/* * 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. */ #include <stdlib.h> #include <stdint.h> #include <sys/types.h> #include <cutils/properties.h> #include <cutils/native_handle.h> #include <utils/Errors.h> #include <utils/Log.h> #include <utils/StopWatch.h> #include <ui/GraphicBuffer.h> #include <ui/PixelFormat.h> #include <ui/Surface.h> #include "clz.h" #include "Layer.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" #define DEBUG_RESIZE 0 namespace android { // --------------------------------------------------------------------------- const uint32_t Layer::typeInfo = LayerBaseClient::typeInfo | 4; const char* const Layer::typeID = "Layer"; // --------------------------------------------------------------------------- Layer::Layer(SurfaceFlinger* flinger, DisplayID display, const sp<Client>& c, int32_t i) : LayerBaseClient(flinger, display, c, i), mSecure(false), mNoEGLImageForSwBuffers(false), mNeedsBlending(true), mNeedsDithering(false) { // no OpenGL operation is possible here, since we might not be // in the OpenGL thread. mFrontBufferIndex = lcblk->getFrontBuffer(); } Layer::~Layer() { destroy(); // the actual buffers will be destroyed here } void Layer::destroy() { for (size_t i=0 ; i<NUM_BUFFERS ; i++) { if (mTextures[i].name != -1U) { glDeleteTextures(1, &mTextures[i].name); mTextures[i].name = -1U; } if (mTextures[i].image != EGL_NO_IMAGE_KHR) { EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay()); eglDestroyImageKHR(dpy, mTextures[i].image); mTextures[i].image = EGL_NO_IMAGE_KHR; } Mutex::Autolock _l(mLock); mBuffers[i].clear(); mWidth = mHeight = 0; } mSurface.clear(); } sp<LayerBaseClient::Surface> Layer::createSurface() const { return mSurface; } status_t Layer::ditch() { // the layer is not on screen anymore. free as much resources as possible destroy(); return NO_ERROR; } 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) return err; // the display's pixel format const DisplayHardware& hw(graphicPlane(0).displayHardware()); PixelFormatInfo displayInfo; getPixelFormatInfo(hw.getFormat(), &displayInfo); const uint32_t hwFlags = hw.getFlags(); mFormat = format; mWidth = w; mHeight = h; mSecure = (flags & ISurfaceComposer::eSecure) ? true : false; mNeedsBlending = (info.h_alpha - info.l_alpha) > 0; mNoEGLImageForSwBuffers = !(hwFlags & DisplayHardware::CACHED_BUFFERS); // we use the red index int displayRedSize = displayInfo.getSize(PixelFormatInfo::INDEX_RED); int layerRedsize = info.getSize(PixelFormatInfo::INDEX_RED); mNeedsDithering = layerRedsize > displayRedSize; for (size_t i=0 ; i<NUM_BUFFERS ; i++) { mBuffers[i] = new GraphicBuffer(); } mSurface = new SurfaceLayer(mFlinger, clientIndex(), this); return NO_ERROR; } void Layer::reloadTexture(const Region& dirty) { Mutex::Autolock _l(mLock); sp<GraphicBuffer> buffer(getFrontBufferLocked()); if (LIKELY((mFlags & DisplayHardware::DIRECT_TEXTURE) && (buffer->usage & GRALLOC_USAGE_HW_TEXTURE))) { int index = mFrontBufferIndex; if (LIKELY(!mTextures[index].dirty)) { glBindTexture(GL_TEXTURE_2D, mTextures[index].name); } else { // we need to recreate the texture EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay()); // create the new texture name if needed if (UNLIKELY(mTextures[index].name == -1U)) { mTextures[index].name = createTexture(); } else { glBindTexture(GL_TEXTURE_2D, mTextures[index].name); } // free the previous image if (mTextures[index].image != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(dpy, mTextures[index].image); mTextures[index].image = EGL_NO_IMAGE_KHR; } // construct an EGL_NATIVE_BUFFER_ANDROID android_native_buffer_t* clientBuf = buffer->getNativeBuffer(); // create the new EGLImageKHR const EGLint attrs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE, EGL_NONE }; mTextures[index].image = eglCreateImageKHR( dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)clientBuf, attrs); LOGE_IF(mTextures[index].image == EGL_NO_IMAGE_KHR, "eglCreateImageKHR() failed. err=0x%4x", eglGetError()); if (mTextures[index].image != EGL_NO_IMAGE_KHR) { glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)mTextures[index].image); GLint error = glGetError(); if (UNLIKELY(error != GL_NO_ERROR)) { // this failed, for instance, because we don't support // NPOT. // FIXME: do something! LOGD("layer=%p, glEGLImageTargetTexture2DOES(%p) " "failed err=0x%04x", this, mTextures[index].image, error); mFlags &= ~DisplayHardware::DIRECT_TEXTURE; } else { // Everything went okay! mTextures[index].NPOTAdjust = false; mTextures[index].dirty = false; mTextures[index].width = clientBuf->width; mTextures[index].height = clientBuf->height; } } } } else { for (size_t i=0 ; i<NUM_BUFFERS ; i++) mTextures[i].image = EGL_NO_IMAGE_KHR; GGLSurface t; status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN); LOGE_IF(res, "error %d (%s) locking buffer %p", res, strerror(res), buffer.get()); if (res == NO_ERROR) { if (UNLIKELY(mTextures[0].name == -1U)) { mTextures[0].name = createTexture(); mTextures[0].width = 0; mTextures[0].height = 0; } loadTexture(&mTextures[0], dirty, t); buffer->unlock(); } } } void Layer::onDraw(const Region& clip) const { int index = mFrontBufferIndex; if (mTextures[index].image == EGL_NO_IMAGE_KHR) index = 0; GLuint textureName = mTextures[index].name; if (UNLIKELY(textureName == -1LU)) { // the texture has not been created yet, this Layer has // in fact never been drawn into. this happens frequently with // SurfaceView. clearWithOpenGL(clip); return; } drawWithOpenGL(clip, mTextures[index]); } sp<GraphicBuffer> Layer::requestBuffer(int index, int usage) { sp<GraphicBuffer> buffer; // this ensures our client doesn't go away while we're accessing // the shared area. sp<Client> ourClient(client.promote()); if (ourClient == 0) { // oops, the client is already gone return buffer; } /* * This is called from the client's Surface::dequeue(). This can happen * at any time, especially while we're in the middle of using the * buffer 'index' as our front buffer. * * Make sure the buffer we're resizing is not the front buffer and has been * dequeued. Once this condition is asserted, we are guaranteed that this * buffer cannot become the front buffer under our feet, since we're called * from Surface::dequeue() */ status_t err = lcblk->assertReallocate(index); LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err)); if (err != NO_ERROR) { // the surface may have died return buffer; } uint32_t w, h; { // scope for the lock Mutex::Autolock _l(mLock); w = mWidth; h = mHeight; buffer = mBuffers[index]; // destroy() could have been called before we get here, we log it // because it's uncommon, and the code below should handle it LOGW_IF(buffer==0, "mBuffers[%d] is null (mWidth=%d, mHeight=%d)", index, w, h); mBuffers[index].clear(); } const uint32_t effectiveUsage = getEffectiveUsage(usage); if (buffer!=0 && buffer->getStrongCount() == 1) { err = buffer->reallocate(w, h, mFormat, effectiveUsage); } else { // here we have to reallocate a new buffer because we could have a // client in our process with a reference to it (eg: status bar), // and we can't release the handle under its feet. buffer.clear(); buffer = new GraphicBuffer(w, h, mFormat, effectiveUsage); err = buffer->initCheck(); } if (err || buffer->handle == 0) { LOGE_IF(err || buffer->handle == 0, "Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)", this, index, w, h, strerror(-err)); } else { LOGD_IF(DEBUG_RESIZE, "Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d, handle=%p", this, index, w, h, buffer->handle); } if (err == NO_ERROR && buffer->handle != 0) { Mutex::Autolock _l(mLock); if (mWidth && mHeight) { // and we have new buffer mBuffers[index] = buffer; // texture is now dirty... mTextures[index].dirty = true; } else { // oops we got killed while we were allocating the buffer buffer.clear(); } } return buffer; } uint32_t Layer::getEffectiveUsage(uint32_t usage) const { /* * buffers used for software rendering, but h/w composition * are allocated with SW_READ_OFTEN | SW_WRITE_OFTEN | HW_TEXTURE * * buffers used for h/w rendering and h/w composition * are allocated with HW_RENDER | HW_TEXTURE * * buffers used with h/w rendering and either NPOT or no egl_image_ext * are allocated with SW_READ_RARELY | HW_RENDER * */ if (mSecure) { // secure buffer, don't store it into the GPU usage = GraphicBuffer::USAGE_SW_READ_OFTEN | GraphicBuffer::USAGE_SW_WRITE_OFTEN; } else { // it's allowed to modify the usage flags here, but generally // the requested flags should be honored. if (mNoEGLImageForSwBuffers) { if (usage & GraphicBuffer::USAGE_HW_MASK) { // request EGLImage for h/w buffers only usage |= GraphicBuffer::USAGE_HW_TEXTURE; } } else { // request EGLImage for all buffers usage |= GraphicBuffer::USAGE_HW_TEXTURE; } } return usage; } uint32_t Layer::doTransaction(uint32_t flags) { const Layer::State& front(drawingState()); const Layer::State& temp(currentState()); if ((front.requested_w != temp.requested_w) || (front.requested_h != temp.requested_h)) { // the size changed, we need to ask our client to request a new buffer LOGD_IF(DEBUG_RESIZE, "resize (layer=%p), requested (%dx%d), " "drawing (%d,%d), (%dx%d), (%dx%d)", this, int(temp.requested_w), int(temp.requested_h), int(front.requested_w), int(front.requested_h), int(mBuffers[0]->getWidth()), int(mBuffers[0]->getHeight()), int(mBuffers[1]->getWidth()), int(mBuffers[1]->getHeight())); // we're being resized and there is a freeze display request, // acquire a freeze lock, so that the screen stays put // until we've redrawn at the new size; this is to avoid // glitches upon orientation changes. if (mFlinger->hasFreezeRequest()) { // if the surface is hidden, don't try to acquire the // freeze lock, since hidden surfaces may never redraw if (!