/* * 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. */ #ifndef SCREENRECORD_OVERLAY_H #define SCREENRECORD_OVERLAY_H #include "Program.h" #include "TextRenderer.h" #include "EglWindow.h" #include <gui/BufferQueue.h> #include <gui/GLConsumer.h> #include <utils/Thread.h> #include <EGL/egl.h> namespace android { /* * Overlay "filter". This sits between the virtual display and the video * encoder. * * Most functions run on a thread created by start(). */ class Overlay : public GLConsumer::FrameAvailableListener, Thread { public: Overlay() : Thread(false), mThreadResult(UNKNOWN_ERROR), mState(UNINITIALIZED), mFrameAvailable(false), mExtTextureName(0), mStartMonotonicNsecs(0), mStartRealtimeNsecs(0), mLastFrameNumber(-1), mTotalDroppedFrames(0) {} // Creates a thread that performs the overlay. Pass in the surface that // output will be sent to. // // This creates a dedicated thread for processing frames. // // Returns a reference to the producer side of a new BufferQueue that will // be used by the virtual display. status_t start(const sp<IGraphicBufferProducer>& outputSurface, sp<IGraphicBufferProducer>* pBufferProducer); // Stops the thread and releases resources. It's okay to call this even // if start() was never called. status_t stop(); // This creates an EGL context and window surface, draws some informative // text on it, swaps the buffer, and then tears the whole thing down. static status_t drawInfoPage(const sp<IGraphicBufferProducer>& outputSurface); private: Overlay(const Overlay&); Overlay& operator=(const Overlay&); // Destruction via RefBase. virtual ~Overlay() { assert(mState == UNINITIALIZED || mState == STOPPED); } // Draw the initial info screen. static void doDrawInfoPage(const EglWindow& window, const Program& texRender, TextRenderer& textRenderer); // (overrides GLConsumer::FrameAvailableListener method) virtual void onFrameAvailable(const BufferItem& item); // (overrides Thread method) virtual bool threadLoop(); // One-time setup (essentially object construction on the overlay thread). status_t setup_l(); // Release all resources held. void release_l(); // Release EGL display, context, surface. void eglRelease_l(); // Process a frame received from the virtual display. void processFrame_l(); // Convert a monotonic time stamp into a string with the current time. void getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen); // Guards all fields below. Mutex mMutex; // Initialization gate. Condition mStartCond; // Thread status, mostly useful during startup. status_t mThreadResult; // Overlay thread state. States advance from left to right; object may // not be restarted. enum { UNINITIALIZED, INIT, RUNNING, STOPPING, STOPPED } mState; // Event notification. Overlay thread sleeps on this until a frame // arrives or it's time to shut down. Condition mEventCond; // Set by the FrameAvailableListener callback. bool mFrameAvailable; // The surface we send our output to, i.e. the video encoder's input // surface. sp<IGraphicBufferProducer> mOutputSurface; // Producer side of queue, passed into the virtual display. // The consumer end feeds into our GLConsumer. sp<IGraphicBufferProducer> mProducer; // This receives frames from the virtual display and makes them available // as an external texture. sp<GLConsumer> mGlConsumer; // EGL display / context / surface. EglWindow mEglWindow; // GL rendering support. Program mExtTexProgram; Program mTexProgram; // Text rendering. TextRenderer mTextRenderer; // External texture, updated by GLConsumer. GLuint mExtTextureName; // Start time, used to map monotonic to wall-clock time. nsecs_t mStartMonotonicNsecs; nsecs_t mStartRealtimeNsecs; // Used for tracking dropped frames. nsecs_t mLastFrameNumber; size_t mTotalDroppedFrames; static const char* kPropertyNames[]; }; }; // namespace android #endif /*SCREENRECORD_OVERLAY_H*/