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330 lines
12 KiB
330 lines
12 KiB
4 months ago
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/*
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* Copyright (C) 2016 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 "android.hardware.automotive.evs@1.0-service"
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#include "EvsDisplay.h"
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#include <ui/GraphicBufferAllocator.h>
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#include <ui/GraphicBufferMapper.h>
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namespace android {
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namespace hardware {
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namespace automotive {
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namespace evs {
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namespace V1_0 {
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namespace implementation {
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EvsDisplay::EvsDisplay() {
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ALOGD("EvsDisplay instantiated");
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// Set up our self description
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// NOTE: These are arbitrary values chosen for testing
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mInfo.displayId = "Mock Display";
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mInfo.vendorFlags = 3870;
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// Assemble the buffer description we'll use for our render target
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mBuffer.width = 320;
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mBuffer.height = 240;
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mBuffer.format = HAL_PIXEL_FORMAT_RGBA_8888;
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mBuffer.usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER;
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mBuffer.bufferId = 0x3870; // Arbitrary magic number for self recognition
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mBuffer.pixelSize = 4;
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}
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EvsDisplay::~EvsDisplay() {
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ALOGD("EvsDisplay being destroyed");
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forceShutdown();
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}
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/**
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* This gets called if another caller "steals" ownership of the display
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*/
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void EvsDisplay::forceShutdown()
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{
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ALOGD("EvsDisplay forceShutdown");
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std::lock_guard<std::mutex> lock(mAccessLock);
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// If the buffer isn't being held by a remote client, release it now as an
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// optimization to release the resources more quickly than the destructor might
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// get called.
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if (mBuffer.memHandle) {
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// Report if we're going away while a buffer is outstanding
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if (mFrameBusy) {
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ALOGE("EvsDisplay going down while client is holding a buffer");
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}
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// Drop the graphics buffer we've been using
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GraphicBufferAllocator& alloc(GraphicBufferAllocator::get());
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alloc.free(mBuffer.memHandle);
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mBuffer.memHandle = nullptr;
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}
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// Put this object into an unrecoverable error state since somebody else
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// is going to own the display now.
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mRequestedState = DisplayState::DEAD;
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}
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/**
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* Returns basic information about the EVS display provided by the system.
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* See the description of the DisplayDesc structure for details.
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*/
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Return<void> EvsDisplay::getDisplayInfo(getDisplayInfo_cb _hidl_cb) {
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ALOGD("getDisplayInfo");
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// Send back our self description
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_hidl_cb(mInfo);
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return Void();
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}
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/**
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* Clients may set the display state to express their desired state.
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* The HAL implementation must gracefully accept a request for any state
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* while in any other state, although the response may be to ignore the request.
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* The display is defined to start in the NOT_VISIBLE state upon initialization.
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* The client is then expected to request the VISIBLE_ON_NEXT_FRAME state, and
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* then begin providing video. When the display is no longer required, the client
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* is expected to request the NOT_VISIBLE state after passing the last video frame.
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*/
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Return<EvsResult> EvsDisplay::setDisplayState(DisplayState state) {
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ALOGD("setDisplayState");
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std::lock_guard<std::mutex> lock(mAccessLock);
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if (mRequestedState == DisplayState::DEAD) {
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// This object no longer owns the display -- it's been superceeded!
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return EvsResult::OWNERSHIP_LOST;
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}
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// Ensure we recognize the requested state so we don't go off the rails
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if (state < DisplayState::NUM_STATES) {
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// Record the requested state
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mRequestedState = state;
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return EvsResult::OK;
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}
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else {
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// Turn off the display if asked for an unrecognized state
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mRequestedState = DisplayState::NOT_VISIBLE;
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return EvsResult::INVALID_ARG;
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}
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}
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/**
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* The HAL implementation should report the actual current state, which might
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* transiently differ from the most recently requested state. Note, however, that
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* the logic responsible for changing display states should generally live above
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* the device layer, making it undesirable for the HAL implementation to
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* spontaneously change display states.
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*/
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Return<DisplayState> EvsDisplay::getDisplayState() {
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ALOGD("getDisplayState");
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std::lock_guard<std::mutex> lock(mAccessLock);
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return mRequestedState;
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}
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/**
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* This call returns a handle to a frame buffer associated with the display.
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* This buffer may be locked and written to by software and/or GL. This buffer
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* must be returned via a call to returnTargetBufferForDisplay() even if the
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* display is no longer visible.
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*/
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// TODO: We need to know if/when our client dies so we can get the buffer back! (blocked b/31632518)
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Return<void> EvsDisplay::getTargetBuffer(getTargetBuffer_cb _hidl_cb) {
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ALOGD("getTargetBuffer");
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std::lock_guard<std::mutex> lock(mAccessLock);
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if (mRequestedState == DisplayState::DEAD) {
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ALOGE("Rejecting buffer request from object that lost ownership of the display.");
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BufferDesc nullBuff = {};
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_hidl_cb(nullBuff);
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return Void();
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}
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// If we don't already have a buffer, allocate one now
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if (!mBuffer.memHandle) {
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// Allocate the buffer that will hold our displayable image
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buffer_handle_t handle = nullptr;
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GraphicBufferAllocator& alloc(GraphicBufferAllocator::get());
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status_t result = alloc.allocate(
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mBuffer.width, mBuffer.height, mBuffer.format, 1, mBuffer.usage,
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&handle, &mBuffer.stride, 0, "EvsDisplay");
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if (result != NO_ERROR) {
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ALOGE("Error %d allocating %d x %d graphics buffer",
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result, mBuffer.width, mBuffer.height);
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BufferDesc nullBuff = {};
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_hidl_cb(nullBuff);
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return Void();
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}
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if (!handle) {
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ALOGE("We didn't get a buffer handle back from the allocator");
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BufferDesc nullBuff = {};
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_hidl_cb(nullBuff);
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return Void();
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}
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mBuffer.memHandle = handle;
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mFrameBusy = false;
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ALOGD("Allocated new buffer %p with stride %u",
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mBuffer.memHandle.getNativeHandle(), mBuffer.stride);
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}
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// Do we have a frame available?
