/*
* 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 "Colorizer.h"
#include "DisplayDevice.h"
#include "Layer.h"
#include "SurfaceFlinger.h"
#include "SurfaceTextureLayer.h"
#include "DisplayHardware/HWComposer.h"
#include "RenderEngine/RenderEngine.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),
mOpaqueLayer(true),
mTransactionFlags(0),
mQueuedFrames(0),
mCurrentTransform(0),
mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
mCurrentOpacity(true),
mRefreshPending(false),
mFrameLatencyNeeded(false),
mFiltering(false),
mNeedsFiltering(false),
mMesh(Mesh::TRIANGLE_FAN, 4, 2, 2),
mSecure(false),
mProtectedByApp(false),
mHasSurface(false),
mClientRef(client)
{
mCurrentCrop.makeInvalid();
mFlinger->getRenderEngine().genTextures(1, &mTextureName);
mTexture.init(Texture::TEXTURE_EXTERNAL, 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;
nsecs_t displayPeriod =
flinger->getHwComposer().getRefreshPeriod(HWC_DISPLAY_PRIMARY);
mFrameTracker.setDisplayRefreshPeriod(displayPeriod);
}
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
mBufferQueue = new SurfaceTextureLayer(mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(mBufferQueue, mTextureName);
mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mSurfaceFlingerConsumer->setFrameAvailableListener(this);
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);
mFrameTracker.logAndResetStats(mName);
}
// ---------------------------------------------------------------------------
// 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
// ---------------------------------------------------------------------------
const String8& Layer::getName() const {
return mName;
}
status_t Layer::setBuffers( uint32_t w, uint32_t h,
PixelFormat format, uint32_t flags)
{
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<IGraphicBufferProducer> Layer::getBufferQueue() const {
return mBufferQueue;
}
// ---------------------------------------------------------------------------
// 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;
}
static Rect reduce(const Rect& win, const Region& exclude) {
if (CC_LIKELY(exclude.isEmpty())) {
return win;
}
if (exclude.isRect()) {
return win.reduce(exclude.getBounds());
}
return Region(win).subtract(exclude).getBounds();
}
Rect Layer::computeBounds() const {
const Layer::State& s(getDrawingState());
Rect win(s.active.w, s.active.h);
if (!s.active.crop.isEmpty()) {
win.intersect(s.active.crop, &win);
}
// subtract the transparent region and snap to the bounds
return reduce(win, s.activeTransparentRegion);
}
FloatRect Layer::computeCrop(const sp<const DisplayDevice>& hw) const {
// the content crop is the area of the content that gets scaled to the
// layer's size.
FloatRect crop(getContentCrop());
// the active.crop is the area of the window that gets cropped, but not
// scaled in any ways.
const State& s(getDrawingState());
// apply the projection's clipping to the window crop in
// layerstack space, and convert-back to layer space.
// if there are no window scaling involved, this operation will map to full
// pixels in the buffer.
// FIXME: the 3 lines below can produce slightly incorrect clipping when we have
// a viewport clipping and a window transform. we should use floating point to fix this.
