Files
frameworks_base/libs/input/SpriteController.cpp
Prabir Pradhan fef0c61c9c SpriteController: Reparent pointer surfaces under DisplayContent
When using MediaProjection to mirror a display, only surfaces that are
inside the mirrored DisplayContent's hierarcy show up in the mirror
surface. Previously, since pointer icons created by SpriteController
were not part of SF's hierarcy under the DisplayContent's
SurfaceControl, they did not show up in the mirror surface.

In this CL, we reparent pointer sprite surfaces to the the
DisplayContent's SurfaceControl whenever there are surface changes,
ensuring that they show up in screen recordings.

Bug: 202258016
Test: manual: Start screen recording from quick settings tile
Change-Id: Ib404ed36bd13b0fc8cc4a6fb593dc54b3e35dd1a
2021-11-11 19:58:14 +00:00

455 lines
16 KiB
C++

/*
* Copyright (C) 2011 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 LOG_TAG "Sprites"
//#define LOG_NDEBUG 0
#include "SpriteController.h"
#include <log/log.h>
#include <utils/String8.h>
#include <gui/Surface.h>
namespace android {
// --- SpriteController ---
SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer,
ParentSurfaceProvider parentSurfaceProvider)
: mLooper(looper),
mOverlayLayer(overlayLayer),
mParentSurfaceProvider(std::move(parentSurfaceProvider)) {
mHandler = new WeakMessageHandler(this);
mLocked.transactionNestingCount = 0;
mLocked.deferredSpriteUpdate = false;
}
SpriteController::~SpriteController() {
mLooper->removeMessages(mHandler);
if (mSurfaceComposerClient != NULL) {
mSurfaceComposerClient->dispose();
mSurfaceComposerClient.clear();
}
}
sp<Sprite> SpriteController::createSprite() {
return new SpriteImpl(this);
}
void SpriteController::openTransaction() {
AutoMutex _l(mLock);
mLocked.transactionNestingCount += 1;
}
void SpriteController::closeTransaction() {
AutoMutex _l(mLock);
LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
"Sprite closeTransaction() called but there is no open sprite transaction");
mLocked.transactionNestingCount -= 1;
if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
mLocked.deferredSpriteUpdate = false;
mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
}
}
void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
mLocked.invalidatedSprites.push(sprite);
if (wasEmpty) {
if (mLocked.transactionNestingCount != 0) {
mLocked.deferredSpriteUpdate = true;
} else {
mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
}
}
}
void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
mLocked.disposedSurfaces.push(surfaceControl);
if (wasEmpty) {
mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
}
}
void SpriteController::handleMessage(const Message& message) {
switch (message.what) {
case MSG_UPDATE_SPRITES:
doUpdateSprites();
break;
case MSG_DISPOSE_SURFACES:
doDisposeSurfaces();
break;
}
}
void SpriteController::doUpdateSprites() {
// Collect information about sprite updates.
// Each sprite update record includes a reference to its associated sprite so we can
// be certain the sprites will not be deleted while this function runs. Sprites
// may invalidate themselves again during this time but we will handle those changes
// in the next iteration.
Vector<SpriteUpdate> updates;
size_t numSprites;
{ // acquire lock
AutoMutex _l(mLock);
numSprites = mLocked.invalidatedSprites.size();
for (size_t i = 0; i < numSprites; i++) {
const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
sprite->resetDirtyLocked();
}
mLocked.invalidatedSprites.clear();
} // release lock
// Create missing surfaces.
bool surfaceChanged = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
update.state.surfaceWidth = update.state.icon.width();
update.state.surfaceHeight = update.state.icon.height();
update.state.surfaceDrawn = false;
update.state.surfaceVisible = false;
update.state.surfaceControl = obtainSurface(
update.state.surfaceWidth, update.state.surfaceHeight);
if (update.state.surfaceControl != NULL) {
update.surfaceChanged = surfaceChanged = true;
}
}
}
// Resize and/or reparent sprites if needed.