(front.flags & ISurfaceComposer::eLayerHidden)) { mFreezeLock = mFlinger->getFreezeLock(); } } // this will make sure LayerBase::doTransaction doesn't update // the drawing state's size Layer::State& editDraw(mDrawingState); editDraw.requested_w = temp.requested_w; editDraw.requested_h = temp.requested_h; // record the new size, form this point on, when the client request a // buffer, it'll get the new size. setDrawingSize(temp.requested_w, temp.requested_h); // all buffers need reallocation lcblk->reallocate(); } if (temp.sequence != front.sequence) { if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) { // this surface is now hidden, so it shouldn't hold a freeze lock // (it may never redraw, which is fine if it is hidden) mFreezeLock.clear(); } } return LayerBase::doTransaction(flags); } void Layer::setDrawingSize(uint32_t w, uint32_t h) { Mutex::Autolock _l(mLock); mWidth = w; mHeight = h; } // ---------------------------------------------------------------------------- // pageflip handling... // ---------------------------------------------------------------------------- void Layer::lockPageFlip(bool& recomputeVisibleRegions) { ssize_t buf = lcblk->retireAndLock(); if (buf < NO_ERROR) { //LOGW("nothing to retire (%s)", strerror(-buf)); // NOTE: here the buffer is locked because we will used // for composition later in the loop return; } // we retired a buffer, which becomes the new front buffer mFrontBufferIndex = buf; // get the dirty region sp<GraphicBuffer> newFrontBuffer(getBuffer(buf)); const Region dirty(lcblk->getDirtyRegion(buf)); mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() ); const Layer::State& front(drawingState()); if (newFrontBuffer->getWidth() == front.requested_w && newFrontBuffer->getHeight() == front.requested_h) { if ((front.w != front.requested_w) || (front.h != 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 Layer::State& editDraw(mDrawingState); editDraw.w = editDraw.requested_w; editDraw.h = editDraw.requested_h; // We also need to update the current state so that we don't // end-up doing too much work during the next transaction. // NOTE: We actually don't need hold the transaction lock here // because State::w and State::h are only accessed from // this thread Layer::State& editTemp(currentState()); editTemp.w = editDraw.w; editTemp.h = editDraw.h; // recompute visible region recomputeVisibleRegions = true; } // we now have the correct size, unfreeze the screen mFreezeLock.clear(); } if (lcblk->getQueuedCount()) { // signal an event if we have more buffers waiting mFlinger->signalEvent(); } if (!mPostedDirtyRegion.isEmpty()) { reloadTexture( mPostedDirtyRegion ); } } void Layer::unlockPageFlip( const Transform& planeTransform, Region& outDirtyRegion) { Region dirtyRegion(mPostedDirtyRegion); if (!dirtyRegion.isEmpty()) { mPostedDirtyRegion.clear(); // The dirty region is given in the layer's coordinate space // transform the dirty region by the surface's transformation // and the global transformation. const Layer::State& s(drawingState()); const Transform tr(planeTransform * s.transform); dirtyRegion = tr.transform(dirtyRegion); // At this point, the dirty region is in screen space. // Make sure it's constrained by the visible region (which // is in screen space as well). dirtyRegion.andSelf(visibleRegionScreen); outDirtyRegion.orSelf(dirtyRegion); } } void Layer::finishPageFlip() { status_t err = lcblk->unlock( mFrontBufferIndex ); LOGE_IF(err!=NO_ERROR, "layer %p, buffer=%d wasn't locked!", this, mFrontBufferIndex); } // --------------------------------------------------------------------------- Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger, SurfaceID id, const sp<Layer>& owner) : Surface(flinger, id, owner->getIdentity(), owner) { } Layer::SurfaceLayer::~SurfaceLayer() { } sp<GraphicBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage) { sp<GraphicBuffer> buffer; sp<Layer> owner(getOwner()); if (owner != 0) { LOGE_IF(uint32_t(index)>=NUM_BUFFERS, "getBuffer() index (%d) out of range", index); if (uint32_t(index) < NUM_BUFFERS) { buffer = owner->requestBuffer(index, usage); } } return buffer; } // --------------------------------------------------------------------------- }; // namespace android