/* * Copyright (C) 2016 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 "EvsGlDisplay.h" #include <ui/GraphicBufferAllocator.h> #include <ui/GraphicBufferMapper.h> namespace android { namespace hardware { namespace automotive { namespace evs { namespace V1_0 { namespace implementation { EvsGlDisplay::EvsGlDisplay() { ALOGD("EvsGlDisplay instantiated"); // Set up our self description // NOTE: These are arbitrary values chosen for testing mInfo.displayId = "Mock Display"; mInfo.vendorFlags = 3870; } EvsGlDisplay::~EvsGlDisplay() { ALOGD("EvsGlDisplay being destroyed"); forceShutdown(); } /** * This gets called if another caller "steals" ownership of the display */ void EvsGlDisplay::forceShutdown() { ALOGD("EvsGlDisplay forceShutdown"); std::lock_guard<std::mutex> lock(mAccessLock); // If the buffer isn't being held by a remote client, release it now as an // optimization to release the resources more quickly than the destructor might // get called. if (mBuffer.memHandle) { // Report if we're going away while a buffer is outstanding if (mFrameBusy) { ALOGE("EvsGlDisplay going down while client is holding a buffer"); } // Drop the graphics buffer we've been using GraphicBufferAllocator& alloc(GraphicBufferAllocator::get()); alloc.free(mBuffer.memHandle); mBuffer.memHandle = nullptr; mGlWrapper.shutdown(); } // Put this object into an unrecoverable error state since somebody else // is going to own the display now. mRequestedState = DisplayState::DEAD; } /** * Returns basic information about the EVS display provided by the system. * See the description of the DisplayDesc structure for details. */ Return<void> EvsGlDisplay::getDisplayInfo(getDisplayInfo_cb _hidl_cb) { ALOGD("getDisplayInfo"); // Send back our self description _hidl_cb(mInfo); return Void(); } /** * Clients may set the display state to express their desired state. * The HAL implementation must gracefully accept a request for any state * while in any other state, although the response may be to ignore the request. * The display is defined to start in the NOT_VISIBLE state upon initialization. * The client is then expected to request the VISIBLE_ON_NEXT_FRAME state, and * then begin providing video. When the display is no longer required, the client * is expected to request the NOT_VISIBLE state after passing the last video frame. */ Return<EvsResult> EvsGlDisplay::setDisplayState(DisplayState state) { ALOGD("setDisplayState"); std::lock_guard<std::mutex> lock(mAccessLock); if (mRequestedState == DisplayState::DEAD) { // This object no longer owns the display -- it's been superceeded! return EvsResult::OWNERSHIP_LOST; } // Ensure we recognize the requested state so we don't go off the rails if (state >= DisplayState::NUM_STATES) { return EvsResult::INVALID_ARG; } switch (state) { case DisplayState::NOT_VISIBLE: mGlWrapper.hideWindow(); break; case DisplayState::VISIBLE: mGlWrapper.showWindow(); break; default: break; } // Record the requested state mRequestedState = state; return EvsResult::OK; } /** * The HAL implementation should report the actual current state, which might * transiently differ from the most recently requested state. Note, however, that * the logic responsible for changing display states should generally live above * the device layer, making it undesirable for the HAL implementation to * spontaneously change display states. */ Return<DisplayState> EvsGlDisplay::getDisplayState() { ALOGD("getDisplayState"); std::lock_guard<std::mutex> lock(mAccessLock); return mRequestedState; } /** * This call returns a handle to a frame buffer associated with the display. * This buffer may be locked and written to by software and/or GL. This buffer * must be returned via a call to returnTargetBufferForDisplay() even if the * display is no longer visible. */ Return<void> EvsGlDisplay::getTargetBuffer(getTargetBuffer_cb _hidl_cb) { ALOGV("getTargetBuffer"); std::lock_guard<std::mutex> lock(mAccessLock); if (mRequestedState == DisplayState::DEAD) { ALOGE("Rejecting buffer request from object that lost ownership of the display."); BufferDesc nullBuff = {}; _hidl_cb(nullBuff); return Void(); } // If we don't already have a buffer, allocate one now if (!mBuffer.memHandle) { // Initialize our display window // NOTE: This will cause the display to become "VISIBLE" before a frame is actually // returned, which is contrary to the spec and will likely result in a black frame being // (briefly) shown. if (!mGlWrapper.initialize()) { // Report the failure ALOGE("Failed to initialize GL display"); BufferDesc nullBuff = {}; _hidl_cb(nullBuff); return Void(); } // Assemble the buffer description we'll use for our render target mBuffer.width = mGlWrapper.getWidth(); mBuffer.height = mGlWrapper.getHeight(); mBuffer.format = HAL_PIXEL_FORMAT_RGBA_8888; mBuffer.usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER; mBuffer.bufferId = 0x3870; // Arbitrary magic number for self recognition mBuffer.pixelSize = 4; // Allocate the buffer that will hold our displayable image buffer_handle_t handle = nullptr; GraphicBufferAllocator& alloc(GraphicBufferAllocator::get()); status_t result = alloc.allocate(mBuffer.width, mBuffer.height, mBuffer.format, 1, mBuffer.usage, &handle, &mBuffer.stride, 0, "EvsGlDisplay"); if (result != NO_ERROR) { ALOGE("Error %d allocating %d x %d graphics buffer", result, mBuffer.width, mBuffer.height); BufferDesc nullBuff = {}; _hidl_cb(nullBuff); mGlWrapper.shutdown(); return Void(); } if (!handle) { ALOGE("We didn't get a buffer handle back from the allocator"); BufferDesc nullBuff = {}; _hidl_cb(nullBuff); mGlWrapper.shutdown(); return Void(); } mBuffer.memHandle = handle; ALOGD("Allocated new buffer %p with stride %u", mBuffer.memHandle.getNativeHandle(), mBuffer.stride); mFrameBusy = false; } // Do we have a frame available? if (mFrameBusy) { // This means either we have a 2nd client trying to compete for buffers // (an unsupported mode of operation) or else the client hasn't returned // a previously issued buffer yet (they're behaving badly). // NOTE: We have to make the callback even if we have nothing to provide ALOGE("getTargetBuffer called while no buffers available."); BufferDesc nullBuff = {}; _hidl_cb(nullBuff); return Void(); } else { // Mark our buffer as busy mFrameBusy = true; // Send the buffer to the client ALOGV("Providing display buffer handle %p as id %d", mBuffer.memHandle.getNativeHandle(), mBuffer.bufferId); _hidl_cb(mBuffer); return Void(); } } /** * This call tells the display that the buffer is ready for display. * The buffer is no longer valid for use by the client after this call. */ Return<EvsResult> EvsGlDisplay::returnTargetBufferForDisplay(const BufferDesc& buffer) { ALOGV("returnTargetBufferForDisplay %p", buffer.memHandle.getNativeHandle()); std::lock_guard<std::mutex> lock(mAccessLock); // Nobody should call us with a null handle if (!buffer.memHandle.getNativeHandle()) { ALOGE ("returnTargetBufferForDisplay called without a valid buffer handle.\n"); return EvsResult::INVALID_ARG; } if (buffer.bufferId != mBuffer.bufferId) { ALOGE ("Got an unrecognized frame returned.\n"); return EvsResult::INVALID_ARG; } if (!mFrameBusy) { ALOGE ("A frame was returned with no outstanding frames.\n"); return EvsResult::BUFFER_NOT_AVAILABLE; } mFrameBusy = false; // If we've been displaced by another owner of the display, then we can't do anything else if (mRequestedState == DisplayState::DEAD) { return EvsResult::OWNERSHIP_LOST; } // If we were waiting for a new frame, this is it! if (mRequestedState == DisplayState::VISIBLE_ON_NEXT_FRAME) { mRequestedState = DisplayState::VISIBLE; mGlWrapper.showWindow(); } // Validate we're in an expected state if (mRequestedState != DisplayState::VISIBLE) { // Not sure why a client would send frames back when we're not visible. ALOGW ("Got a frame returned while not visible - ignoring.\n"); } else { // Update the texture contents with the provided data // TODO: Why doesn't it work to pass in the buffer handle we got from HIDL? // if (!mGlWrapper.updateImageTexture(buffer)) { if (!mGlWrapper.updateImageTexture(mBuffer)) { return EvsResult::UNDERLYING_SERVICE_ERROR; } // Put the image on the screen mGlWrapper.renderImageToScreen(); } return EvsResult::OK; } } // namespace implementation } // namespace V1_0 } // namespace evs } // namespace automotive } // namespace hardware } // namespace android