SurfaceComposerClient::Transaction t;
bool needApplyTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl == nullptr) {
continue;
}
if (update.state.wantSurfaceVisible()) {
int32_t desiredWidth = update.state.icon.width();
int32_t desiredHeight = update.state.icon.height();
if (update.state.surfaceWidth < desiredWidth
|| update.state.surfaceHeight < desiredHeight) {
needApplyTransaction = true;
update.state.surfaceControl->updateDefaultBufferSize(desiredWidth, desiredHeight);
update.state.surfaceWidth = desiredWidth;
update.state.surfaceHeight = desiredHeight;
update.state.surfaceDrawn = false;
update.surfaceChanged = surfaceChanged = true;
if (update.state.surfaceVisible) {
t.hide(update.state.surfaceControl);
update.state.surfaceVisible = false;
}
}
}
// If surface is a new one, we have to set right layer stack.
if (update.surfaceChanged || update.state.dirty & DIRTY_DISPLAY_ID) {
t.reparent(update.state.surfaceControl, mParentSurfaceProvider(update.state.displayId));
needApplyTransaction = true;
}
}
if (needApplyTransaction) {
t.apply();
}
// Redraw sprites if needed.
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
update.state.surfaceDrawn = false;
update.surfaceChanged = surfaceChanged = true;
}
if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
&& update.state.wantSurfaceVisible()) {
sp<Surface> surface = update.state.surfaceControl->getSurface();
if (update.state.icon.draw(surface)) {
update.state.surfaceDrawn = true;
update.surfaceChanged = surfaceChanged = true;
}
}
}
needApplyTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
&& update.state.surfaceDrawn;
bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
|| (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
| DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
| DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID
| DIRTY_ICON_STYLE))))) {
needApplyTransaction = true;
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
t.setAlpha(update.state.surfaceControl,
update.state.alpha);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & (DIRTY_POSITION
| DIRTY_HOTSPOT)))) {
t.setPosition(
update.state.surfaceControl,
update.state.positionX - update.state.icon.hotSpotX,
update.state.positionY - update.state.icon.hotSpotY);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible
|| (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
t.setMatrix(
update.state.surfaceControl,
update.state.transformationMatrix.dsdx,
update.state.transformationMatrix.dtdx,
update.state.transformationMatrix.dsdy,
update.state.transformationMatrix.dtdy);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible
|| (update.state.dirty & (DIRTY_HOTSPOT | DIRTY_ICON_STYLE)))) {
Parcel p;
p.writeInt32(update.state.icon.style);
p.writeFloat(update.state.icon.hotSpotX);
p.writeFloat(update.state.icon.hotSpotY);
// Pass cursor metadata in the sprite surface so that when Android is running as a
// client OS (e.g. ARC++) the host OS can get the requested cursor metadata and
// update mouse cursor in the host OS.
t.setMetadata(
update.state.surfaceControl, METADATA_MOUSE_CURSOR, p);
}
int32_t surfaceLayer = mOverlayLayer + update.state.layer;
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
t.setLayer(update.state.surfaceControl, surfaceLayer);
}
if (becomingVisible) {
t.show(update.state.surfaceControl);
update.state.surfaceVisible = true;
update.surfaceChanged = surfaceChanged = true;
} else if (becomingHidden) {
t.hide(update.state.surfaceControl);
update.state.surfaceVisible = false;
update.surfaceChanged = surfaceChanged = true;
}
}
}
if (needApplyTransaction) {
status_t status = t.apply();
if (status) {
ALOGE("Error applying Surface transaction");
}
}
// If any surfaces were changed, write back the new surface properties to the sprites.
if (surfaceChanged) { // acquire lock
AutoMutex _l(mLock);
for (size_t i = 0; i < numSprites; i++) {
const SpriteUpdate& update = updates.itemAt(i);
if (update.surfaceChanged) {
update.sprite->setSurfaceLocked(update.state.surfaceControl,
update.state.surfaceWidth, update.state.surfaceHeight,
update.state.surfaceDrawn, update.state.surfaceVisible);
}
}
} // release lock
// Clear the sprite update vector outside the lock. It is very important that
// we do not clear sprite references inside the lock since we could be releasing
// the last remaining reference to the sprite here which would result in the
// sprite being deleted and the lock being reacquired by the sprite destructor
// while already held.
updates.clear();
}
void SpriteController::doDisposeSurfaces() {
// Collect disposed surfaces.