Rect activeCrop(s.active.w, s.active.h);
if (!s.active.crop.isEmpty()) {
activeCrop = s.active.crop;
}
activeCrop = s.transform.transform(activeCrop);
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);
// subtract the transparent region and snap to the bounds
activeCrop = reduce(activeCrop, s.activeTransparentRegion);
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 = mCurrentTransform;
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);
// below, crop is intersected with winCrop expressed in crop's coordinate space
float xScale = crop.getWidth() / float(winWidth);
float yScale = crop.getHeight() / float(winHeight);
float insetL = winCrop.left * xScale;
float insetT = winCrop.top * yScale;
float insetR = (winWidth - winCrop.right ) * xScale;
float insetB = (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(getDrawingState());
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);
Transform transform(tr * s.transform * bufferOrientation);
if (mSurfaceFlingerConsumer->getTransformToDisplayInverse()) {
/*
* the code below applies the display's inverse transform to the buffer
*/
uint32_t invTransform = hw->getOrientationTransform();
// calculate the inverse transform
if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V |
NATIVE_WINDOW_TRANSFORM_FLIP_H;
}
// and apply to the current transform
transform = transform * Transform(invTransform);
}
// 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());
RenderEngine& engine(mFlinger->getRenderEngine());
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);
if (mSurfaceFlingerConsumer->getTransformToDisplayInverse()) {
/*
* the code below applies the display's inverse transform to the texture transform
*/
// create a 4x4 transform matrix from the display transform flags
const mat4 flipH(-1,0,0,0, 0,1,0,0, 0,0,1,0, 1,0,0,1);
const mat4 flipV( 1,0,0,0, 0,-1,0,0, 0,0,1,0, 0,1,0,1);
const mat4 rot90( 0,1,0,0, -1,0,0,0, 0,0,1,0, 1,0,0,1);
mat4 tr;
uint32_t transform = hw->getOrientationTransform();
if (transform & NATIVE_WINDOW_TRANSFORM_ROT_90)
tr = tr * rot90;
if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_H)
tr = tr * flipH;
if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_V)
tr = tr * flipV;
// calculate the inverse
tr = inverse(tr);
// and finally apply it to the original texture matrix
const mat4 texTransform(mat4(static_cast<const float*>(textureMatrix)) * tr);
memcpy(textureMatrix, texTransform.asArray(), sizeof(textureMatrix));
}
// Set things up for texturing.
mTexture.setDimensions(mActiveBuffer->getWidth(), mActiveBuffer->getHeight());
mTexture.setFiltering(useFiltering);
mTexture.setMatrix(textureMatrix);
engine.setupLayerTexturing(mTexture);
} else {
engine.setupLayerBlackedOut();
}
drawWithOpenGL(hw, clip);
engine.disableTexturing();
}
void Layer::clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
float red, float green, float blue, float alpha) const
{
RenderEngine& engine(mFlinger->getRenderEngine());
computeGeometry(hw, mMesh);
engine.setupFillWithColor(red, green, blue, alpha);
engine.drawMesh(mMesh);
}
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(getDrawingState());
computeGeometry(hw, mMesh);
/*
* 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 whether 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());
float left = float(win.left) / float(s.active.w);
float top = float(win.top) / float(s.active.h);
float right = float(win.right) / float(s.active.w);
float bottom = float(win.bottom) / float(s.active.h);
// TODO: we probably want to generate the texture coords with the mesh
// here we assume that we only have 4 vertices
Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(left, 1.0f - top);
texCoords[1] = vec2(left, 1.0f - bottom);
texCoords[2] = vec2(right, 1.0f - bottom);
texCoords[3] = vec2(right, 1.0f - top);
RenderEngine& engine(mFlinger->getRenderEngine());
engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(), s.alpha);
engine.drawMesh(mMesh);
engine.disableBlending();
}
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;
}
switch (format) {
case HAL_PIXEL_FORMAT_RGBA_8888:
case HAL_PIXEL_FORMAT_BGRA_8888:
case HAL_PIXEL_FORMAT_sRGB_A_8888:
return false;
}
// in all other case, we have no blending (also for unknown formats)
return true;
}
// ----------------------------------------------------------------------------
// local state
// ----------------------------------------------------------------------------
void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const
{
