update surfaceflinger, libui and libagl to the new gralloc api
- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually. - factor all the lock/unlock code in SurfaceBuffer. - fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers(). - improved the situation with the dirty-region and fixed a problem that caused GL apps to not update. - make use of LightRefBase() where needed, instead of duplicating its implementation - add LightRefBase::getStrongCount() - renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp - disabled copybits test, since it clashes with the new gralloc api - Camera/Video will be fixed later when we rework the overlay apis
This commit is contained in:
214
libs/ui/FramebufferNativeWindow.cpp
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214
libs/ui/FramebufferNativeWindow.cpp
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/*
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**
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** Copyright 2007 The Android Open Source Project
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**
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** Licensed under the Apache License Version 2.0(the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing software
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** distributed under the License is distributed on an "AS IS" BASIS
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#define LOG_TAG "FramebufferNativeWindow"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <errno.h>
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#include <cutils/log.h>
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#include <cutils/atomic.h>
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#include <utils/threads.h>
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#include <ui/SurfaceComposerClient.h>
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#include <ui/Rect.h>
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#include <ui/FramebufferNativeWindow.h>
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#include <EGL/egl.h>
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#include <pixelflinger/format.h>
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#include <pixelflinger/pixelflinger.h>
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#include <hardware/hardware.h>
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#include <hardware/gralloc.h>
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// ----------------------------------------------------------------------------
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namespace android {
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// ----------------------------------------------------------------------------
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/*
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* This implements the (main) framebuffer management. This class is used
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* mostly by SurfaceFlinger, but also by command line GL application.
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*
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* In fact this is an implementation of android_native_window_t on top of
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* the framebuffer.
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*
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* Currently it is pretty simple, it manages only two buffers (the front and
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* back buffer).
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*
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*/
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FramebufferNativeWindow::FramebufferNativeWindow()
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: BASE(), fbDev(0), grDev(0)
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{
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hw_module_t const* module;
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if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) {
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int stride;
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framebuffer_open(module, &fbDev);
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gralloc_open(module, &grDev);
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int err;
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// initialize the buffer FIFO
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mNumBuffers = 2;
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mNumFreeBuffers = 2;
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mBufferHead = mNumBuffers-1;
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buffers[0] = new NativeBuffer(
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fbDev->width, fbDev->height, fbDev->format, GRALLOC_USAGE_HW_FB);
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buffers[1] = new NativeBuffer(
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fbDev->width, fbDev->height, fbDev->format, GRALLOC_USAGE_HW_FB);
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err = grDev->alloc(grDev,
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fbDev->width, fbDev->height, fbDev->format,
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GRALLOC_USAGE_HW_FB, &buffers[0]->handle, &buffers[0]->stride);
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LOGE_IF(err, "fb buffer 0 allocation failed w=%d, h=%d, err=%s",
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fbDev->width, fbDev->height, strerror(-err));
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err = grDev->alloc(grDev,
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fbDev->width, fbDev->height, fbDev->format,
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GRALLOC_USAGE_HW_FB, &buffers[1]->handle, &buffers[1]->stride);
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LOGE_IF(err, "fb buffer 1 allocation failed w=%d, h=%d, err=%s",
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fbDev->width, fbDev->height, strerror(-err));
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}
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uint32_t flags = fbDev->flags & SURFACE_FLAG_MAPPED;
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/*
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* FIXME: SURFACE_FLAG_PRESERVE_CONTENT
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* how to implement this, there is no concept of preserve content in
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* the framebuffer, which just "posts" buffer.
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*
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* It looks like what we need is a way to know if the posted buffer can
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* be reused. But if so, why allocating 2 buffers?...
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*
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* should the lock/unlock calls take care of the copy-back?
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*
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*
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* In the end, the client wants to know if the backbuffer is preserved
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* though... it's complicated.
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*
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*/
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//flags |= SURFACE_FLAG_PRESERVE_CONTENT;
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const_cast<uint32_t&>(android_native_window_t::flags) = flags;
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const_cast<float&>(android_native_window_t::xdpi) = fbDev->xdpi;
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const_cast<float&>(android_native_window_t::ydpi) = fbDev->ydpi;
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const_cast<int&>(android_native_window_t::minSwapInterval) =
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fbDev->minSwapInterval;
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const_cast<int&>(android_native_window_t::maxSwapInterval) =
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fbDev->maxSwapInterval;
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android_native_window_t::setSwapInterval = setSwapInterval;
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android_native_window_t::dequeueBuffer = dequeueBuffer;
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android_native_window_t::lockBuffer = lockBuffer;
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android_native_window_t::queueBuffer = queueBuffer;
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}
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FramebufferNativeWindow::~FramebufferNativeWindow() {
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grDev->free(grDev, buffers[0]->handle);
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grDev->free(grDev, buffers[1]->handle);
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gralloc_close(grDev);
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framebuffer_close(fbDev);
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}
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void FramebufferNativeWindow::connect(android_native_window_t* window)
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{
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}
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void FramebufferNativeWindow::disconnect(android_native_window_t* window)
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{
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}
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int FramebufferNativeWindow::setSwapInterval(
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android_native_window_t* window, int interval)
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{
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framebuffer_device_t* fb = getSelf(window)->fbDev;
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return fb->setSwapInterval(fb, interval);
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}
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void FramebufferNativeWindow::setSwapRectangle(const Rect& dirty)
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{
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Mutex::Autolock _l(mutex);
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mDirty = dirty;
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}
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int FramebufferNativeWindow::dequeueBuffer(android_native_window_t* window,
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android_native_buffer_t** buffer)
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{
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FramebufferNativeWindow* self = getSelf(window);
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Mutex::Autolock _l(self->mutex);
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framebuffer_device_t* fb = self->fbDev;
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// wait for a free buffer
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while (!self->mNumFreeBuffers) {
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self->mCondition.wait(self->mutex);
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}
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// get this buffer
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self->mNumFreeBuffers--;
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int index = self->mBufferHead++;
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if (self->mBufferHead >= self->mNumBuffers)
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self->mBufferHead = 0;
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*buffer = self->buffers[index].get();
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return 0;
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}
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int FramebufferNativeWindow::lockBuffer(android_native_window_t* window,
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android_native_buffer_t* buffer)
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{
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FramebufferNativeWindow* self = getSelf(window);
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Mutex::Autolock _l(self->mutex);
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// wait that the buffer we're locking is not front anymore
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while (self->front == buffer) {
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self->mCondition.wait(self->mutex);
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}
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return NO_ERROR;
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}
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int FramebufferNativeWindow::queueBuffer(android_native_window_t* window,
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android_native_buffer_t* buffer)
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{
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FramebufferNativeWindow* self = getSelf(window);
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Mutex::Autolock _l(self->mutex);
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framebuffer_device_t* fb = self->fbDev;
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buffer_handle_t handle = static_cast<NativeBuffer*>(buffer)->handle;
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int res = fb->post(fb, handle);
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self->front = static_cast<NativeBuffer*>(buffer);
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self->mNumFreeBuffers++;
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self->mCondition.broadcast();
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return res;
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}
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// ----------------------------------------------------------------------------
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}; // namespace android
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// ----------------------------------------------------------------------------
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EGLNativeWindowType android_createDisplaySurface(void)
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{
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return new android::FramebufferNativeWindow();
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}
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