates here produces * different results than when we take the HWC path -- in the later case * the "source crop" is rounded to texel boundaries. * This can produce significantly different results when the texture * is scaled by a large amount. * * The GL code below is more logical (imho), and the difference with * HWC is due to a limitation of the HWC API to integers -- a question * is suspend is wether we should ignore this problem or revert to * GL composition when a buffer scaling is applied (maybe with some * minimal value)? Or, we could make GL behave like HWC -- but this feel * like more of a hack. */ const Rect win(computeBounds()); GLfloat left = GLfloat(win.left) / GLfloat(s.active.w); GLfloat top = GLfloat(win.top) / GLfloat(s.active.h); GLfloat right = GLfloat(win.right) / GLfloat(s.active.w); GLfloat bottom = GLfloat(win.bottom) / GLfloat(s.active.h); TexCoords texCoords[4]; texCoords[0].u = left; texCoords[0].v = top; texCoords[1].u = left; texCoords[1].v = bottom; texCoords[2].u = right; texCoords[2].v = bottom; texCoords[3].u = right; texCoords[3].v = top; for (int i = 0; i < 4; i++) { texCoords[i].v = 1.0f - texCoords[i].v; } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices()); glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount()); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_BLEND); } void Layer::setFiltering(bool filtering) { mFiltering = filtering; } bool Layer::getFiltering() const { return mFiltering; } // As documented in libhardware header, formats in the range // 0x100 - 0x1FF are specific to the HAL implementation, and // are known to have no alpha channel // TODO: move definition for device-specific range into // hardware.h, instead of using hard-coded values here. #define HARDWARE_IS_DEVICE_FORMAT(f) ((f) >= 0x100 && (f) <= 0x1FF) bool Layer::getOpacityForFormat(uint32_t format) { if (HARDWARE_IS_DEVICE_FORMAT(format)) { return true; } PixelFormatInfo info; status_t err = getPixelFormatInfo(PixelFormat(format), &info); // in case of error (unknown format), we assume no blending return (err || info.h_alpha <= info.l_alpha); } // ---------------------------------------------------------------------------- // local state // ---------------------------------------------------------------------------- void Layer::computeGeometry(const sp<const DisplayDevice>& hw, LayerMesh* mesh) const { const Layer::State& s(drawingState()); const Transform tr(hw->getTransform() * s.transform); const uint32_t hw_h = hw->getHeight(); Rect win(s.active.w, s.active.h); if (!s.active.crop.isEmpty()) { win.intersect(s.active.crop, &win); } if (mesh) { tr.transform(mesh->mVertices[0], win.left, win.top); tr.transform(mesh->mVertices[1], win.left, win.bottom); tr.transform(mesh->mVertices[2], win.right, win.bottom); tr.transform(mesh->mVertices[3], win.right, win.top); for (size_t i=0 ; i<4 ; i++) { mesh->mVertices[i][1] = hw_h - mesh->mVertices[i][1]; } } } bool Layer::isOpaque() const { // if we don't have a buffer yet, we're translucent regardless of the // layer's opaque flag. if (mActiveBuffer == 0) { return false; } // if the layer has the opaque flag, then we're always opaque, // otherwise we use the current buffer's format. return mOpaqueLayer || mCurrentOpacity; } bool Layer::isProtected() const { const sp<GraphicBuffer>& activeBuffer(mActiveBuffer); return (activeBuffer != 0) && (activeBuffer->getUsage() & GRALLOC_USAGE_PROTECTED); } bool Layer::isFixedSize() const { return mCurrentScalingMode != NATIVE_WINDOW_SCALING_MODE_FREEZE; } bool Layer::isCropped() const { return !mCurrentCrop.isEmpty(); } bool Layer::needsFiltering(const sp<const DisplayDevice>& hw) const { return mNeedsFiltering || hw->needsFiltering(); } void Layer::setVisibleRegion(const Region& visibleRegion) { // always called from main thread this->visibleRegion = visibleRegion; } void Layer::setCoveredRegion(const Region& coveredRegion) { // always called from main thread