const Layer::State& s(getDrawingState());
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);
}
// subtract the transparent region and snap to the bounds
win = reduce(win, s.activeTransparentRegion);
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = tr.transform(win.left, win.top);
position[1] = tr.transform(win.left, win.bottom);
position[2] = tr.transform(win.right, win.bottom);
position[3] = tr.transform(win.right, win.top);
for (size_t i=0 ; i<4 ; i++) {
position[i].y = hw_h - position[i].y;
}
}
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& s(getDrawingState());
const Layer::State& c(getCurrentState());
const bool sizeChanged = (c.requested.w != s.requested.w) ||
(c.requested.h != s.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, getName().string(), mCurrentTransform, mCurrentScalingMode,
c.active.w, c.active.h,
c.active.crop.left,
c.active.crop.top,
c.active.crop.right,
c.active.crop.bottom,
c.active.crop.getWidth(),
c.active.crop.getHeight(),
c.requested.w, c.requested.h,
c.requested.crop.left,
c.requested.crop.top,
c.requested.crop.right,
c.requested.crop.bottom,
c.requested.crop.getWidth(),
c.requested.crop.getHeight(),
s.active.w, s.active.h,
s.active.crop.left,
s.active.crop.top,
s.active.crop.right,
s.active.crop.bottom,
s.active.crop.getWidth(),
s.active.crop.getHeight(),
s.requested.w, s.requested.h,
s.requested.crop.left,
s.requested.crop.top,
s.requested.crop.right,
s.requested.crop.bottom,
s.requested.crop.getWidth(),
s.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(
c.requested.w, c.requested.h);
}
if (!isFixedSize()) {
const bool resizePending = (c.requested.w != c.active.w) ||
(c.requested.h != c.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& editCurrentState(getCurrentState());
editCurrentState.active = c.requested;
}
if (s.active != c.active) {
// invalidate and recompute the visible regions if needed
flags |= Layer::eVisibleRegion;
}
if (c.sequence != s.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 = c.transform.getType();
mNeedsFiltering = (!c.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;
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 IGraphicBufferConsumer::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
//ALOGD("rejecting buffer: bufWidth=%d, bufHeight=%d, front.active.{w=%d, h=%d}",
// bufWidth, bufHeight, front.active.w, front.active.h);
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, getCurrentState(), recomputeVisibleRegions);
status_t updateResult = mSurfaceFlingerConsumer->updateTexImage(&r);
if (updateResult == BufferQueue::PRESENT_LATER) {
// Producer doesn't want buffer to be displayed yet. Signal a
// layer update so we check again at the next opportunity.
mFlinger->signalLayerUpdate();
return outDirtyRegion;
}
// Decrement the queued-frames count. Signal another event if we
// have more frames pending.
if (android_atomic_dec(&mQueuedFrames) > 1) {
mFlinger->signalLayerUpdate();
}
if (updateResult != 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;
}
// FIXME: postedRegion should be dirty & bounds
const Layer::State& s(getDrawingState());
Region dirtyRegion(Rect(s.active.w, s.active.h));
// transform the dirty region to window-manager space
outDirtyRegion = (s.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, Colorizer& colorizer) const
{
const Layer::State& s(getDrawingState());
colorizer.colorize(result, Colorizer::GREEN);
result.appendFormat(
"+ %s %p (%s)\n",
getTypeId(), this, getName().string());
colorizer.reset(result);
s.activeTransparentRegion.dump(result, "transparentRegion");
visibleRegion.dump(result, "visibleRegion");
sp<Client> client(mClientRef.promote());
result.appendFormat( " "
"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());
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;
}
result.appendFormat(
" "
"format=%2d, activeBuffer=[%4ux%4u:%4u,%3X],"
" queued-frames=%d, mRefreshPending=%d\n",
mFormat, w0, h0, s0,f0,
mQueuedFrames, mRefreshPending);
if (mSurfaceFlingerConsumer != 0) {
mSurfaceFlingerConsumer->dump(result, " ");
}
}
void Layer::dumpStats(String8& result) const {
mFrameTracker.dump(result);
}
void Layer::clearStats() {
mFrameTracker.clear();
}
void Layer::logFrameStats() {
mFrameTracker.logAndResetStats(mName);
}
// ---------------------------------------------------------------------------
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
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif
#if defined(__gl2_h_)
#error "don't include gl2/gl2.h in this file"
#endif