/* * Copyright 2013 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. */ #include <assert.h> #include <inttypes.h> #include <stdlib.h> #define LOG_TAG "ScreenRecord" //#define LOG_NDEBUG 0 #include <utils/Log.h> #include <gui/BufferQueue.h> #include <gui/Surface.h> #include <cutils/properties.h> #include <utils/misc.h> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include "screenrecord.h" #include "Overlay.h" #include "TextRenderer.h" using namespace android; // System properties to look up and display on the info screen. const char* Overlay::kPropertyNames[] = { "ro.build.description", // includes ro.build.id, ro.build.product, ro.build.tags, ro.build.type, // and ro.build.version.release "ro.product.manufacturer", "ro.product.model", "ro.board.platform", "ro.revision", "dalvik.vm.heapgrowthlimit", "dalvik.vm.heapsize", "persist.sys.dalvik.vm.lib.2", //"ro.product.cpu.abi", //"ro.bootloader", //"this-never-appears!", }; status_t Overlay::start(const sp<IGraphicBufferProducer>& outputSurface, sp<IGraphicBufferProducer>* pBufferProducer) { ALOGV("Overlay::start"); mOutputSurface = outputSurface; // Grab the current monotonic time and the current wall-clock time so we // can map one to the other. This allows the overlay counter to advance // by the exact delay between frames, but if the wall clock gets adjusted // we won't track it, which means we'll gradually go out of sync with the // times in logcat. mStartMonotonicNsecs = systemTime(CLOCK_MONOTONIC); mStartRealtimeNsecs = systemTime(CLOCK_REALTIME); Mutex::Autolock _l(mMutex); // Start the thread. Traffic begins immediately. run("overlay"); mState = INIT; while (mState == INIT) { mStartCond.wait(mMutex); } if (mThreadResult != NO_ERROR) { ALOGE("Failed to start overlay thread: err=%d", mThreadResult); return mThreadResult; } assert(mState == RUNNING); ALOGV("Overlay::start successful"); *pBufferProducer = mProducer; return NO_ERROR; } status_t Overlay::stop() { ALOGV("Overlay::stop"); Mutex::Autolock _l(mMutex); mState = STOPPING; mEventCond.signal(); return NO_ERROR; } bool Overlay::threadLoop() { Mutex::Autolock _l(mMutex); mThreadResult = setup_l(); if (mThreadResult != NO_ERROR) { ALOGW("Aborting overlay thread"); mState = STOPPED; release_l(); mStartCond.broadcast(); return false; } ALOGV("Overlay thread running"); mState = RUNNING; mStartCond.broadcast(); while (mState == RUNNING) { mEventCond.wait(mMutex); if (mFrameAvailable) { ALOGV("Awake, frame available"); processFrame_l(); mFrameAvailable = false; } else { ALOGV("Awake, frame not available"); } } ALOGV("Overlay thread stopping"); release_l(); mState = STOPPED; return false; // stop } status_t Overlay::setup_l() { status_t err; err = mEglWindow.createWindow(mOutputSurface); if (err != NO_ERROR) { return err; } mEglWindow.makeCurrent(); int width = mEglWindow.getWidth(); int height = mEglWindow.getHeight(); glViewport(0, 0, width, height); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); // Shaders for rendering from different types of textures. err = mTexProgram.setup(Program::PROGRAM_TEXTURE_2D); if (err != NO_ERROR) { return err; } err = mExtTexProgram.setup(Program::PROGRAM_EXTERNAL_TEXTURE); if (err != NO_ERROR) { return err; } err = mTextRenderer.loadIntoTexture(); if (err != NO_ERROR) { return err; } mTextRenderer.setScreenSize(width, height); // Input side (buffers from virtual display). glGenTextures(1, &mExtTextureName); if (mExtTextureName == 0) { ALOGE("glGenTextures failed: %#x", glGetError()); return UNKNOWN_ERROR; } sp<IGraphicBufferConsumer> consumer; BufferQueue::createBufferQueue(&mProducer, &consumer); mGlConsumer = new GLConsumer(consumer, mExtTextureName, GL_TEXTURE_EXTERNAL_OES, true, false); mGlConsumer->setName(String8("virtual display")); mGlConsumer->setDefaultBufferSize(width, height); mProducer->setMaxDequeuedBufferCount(4); mGlConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_TEXTURE); mGlConsumer->setFrameAvailableListener(this); return NO_ERROR; } void Overlay::release_l() { ALOGV("Overlay::release_l"); mOutputSurface.clear(); mGlConsumer.clear(); mProducer.clear(); mTexProgram.release(); mExtTexProgram.release(); mEglWindow.release(); } void Overlay::processFrame_l() { float texMatrix[16]; mGlConsumer->updateTexImage(); mGlConsumer->getTransformMatrix(texMatrix); nsecs_t monotonicNsec = mGlConsumer->getTimestamp(); nsecs_t frameNumber = mGlConsumer->getFrameNumber(); if (mLastFrameNumber > 0) { mTotalDroppedFrames += size_t(frameNumber - mLastFrameNumber) - 1; } mLastFrameNumber = frameNumber; mTextRenderer.setProportionalScale(35); if (false) { // DEBUG - full blue background glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } int width = mEglWindow.getWidth(); int height = mEglWindow.getHeight(); if (false) { // DEBUG - draw inset mExtTexProgram.blit(mExtTextureName, texMatrix, 100, 100, width-200, height-200); } else { mExtTexProgram.blit(mExtTextureName, texMatrix, 0, 0, width, height); } glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); if (false) { // DEBUG - show entire font bitmap mTexProgram.blit(mTextRenderer.getTextureName(), Program::kIdentity, 100, 100, width-200, height-200); } char textBuf[64]; getTimeString_l(monotonicNsec, textBuf, sizeof(textBuf)); String8 timeStr(String8::format("%s f=%" PRId64 " (%zd)", textBuf, frameNumber, mTotalDroppedFrames)); mTextRenderer.drawString(mTexProgram, Program::kIdentity, 0, 0, timeStr); glDisable(GL_BLEND); if (false) { // DEBUG - add red rectangle in lower-left corner glEnable(GL_SCISSOR_TEST); glScissor(0, 0, 200, 200); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); } mEglWindow.presentationTime(monotonicNsec); mEglWindow.swapBuffers(); } void Overlay::getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen) { //const char* format = "%m-%d %T"; // matches log output const char* format = "%T"; struct tm tm; if (mUseMonotonicTimestamps) { snprintf(buf, bufLen, "%" PRId64, monotonicNsec); return; } // localtime/strftime is not the fastest way to do this, but a trivial // benchmark suggests that the cost is negligible. int64_t realTime = mStartRealtimeNsecs + (monotonicNsec - mStartMonotonicNsecs); time_t secs = (time_t) (realTime / 1000000000); localtime_r(&secs, &tm); strftime(buf, bufLen, format, &tm); int32_t msec = (int32_t) ((realTime % 1000000000) / 1000000); char tmpBuf[5]; snprintf(tmpBuf, sizeof(tmpBuf), ".%03d", msec); strlcat(buf, tmpBuf, bufLen); } // Callback; executes on arbitrary thread. void Overlay::onFrameAvailable(const BufferItem& /* item */) { ALOGV("Overlay::onFrameAvailable"); Mutex::Autolock _l(mMutex); mFrameAvailable = true; mEventCond.signal(); } /*static*/ status_t Overlay::drawInfoPage( const sp<IGraphicBufferProducer>& outputSurface) { status_t err; EglWindow window; err = window.createWindow(outputSurface); if (err != NO_ERROR) { return err; } window.makeCurrent(); int width = window.getWidth(); int height = window.getHeight(); glViewport(0, 0, width, height); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); // Shaders for rendering. Program texProgram; err = texProgram.setup(Program::PROGRAM_TEXTURE_2D); if (err != NO_ERROR) { return err; } TextRenderer textRenderer; err = textRenderer.loadIntoTexture(); if (err != NO_ERROR) { return err; } textRenderer.setScreenSize(width, height); doDrawInfoPage(window, texProgram, textRenderer); // Destroy the surface. This causes a disconnect. texProgram.release(); window.release(); return NO_ERROR; } /*static*/ void Overlay::doDrawInfoPage(const EglWindow& window, const Program& texProgram, TextRenderer& textRenderer) { const nsecs_t holdTime = 250000000LL; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); int width = window.getWidth(); int height = window.getHeight(); // Draw a thin border around the screen. Some players, e.g. browser // plugins, make it hard to see where the edges are when the device // is using a black background, so this gives the viewer a frame of // reference. // // This is a clumsy way to do it, but we're only doing it for one frame, // and it's easier than actually drawing lines. const int lineWidth = 4; glEnable(GL_SCISSOR_TEST); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glScissor(0, 0, width, lineWidth); glClear(GL_COLOR_BUFFER_BIT); glScissor(0, height - lineWidth, width, lineWidth); glClear(GL_COLOR_BUFFER_BIT); glScissor(0, 0, lineWidth, height); glClear(GL_COLOR_BUFFER_BIT); glScissor(width - lineWidth, 0, lineWidth, height); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); //glEnable(GL_BLEND); //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); textRenderer.setProportionalScale(30); float xpos = 0; float ypos = 0; ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, String8::format("Android screenrecord v%d.%d", kVersionMajor, kVersionMinor)); // Show date/time time_t now = time(0); struct tm tm; localtime_r(&now, &tm); char timeBuf[64]; strftime(timeBuf, sizeof(timeBuf), "%a, %d %b %Y %T %z", &tm); String8 header("Started "); header += timeBuf; ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, header); ypos += 8 * textRenderer.getScale(); // slight padding // Show selected system property values for (int i = 0; i < NELEM(kPropertyNames); i++) { char valueBuf[PROPERTY_VALUE_MAX]; property_get(kPropertyNames[i], valueBuf, ""); if (valueBuf[0] == '\0') { continue; } String8 str(String8::format("%s: [%s]", kPropertyNames[i], valueBuf)); ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, str); } ypos += 8 * textRenderer.getScale(); // slight padding // Show GL info String8 glStr("OpenGL: "); glStr += (char*) glGetString(GL_VENDOR); glStr += " / "; glStr += (char*) glGetString(GL_RENDERER); glStr += ", "; glStr += (char*) glGetString(GL_VERSION); ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, glStr); //glDisable(GL_BLEND); // Set a presentation time slightly in the past. This will cause the // player to hold the frame on screen. window.presentationTime(systemTime(CLOCK_MONOTONIC) - holdTime); window.swapBuffers(); }