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if (mFrameBusy) {
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// This means either we have a 2nd client trying to compete for buffers
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// (an unsupported mode of operation) or else the client hasn't returned
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// a previously issued buffer yet (they're behaving badly).
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// NOTE: We have to make the callback even if we have nothing to provide
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ALOGE("getTargetBuffer called while no buffers available.");
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BufferDesc nullBuff = {};
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_hidl_cb(nullBuff);
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return Void();
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} else {
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// Mark our buffer as busy
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mFrameBusy = true;
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// Send the buffer to the client
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ALOGD("Providing display buffer handle %p as id %d",
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mBuffer.memHandle.getNativeHandle(), mBuffer.bufferId);
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_hidl_cb(mBuffer);
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return Void();
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}
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}
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/**
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* This call tells the display that the buffer is ready for display.
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* The buffer is no longer valid for use by the client after this call.
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*/
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Return<EvsResult> EvsDisplay::returnTargetBufferForDisplay(const BufferDesc& buffer) {
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ALOGD("returnTargetBufferForDisplay %p", buffer.memHandle.getNativeHandle());
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std::lock_guard<std::mutex> lock(mAccessLock);
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// Nobody should call us with a null handle
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if (!buffer.memHandle.getNativeHandle()) {
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ALOGE ("returnTargetBufferForDisplay called without a valid buffer handle.\n");
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return EvsResult::INVALID_ARG;
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}
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if (buffer.bufferId != mBuffer.bufferId) {
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ALOGE ("Got an unrecognized frame returned.\n");
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return EvsResult::INVALID_ARG;
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}
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if (!mFrameBusy) {
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ALOGE ("A frame was returned with no outstanding frames.\n");
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return EvsResult::BUFFER_NOT_AVAILABLE;
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}
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mFrameBusy = false;
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// If we've been displaced by another owner of the display, then we can't do anything else
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if (mRequestedState == DisplayState::DEAD) {
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return EvsResult::OWNERSHIP_LOST;
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}
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// If we were waiting for a new frame, this is it!
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if (mRequestedState == DisplayState::VISIBLE_ON_NEXT_FRAME) {
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mRequestedState = DisplayState::VISIBLE;
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}
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// Validate we're in an expected state
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if (mRequestedState != DisplayState::VISIBLE) {
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// We shouldn't get frames back when we're not visible.
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ALOGE ("Got an unexpected frame returned while not visible - ignoring.\n");
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} else {
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// This is where the buffer would be made visible.
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// For now we simply validate it has the data we expect in it by reading it back
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// Lock our display buffer for reading
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uint32_t* pixels = nullptr;
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GraphicBufferMapper &mapper = GraphicBufferMapper::get();
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mapper.lock(mBuffer.memHandle,
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GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_NEVER,
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android::Rect(mBuffer.width, mBuffer.height),
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(void **)&pixels);
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// If we failed to lock the pixel buffer, we're about to crash, but log it first
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if (!pixels) {
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ALOGE("Display failed to gain access to image buffer for reading");
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}
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// Check the test pixels
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bool frameLooksGood = true;
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for (unsigned row = 0; row < mBuffer.height; row++) {
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for (unsigned col = 0; col < mBuffer.width; col++) {
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// Index into the row to check the pixel at this column.
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// We expect 0xFF in the LSB channel, a vertical gradient in the
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// second channel, a horitzontal gradient in the third channel, and
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// 0xFF in the MSB.
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// The exception is the very first 32 bits which is used for the
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// time varying frame signature to avoid getting fooled by a static image.
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uint32_t expectedPixel = 0xFF0000FF | // MSB and LSB
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((row & 0xFF) << 8) | // vertical gradient
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((col & 0xFF) << 16); // horizontal gradient
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if ((row | col) == 0) {
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// we'll check the "uniqueness" of the frame signature below
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continue;
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}
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// Walk across this row (we'll step rows below)
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uint32_t receivedPixel = pixels[col];
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if (receivedPixel != expectedPixel) {
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ALOGE("Pixel check mismatch in frame buffer");
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frameLooksGood = false;
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break;
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}
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}
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if (!frameLooksGood) {
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break;
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}
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// Point to the next row (NOTE: gralloc reports stride in units of pixels)
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pixels = pixels + mBuffer.stride;
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}
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// Ensure we don't see the same buffer twice without it being rewritten
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static uint32_t prevSignature = ~0;
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uint32_t signature = pixels[0] & 0xFF;
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if (prevSignature == signature) {
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frameLooksGood = false;
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ALOGE("Duplicate, likely stale frame buffer detected");
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}
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// Release our output buffer
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mapper.unlock(mBuffer.memHandle);
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if (!frameLooksGood) {
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return EvsResult::UNDERLYING_SERVICE_ERROR;
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}
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}
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return EvsResult::OK;
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}
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} // namespace implementation
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} // namespace V1_0
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} // namespace evs
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} // namespace automotive
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} // namespace hardware
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} // namespace android
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