this->coveredRegion = coveredRegion; } void Layer::setVisibleNonTransparentRegion(const Region& setVisibleNonTransparentRegion) { // always called from main thread this->visibleNonTransparentRegion = setVisibleNonTransparentRegion; } // ---------------------------------------------------------------------------- // transaction // ---------------------------------------------------------------------------- uint32_t Layer::doTransaction(uint32_t flags) { ATRACE_CALL(); const Layer::State& front(drawingState()); const Layer::State& temp(currentState()); const bool sizeChanged = (temp.requested.w != front.requested.w) || (temp.requested.h != front.requested.h); if (sizeChanged) { // the size changed, we need to ask our client to request a new buffer ALOGD_IF(DEBUG_RESIZE, "doTransaction: geometry (layer=%p '%s'), tr=%02x, scalingMode=%d\n" " current={ active ={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }\n" " requested={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }}\n" " drawing={ active ={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }\n" " requested={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }}\n", this, (const char*) getName(), mCurrentTransform, mCurrentScalingMode, temp.active.w, temp.active.h, temp.active.crop.left, temp.active.crop.top, temp.active.crop.right, temp.active.crop.bottom, temp.active.crop.getWidth(), temp.active.crop.getHeight(), temp.requested.w, temp.requested.h, temp.requested.crop.left, temp.requested.crop.top, temp.requested.crop.right, temp.requested.crop.bottom, temp.requested.crop.getWidth(), temp.requested.crop.getHeight(), front.active.w, front.active.h, front.active.crop.left, front.active.crop.top, front.active.crop.right, front.active.crop.bottom, front.active.crop.getWidth(), front.active.crop.getHeight(), front.requested.w, front.requested.h, front.requested.crop.left, front.requested.crop.top, front.requested.crop.right, front.requested.crop.bottom, front.requested.crop.getWidth(), front.requested.crop.getHeight()); // record the new size, form this point on, when the client request // a buffer, it'll get the new size. mSurfaceFlingerConsumer->setDefaultBufferSize( temp.requested.w, temp.requested.h); } if (!isFixedSize()) { const bool resizePending = (temp.requested.w != temp.active.w) || (temp.requested.h != temp.active.h); if (resizePending) { // don't let Layer::doTransaction update the drawing state // if we have a pending resize, unless we are in fixed-size mode. // the drawing state will be updated only once we receive a buffer // with the correct size. // // in particular, we want to make sure the clip (which is part // of the geometry state) is latched together with the size but is // latched immediately when no resizing is involved. flags |= eDontUpdateGeometryState; } } // always set active to requested, unless we're asked not to // this is used by Layer, which special cases resizes. if (flags & eDontUpdateGeometryState) { } else { Layer::State& editTemp(currentState()); editTemp.active = temp.requested; } if (front.active != temp.active) { // invalidate and recompute the visible regions if needed flags |= Layer::eVisibleRegion; } if (temp.sequence != front.sequence) { // invalidate and recompute the visible regions if needed flags |= eVisibleRegion; this->contentDirty = true; // we may use linear filtering, if the matrix scales us const uint8_t type = temp.transform.getType(); mNeedsFiltering = (!temp.transform.preserveRects() || (type >= Transform::SCALE)); } // Commit the transaction commitTransaction(); return flags; } void Layer::commitTransaction() { mDrawingState = mCurrentState; } uint32_t Layer::getTransactionFlags(uint32_t flags) { return android_atomic_and(~flags, &mTransactionFlags) & flags; } uint32_t Layer::setTransactionFlags(uint32_t flags) { return android_atomic_or(flags, &mTransactionFlags); } bool Layer::setPosition(float x, float y) { if (mCurrentState.transform.tx() == x && mCurrentState.transform.ty() == y) return false; mCurrentState.sequence++; mCurrentState.transform.set(x, y); setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setLayer(uint32_t z) { if (mCurrentState.z == z) return false; mCurrentState.sequence++; mCurrentState.z = z; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setSize(uint32_t w, uint32_t h) { if (mCurrentState.requested.w == w && mCurrentState.requested.h == h) return false; mCurrentState.requested.w = w; mCurrentState.requested.h = h; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setAlpha(uint8_t alpha) { if (mCurrentState.alpha == alpha) return false; mCurrentState.sequence++; mCurrentState.alpha = alpha; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setMatrix(const layer_state_t::matrix22_t& matrix) { mCurrentState.sequence++; mCurrentState.transform.set( matrix.dsdx, matrix.dsdy, matrix.dtdx, matrix.dtdy); setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setTransparentRegionHint(const Region& transparent) { mCurrentState.requestedTransparentRegion = transparent; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setFlags(uint8_t flags, uint8_t mask) { const uint32_t newFlags = (mCurrentState.flags & ~mask) | (flags & mask); if (mCurrentState.flags == newFlags) return false; mCurrentState.sequence++; mCurrentState.flags = newFlags; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setCrop(const Rect& crop) { if (mCurrentState.requested.crop == crop) return false; mCurrentState.sequence++; mCurrentState.requested.crop = crop; setTransactionFlags(eTransactionNeeded); return true; } bool Layer::setLayerStack(uint32_t layerStack) { if (mCurrentState.layerStack == layerStack) return false; mCurrentState.sequence++; mCurrentState.layerStack = layerStack; setTransactionFlags(eTransactionNeeded); return true; } // ---------------------------------------------------------------------------- // pageflip handling... // ---------------------------------------------------------------------------- bool Layer::onPreComposition() { mRefreshPending = false; return mQueuedFrames > 0; } void Layer::onPostComposition() { if (mFrameLatencyNeeded) { nsecs_t desiredPresentTime = mSurfaceFlingerConsumer->getTimestamp(); mFrameTracker.setDesiredPresentTime(desiredPresentTime); sp<Fence> frameReadyFence = mSurfaceFlingerConsumer->getCurrentFence(); if (frameReadyFence->isValid()) { mFrameTracker.setFrameReadyFence(frameReadyFence); } else { // There was no fence for this frame, so assume that it was ready // to be presented at the desired present time. mFrameTracker.setFrameReadyTime(desiredPresentTime); } const HWComposer& hwc = mFlinger->getHwComposer(); sp<Fence> presentFence = hwc.getDisplayFence(HWC_DISPLAY_PRIMARY); if (presentFence->isValid()) { mFrameTracker.setActualPresentFence(presentFence); } else { // The HWC doesn't support present fences, so use the refresh // timestamp instead. nsecs_t presentTime = hwc.getRefreshTimestamp(HWC_DISPLAY_PRIMARY); mFrameTracker.setActualPresentTime(presentTime); } mFrameTracker.advanceFrame(); mFrameLatencyNeeded = false; } } bool Layer::isVisible() const { const Layer::State& s(mDrawingState); return !(s.flags & layer_state_t::eLayerHidden) && s.alpha && (mActiveBuffer != NULL); } Region Layer::latchBuffer(bool& recomputeVisibleRegions) { ATRACE_CALL(); Region outDirtyRegion; if (mQueuedFrames > 0) { // if we've already called updateTexImage() without going through // a composition step, we have to skip this layer at this point // because we cannot call updateTeximage() without a corresponding // compositionComplete() call. // we'll trigger an update in onPreComposition(). if (mRefreshPending) { return outDirtyRegion; } // Capture the old state of the layer for comparisons later const bool oldOpacity = isOpaque(); sp<GraphicBuffer> oldActiveBuffer = mActiveBuffer; // signal another event if we have more frames pending if (android_atomic_dec(&mQueuedFrames) > 