blob: 0b641b731fc14e7e33897fa8fe81ffeb53027a1a [file] [log] [blame]
/*
* Copyright (C) 2017 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.
*/
#pragma once
#include "BufferLayerConsumer.h"
#include "Client.h"
#include "Layer.h"
#include "DisplayHardware/HWComposer.h"
#include "DisplayHardware/HWComposerBufferCache.h"
#include "FrameTracker.h"
#include "LayerVector.h"
#include "MonitoredProducer.h"
#include "RenderEngine/Mesh.h"
#include "RenderEngine/Texture.h"
#include "SurfaceFlinger.h"
#include <gui/ISurfaceComposerClient.h>
#include <gui/LayerState.h>
#include <ui/FrameStats.h>
#include <ui/GraphicBuffer.h>
#include <ui/PixelFormat.h>
#include <ui/Region.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/Timers.h>
#include <stdint.h>
#include <sys/types.h>
#include <list>
namespace android {
class BufferLayer : public Layer {
public:
BufferLayer(SurfaceFlinger* flinger, const sp<Client>& client, const String8& name, uint32_t w,
uint32_t h, uint32_t flags);
~BufferLayer() override;
// -----------------------------------------------------------------------
// Overriden from Layer
// -----------------------------------------------------------------------
public:
// If we have received a new buffer this frame, we will pass its surface
// damage down to hardware composer. Otherwise, we must send a region with
// one empty rect.
void useSurfaceDamage() override;
void useEmptyDamage() override;
// getTypeId - Provide unique string for each class type in the Layer
// hierarchy
const char* getTypeId() const override { return "BufferLayer"; }
bool isOpaque(const Layer::State& s) const override;
// isVisible - true if this layer is visible, false otherwise
bool isVisible() const override;
// isFixedSize - true if content has a fixed size
bool isFixedSize() const override;
// onDraw - draws the surface.
void onDraw(const RenderArea& renderArea, const Region& clip,
bool useIdentityTransform) override;
void drawNow(const RenderArea& renderArea, bool useIdentityTransform);
bool isHdrY410() const override;
void setPerFrameData(const sp<const DisplayDevice>& displayDevice) override;
bool onPreComposition(nsecs_t refreshStartTime) override;
bool onPostComposition(const std::shared_ptr<FenceTime>& glDoneFence,
const std::shared_ptr<FenceTime>& presentFence,
const CompositorTiming& compositorTiming) override;
// latchBuffer - called each time the screen is redrawn and returns whether
// the visible regions need to be recomputed (this is a fairly heavy
// operation, so this should be set only if needed). Typically this is used
// to figure out if the content or size of a surface has changed.
Region latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime) override;
bool isBufferLatched() const override { return mRefreshPending; }
void notifyAvailableFrames() override;
bool hasReadyFrame() const override;
// Returns the current scaling mode, unless mOverrideScalingMode
// is set, in which case, it returns mOverrideScalingMode
uint32_t getEffectiveScalingMode() const override;
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Functions that must be implemented by derived classes
// -----------------------------------------------------------------------
private:
virtual bool fenceHasSignaled() const = 0;
virtual nsecs_t getDesiredPresentTime() = 0;
virtual std::shared_ptr<FenceTime> getCurrentFenceTime() const = 0;
virtual void getDrawingTransformMatrix(float *matrix) = 0;
virtual uint32_t getDrawingTransform() const = 0;
virtual ui::Dataspace getDrawingDataSpace() const = 0;
virtual Rect getDrawingCrop() const = 0;
virtual uint32_t getDrawingScalingMode() const = 0;
virtual Region getDrawingSurfaceDamage() const = 0;
virtual const HdrMetadata& getDrawingHdrMetadata() const = 0;
virtual int getDrawingApi() const = 0;
virtual PixelFormat getPixelFormat() const = 0;
virtual uint64_t getFrameNumber() const = 0;
virtual bool getAutoRefresh() const = 0;
virtual bool getSidebandStreamChanged() const = 0;
virtual std::optional<Region> latchSidebandStream(bool& recomputeVisibleRegions) = 0;
virtual bool hasDrawingBuffer() const = 0;
virtual void setFilteringEnabled(bool enabled) = 0;
virtual status_t bindTextureImage() const = 0;
virtual status_t updateTexImage(bool& recomputeVisibleRegions, nsecs_t latchTime) = 0;
virtual status_t updateActiveBuffer() = 0;
virtual status_t updateFrameNumber(nsecs_t latchTime) = 0;
virtual void setHwcLayerBuffer(const sp<const DisplayDevice>& display) = 0;
// -----------------------------------------------------------------------
public:
// isProtected - true if the layer may contain protected content in the
// GRALLOC_USAGE_PROTECTED sense.
bool isProtected() const;
protected:
// Loads the corresponding system property once per process
static bool latchUnsignaledBuffers();
// Check all of the local sync points to ensure that all transactions
// which need to have been applied prior to the frame which is about to
// be latched have signaled
bool allTransactionsSignaled();
static bool getOpacityForFormat(uint32_t format);
// from GLES
const uint32_t mTextureName;
private:
// needsLinearFiltering - true if this surface's state requires filtering
bool needsFiltering(const RenderArea& renderArea) const;
// drawing
void drawWithOpenGL(const RenderArea& renderArea, bool useIdentityTransform) const;
uint64_t getHeadFrameNumber() const;
uint32_t mCurrentScalingMode;
// main thread.
bool mBufferLatched; // TODO: Use mActiveBuffer?
// The texture used to draw the layer in GLES composition mode
mutable Texture mTexture;
bool mRefreshPending;
};
} // namespace android