Vector<sp<SurfaceControl> > disposedSurfaces;
{ // acquire lock
AutoMutex _l(mLock);
disposedSurfaces = mLocked.disposedSurfaces;
mLocked.disposedSurfaces.clear();
} // release lock
// Release the last reference to each surface outside of the lock.
// We don't want the surfaces to be deleted while we are holding our lock.
disposedSurfaces.clear();
}
void SpriteController::ensureSurfaceComposerClient() {
if (mSurfaceComposerClient == NULL) {
mSurfaceComposerClient = new SurfaceComposerClient();
}
}
sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
ensureSurfaceComposerClient();
sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
ISurfaceComposerClient::eHidden |
ISurfaceComposerClient::eCursorWindow);
if (surfaceControl == NULL || !surfaceControl->isValid()) {
ALOGE("Error creating sprite surface.");
return NULL;
}
return surfaceControl;
}
// --- SpriteController::SpriteImpl ---
SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
mController(controller) {
}
SpriteController::SpriteImpl::~SpriteImpl() {
AutoMutex _m(mController->mLock);
// Let the controller take care of deleting the last reference to sprite
// surfaces so that we do not block the caller on an IPC here.
if (mLocked.state.surfaceControl != NULL) {
mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
mLocked.state.surfaceControl.clear();
}
}
void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
AutoMutex _l(mController->mLock);
uint32_t dirty;
if (icon.isValid()) {
mLocked.state.icon.bitmap = icon.bitmap.copy(ANDROID_BITMAP_FORMAT_RGBA_8888);
if (!mLocked.state.icon.isValid()
|| mLocked.state.icon.hotSpotX != icon.hotSpotX
|| mLocked.state.icon.hotSpotY != icon.hotSpotY) {
mLocked.state.icon.hotSpotX = icon.hotSpotX;
mLocked.state.icon.hotSpotY = icon.hotSpotY;
dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
} else {
dirty = DIRTY_BITMAP;
}
if (mLocked.state.icon.style != icon.style) {
mLocked.state.icon.style = icon.style;
dirty |= DIRTY_ICON_STYLE;
}
} else if (mLocked.state.icon.isValid()) {
mLocked.state.icon.bitmap.reset();
dirty = DIRTY_BITMAP | DIRTY_HOTSPOT | DIRTY_ICON_STYLE;
} else {
return; // setting to invalid icon and already invalid so nothing to do
}
invalidateLocked(dirty);
}
void SpriteController::SpriteImpl::setVisible(bool visible) {
AutoMutex _l(mController->mLock);
if (mLocked.state.visible != visible) {
mLocked.state.visible = visible;
invalidateLocked(DIRTY_VISIBILITY);
}
}
void SpriteController::SpriteImpl::setPosition(float x, float y) {
AutoMutex _l(mController->mLock);
if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
mLocked.state.positionX = x;
mLocked.state.positionY = y;
invalidateLocked(DIRTY_POSITION);
}
}
void SpriteController::SpriteImpl::setLayer(int32_t layer) {
AutoMutex _l(mController->mLock);
if (mLocked.state.layer != layer) {
mLocked.state.layer = layer;
invalidateLocked(DIRTY_LAYER);
}
}
void SpriteController::SpriteImpl::setAlpha(float alpha) {
AutoMutex _l(mController->mLock);
if (mLocked.state.alpha != alpha) {
mLocked.state.alpha = alpha;
invalidateLocked(DIRTY_ALPHA);
}
}
void SpriteController::SpriteImpl::setTransformationMatrix(
const SpriteTransformationMatrix& matrix) {
AutoMutex _l(mController->mLock);
if (mLocked.state.transformationMatrix != matrix) {
mLocked.state.transformationMatrix = matrix;
invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
}
}
void SpriteController::SpriteImpl::setDisplayId(int32_t displayId) {
AutoMutex _l(mController->mLock);
if (mLocked.state.displayId != displayId) {
mLocked.state.displayId = displayId;
invalidateLocked(DIRTY_DISPLAY_ID);
}
}
void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
bool wasDirty = mLocked.state.dirty;
mLocked.state.dirty |= dirty;
if (!wasDirty) {
mController->invalidateSpriteLocked(this);
}
}
} // namespace android