1) { mFlinger->signalLayerUpdate(); } struct Reject : public SurfaceFlingerConsumer::BufferRejecter { Layer::State& front; Layer::State& current; bool& recomputeVisibleRegions; Reject(Layer::State& front, Layer::State& current, bool& recomputeVisibleRegions) : front(front), current(current), recomputeVisibleRegions(recomputeVisibleRegions) { } virtual bool reject(const sp<GraphicBuffer>& buf, const BufferQueue::BufferItem& item) { if (buf == NULL) { return false; } uint32_t bufWidth = buf->getWidth(); uint32_t bufHeight = buf->getHeight(); // check that we received a buffer of the right size // (Take the buffer's orientation into account) if (item.mTransform & Transform::ROT_90) { swap(bufWidth, bufHeight); } bool isFixedSize = item.mScalingMode != NATIVE_WINDOW_SCALING_MODE_FREEZE; if (front.active != front.requested) { if (isFixedSize || (bufWidth == front.requested.w && bufHeight == front.requested.h)) { // Here we pretend the transaction happened by updating the // current and drawing states. Drawing state is only accessed // in this thread, no need to have it locked front.active = front.requested; // We also need to update the current state so that // we don't end-up overwriting the drawing state with // this stale current state during the next transaction // // NOTE: We don't need to hold the transaction lock here // because State::active is only accessed from this thread. current.active = front.active; // recompute visible region recomputeVisibleRegions = true; } ALOGD_IF(DEBUG_RESIZE, "latchBuffer/reject: buffer (%ux%u, tr=%02x), scalingMode=%d\n" " drawing={ active ={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }\n" " requested={ wh={%4u,%4u} crop={%4d,%4d,%4d,%4d} (%4d,%4d) }}\n", bufWidth, bufHeight, item.mTransform, item.mScalingMode, front.active.w, front.active.h, front.active.crop.left, front.active.crop.top, front.active.crop.right, front.active.crop.bottom, front.active.crop.getWidth(), front.active.crop.getHeight(), front.requested.w, front.requested.h, front.requested.crop.left, front.requested.crop.top, front.requested.crop.right, front.requested.crop.bottom, front.requested.crop.getWidth(), front.requested.crop.getHeight()); } if (!isFixedSize) { if (front.active.w != bufWidth || front.active.h != bufHeight) { // reject this buffer return true; } } // if the transparent region has changed (this test is // conservative, but that's fine, worst case we're doing // a bit of extra work), we latch the new one and we // trigger a visible-region recompute. if (!front.activeTransparentRegion.isTriviallyEqual( front.requestedTransparentRegion)) { front.activeTransparentRegion = front.requestedTransparentRegion; // We also need to update the current state so that // we don't end-up overwriting the drawing state with // this stale current state during the next transaction // // NOTE: We don't need to hold the transaction lock here // because State::active is only accessed from this thread. current.activeTransparentRegion = front.activeTransparentRegion; // recompute visible region recomputeVisibleRegions = true; } return false; } }; Reject r(mDrawingState, currentState(), recomputeVisibleRegions); if (mSurfaceFlingerConsumer->updateTexImage(&r) != NO_ERROR) { // something happened! recomputeVisibleRegions = true; return outDirtyRegion; } // update the active buffer mActiveBuffer = mSurfaceFlingerConsumer->getCurrentBuffer(); if (mActiveBuffer == NULL) { // this can only happen if the very first buffer was rejected. return outDirtyRegion; } mRefreshPending = true; mFrameLatencyNeeded = true; if (oldActiveBuffer == NULL) { // the first time we receive a buffer, we need to trigger a // geometry invalidation. recomputeVisibleRegions = true; } Rect crop(mSurfaceFlingerConsumer->getCurrentCrop()); const uint32_t transform(mSurfaceFlingerConsumer->getCurrentTransform()); const uint32_t scalingMode(mSurfaceFlingerConsumer->getCurrentScalingMode()); if ((crop != mCurrentCrop) || (transform != mCurrentTransform) || (scalingMode != mCurrentScalingMode)) { mCurrentCrop = crop; mCurrentTransform = transform; mCurrentScalingMode = scalingMode; recomputeVisibleRegions = true; } if (oldActiveBuffer != NULL) { uint32_t bufWidth = mActiveBuffer->getWidth(); uint32_t bufHeight = mActiveBuffer->getHeight(); if (bufWidth != uint32_t(oldActiveBuffer->width) || bufHeight != uint32_t(oldActiveBuffer->height)) { recomputeVisibleRegions = true; } } mCurrentOpacity = getOpacityForFormat(mActiveBuffer->format); if (oldOpacity != isOpaque()) { recomputeVisibleRegions = true; } glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // FIXME: postedRegion should be dirty & bounds const Layer::State& front(drawingState()); Region dirtyRegion(Rect(front.active.w, front.active.h)); // transform the dirty region to window-manager space outDirtyRegion = (front.transform.transform(dirtyRegion)); } return outDirtyRegion; } uint32_t Layer::getEffectiveUsage(uint32_t usage) const { // TODO: should we do something special if mSecure is set? if (mProtectedByApp) { // need a hardware-protected path to external video sink usage |= GraphicBuffer::USAGE_PROTECTED; } usage |= GraphicBuffer::USAGE_HW_COMPOSER; return usage; } void Layer::updateTransformHint(const sp<const DisplayDevice>& hw) const { uint32_t orientation = 0; if (!mFlinger->mDebugDisableTransformHint) { // The transform hint is used to improve performance, but we can // only have a single transform hint, it cannot // apply to all displays. const Transform& planeTransform(hw->getTransform()); orientation = planeTransform.getOrientation(); if (orientation & Transform::ROT_INVALID) { orientation = 0; } } mSurfaceFlingerConsumer->setTransformHint(orientation); } // ---------------------------------------------------------------------------- // debugging // ---------------------------------------------------------------------------- void Layer::dump(String8& result, char* buffer, size_t SIZE) const { const Layer::State& s(drawingState()); snprintf(buffer, SIZE, "+ %s %p (%s)\n", getTypeId(), this, getName().string()); result.append(buffer); s.activeTransparentRegion.dump(result, "transparentRegion"); visibleRegion.dump(result, "visibleRegion"); sp<Client> client(mClientRef.promote()); snprintf(buffer, SIZE, " " "layerStack=%4d, z=%9d, pos=(%g,%g), size=(%4d,%4d), crop=(%4d,%4d,%4d,%4d), " "isOpaque=%1d, invalidate=%1d, " "alpha=0x%02x, flags=0x%08x, tr=[%.2f, %.2f][%.2f, %.2f]\n" " client=%p\n", s.layerStack, s.z, s.transform.tx(), s.transform.ty(), s.active.w, s.active.h, s.active.crop.left, s.active.crop.top, s.active.crop.right, s.active.crop.bottom, isOpaque(), contentDirty, s.alpha, s.flags, s.transform[0][0], s.transform[0][1], s.transform[1][0], s.transform[1][1], client.get()); result.append(buffer); sp<const GraphicBuffer> buf0(mActiveBuffer); uint32_t w0=0, h0=0, s0=0, f0=0; if (buf0 != 0) { w0 = buf0->getWidth(); h0 = buf0->getHeight(); s0 = buf0->getStride(); f0 = buf0->format; } snprintf(buffer, SIZE, " " "format=%2d, activeBuffer=[%4ux%4u:%4u,%3X]," " queued-frames=%d, mRefreshPending=%d\n", mFormat, w0, h0, s0,f0, mQueuedFrames, mRefreshPending); result.append(buffer); if (mSurfaceFlingerConsumer != 0) { mSurfaceFlingerConsumer->dump(result, " ", buffer, SIZE); } } void Layer::shortDump(String8& result, char* scratch, size_t size) const { Layer::dump(result, scratch, size); } void Layer::dumpStats(String8& result, char* buffer, size_t SIZE) const { mFrameTracker.dump(result); } void Layer::clearStats() { mFrameTracker.clear(); } // --------------------------------------------------------------------------- Layer::LayerCleaner::LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer) : mFlinger(flinger), mLayer(layer) { } Layer::LayerCleaner::~LayerCleaner() { // destroy client resources mFlinger->onLayerDestroyed(mLayer); } // --------------------------------------------------------------------------- }; // namespace android