/* * 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 <surfaceflinger/Surface.h> #include "clz.h" #include "Layer.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" #define DEBUG_RESIZE 0 namespace android { template <typename T> inline T min(T a, T b) { return a<b ? a : b; } // --------------------------------------------------------------------------- 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 mFreezeLock.clear(); 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()); uint32_t const maxSurfaceDims = min( hw.getMaxTextureSize(), hw.getMaxViewportDims()); // never allow a surface larger than what our underlying GL implementation // can handle. if ((uint32_t(w)>maxSurfaceDims) || (uint32_t(h)>maxSurfaceDims)) { return BAD_VALUE; } 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 (buffer == NULL) { // this situation can happen if we ran out of memory for instance. // not much we can do. continue to use whatever texture was bound // to this context. return; } const int index = mFrontBufferIndex; // create the new texture name if needed if (UNLIKELY(mTextures[index].name == -1U)) { mTextures[index].name = createTexture(); mTextures[index].width = 0; mTextures[index].height = 0; } #ifdef EGL_ANDROID_image_native_buffer if (mFlags & DisplayHardware::DIRECT_TEXTURE) { if (buffer->usage & GraphicBuffer::USAGE_HW_TEXTURE) { if (mTextures[index].dirty) { if (initializeEglImage(buffer, &mTextures[index]) != NO_ERROR) { // not sure what we can do here... mFlags &= ~DisplayHardware::DIRECT_TEXTURE; goto slowpath; } } } else { if (mHybridBuffer==0 || (mHybridBuffer->width != buffer->width || mHybridBuffer->height != buffer->height)) { mHybridBuffer.clear(); mHybridBuffer = new GraphicBuffer( buffer->width, buffer->height, buffer->format, GraphicBuffer::USAGE_SW_WRITE_OFTEN | GraphicBuffer::USAGE_HW_TEXTURE); if (initializeEglImage( mHybridBuffer, &mTextures[0]) != NO_ERROR) { // not sure what we can do here... mFlags &= ~DisplayHardware::DIRECT_TEXTURE; mHybridBuffer.clear(); goto slowpath; } } 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) { Texture* const texture(&mTextures[0]); glBindTexture(GL_TEXTURE_2D, texture->name); sp<GraphicBuffer> buf(mHybridBuffer); void* vaddr; res = buf->lock(GraphicBuffer::USAGE_SW_WRITE_OFTEN, &vaddr); if (res == NO_ERROR) { int bpp = 0; switch (t.format) { case HAL_PIXEL_FORMAT_RGB_565: case HAL_PIXEL_FORMAT_RGBA_4444: bpp = 2; break; case HAL_PIXEL_FORMAT_RGBA_8888: case HAL_PIXEL_FORMAT_RGBX_8888: bpp = 4; break; default: if (isSupportedYuvFormat(t.format)) { // just show the Y plane of YUV buffers bpp = 1; break; } // oops, we don't handle this format! LOGE("layer %p, texture=%d, using format %d, which is not " "supported by the GL", this, texture->name, t.format); } if (bpp) { const Rect bounds(dirty.getBounds()); size_t src_stride = t.stride; size_t dst_stride = buf->stride; if (src_stride == dst_stride && bounds.width() == t.width && bounds.height() == t.height) { memcpy(vaddr, t.data, t.height * t.stride * bpp); } else { GLubyte const * src = t.data + (bounds.left + bounds.top * src_stride) * bpp; GLubyte * dst = (GLubyte *)vaddr + (bounds.left + bounds.top * dst_stride) * bpp; const size_t length = bounds.width() * bpp; size_t h = bounds.height(); src_stride *= bpp; dst_stride *= bpp; while (h--) { memcpy(dst, src, length); dst += dst_stride; src += src_stride; } } } buf->unlock(); } buffer->unlock(); } } } else #endif { slowpath: 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) { 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 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<LayerBase>& layer(drawingLayers[i]); if (layer.get() == static_cast<LayerBase const*>(this)) break; under.orSelf(layer->visibleRegionScreen); } // if not everything below us is covered, we plug the holes! Region holes(clip.subtract(under)); if (!holes.isEmpty()) { clearWithOpenGL(holes); } 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; } // ouch, this really should never happen if (uint32_t(buf)>=NUM_BUFFERS) { LOGE("retireAndLock() buffer index (%d) out of range", buf); mPostedDirtyRegion.clear(); return; } // we retired a buffer, which becomes the new front buffer mFrontBufferIndex = buf; // get the dirty region sp<GraphicBuffer> newFrontBuffer(getBuffer(buf)); if (newFrontBuffer != NULL) { // compute the posted region const Region dirty(lcblk->getDirtyRegion(buf)); mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() ); // update the layer size and release freeze-lock 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(); } } else { // this should not happen unless we ran out of memory while // allocating the buffer. we're hoping that things will get back // to normal the next time the app tries to draw into this buffer. // meanwhile, pretend the screen didn't update. mPostedDirtyRegion.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); } if (visibleRegionScreen.isEmpty()) { // an invisible layer should not hold a freeze-lock // (because it may never be updated and thereore never release it) mFreezeLock.clear(); } } 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