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266 lines
12 KiB
266 lines
12 KiB
4 months ago
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/*
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* Copyright 2013 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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#ifndef ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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#define ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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#include <optional>
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#include <string>
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#include <compositionengine/DisplaySurface.h>
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#include <compositionengine/impl/HwcBufferCache.h>
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#include <gui/ConsumerBase.h>
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#include <gui/IGraphicBufferProducer.h>
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#include <ui/DisplayId.h>
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#include "DisplayIdentification.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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class HWComposer;
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class IProducerListener;
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/* This DisplaySurface implementation supports virtual displays, where GPU
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* and/or HWC compose into a buffer that is then passed to an arbitrary
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* consumer (the sink) running in another process.
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*
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* The simplest case is when the virtual display will never use the h/w
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* composer -- either the h/w composer doesn't support writing to buffers, or
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* there are more virtual displays than it supports simultaneously. In this
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* case, the GPU driver works directly with the output buffer queue, and
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* calls to the VirtualDisplay from SurfaceFlinger and DisplayHardware do
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* nothing.
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*
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* If h/w composer might be used, then each frame will fall into one of three
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* configurations: GPU-only, HWC-only, and MIXED composition. In all of these,
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* we must provide a FB target buffer and output buffer for the HWC set() call.
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*
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* In GPU-only composition, the GPU driver is given a buffer from the sink to
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* render into. When the GPU driver queues the buffer to the
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* VirtualDisplaySurface, the VirtualDisplaySurface holds onto it instead of
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* immediately queueing it to the sink. The buffer is used as both the FB
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* target and output buffer for HWC, though on these frames the HWC doesn't
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* do any work for this display and doesn't write to the output buffer. After
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* composition is complete, the buffer is queued to the sink.
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*
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* In HWC-only composition, the VirtualDisplaySurface dequeues a buffer from
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* the sink and passes it to HWC as both the FB target buffer and output
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* buffer. The HWC doesn't need to read from the FB target buffer, but does
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* write to the output buffer. After composition is complete, the buffer is
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* queued to the sink.
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*
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* On MIXED frames, things become more complicated, since some h/w composer
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* implementations can't read from and write to the same buffer. This class has
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* an internal BufferQueue that it uses as a scratch buffer pool. The GPU
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* driver is given a scratch buffer to render into. When it finishes rendering,
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* the buffer is queued and then immediately acquired by the
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* VirtualDisplaySurface. The scratch buffer is then used as the FB target
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* buffer for HWC, and a separate buffer is dequeued from the sink and used as
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* the HWC output buffer. When HWC composition is complete, the scratch buffer
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* is released and the output buffer is queued to the sink.
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*/
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class VirtualDisplaySurface : public compositionengine::DisplaySurface,
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public BnGraphicBufferProducer,
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private ConsumerBase {
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public:
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VirtualDisplaySurface(HWComposer&, VirtualDisplayId, const sp<IGraphicBufferProducer>& sink,
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const sp<IGraphicBufferProducer>& bqProducer,
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const sp<IGraphicBufferConsumer>& bqConsumer, const std::string& name);
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//
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// DisplaySurface interface
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//
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virtual status_t beginFrame(bool mustRecompose);
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virtual status_t prepareFrame(CompositionType);
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virtual status_t advanceFrame();
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virtual void onFrameCommitted();
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virtual void dumpAsString(String8& result) const;
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virtual void resizeBuffers(const ui::Size&) override;
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virtual const sp<Fence>& getClientTargetAcquireFence() const override;
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private:
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enum Source {SOURCE_SINK = 0, SOURCE_SCRATCH = 1};
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virtual ~VirtualDisplaySurface();
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//
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// IGraphicBufferProducer interface, used by the GPU driver.
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//
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virtual status_t requestBuffer(int pslot, sp<GraphicBuffer>* outBuf);
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virtual status_t setMaxDequeuedBufferCount(int maxDequeuedBuffers);
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virtual status_t setAsyncMode(bool async);
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virtual status_t dequeueBuffer(int* pslot, sp<Fence>*, uint32_t w, uint32_t h, PixelFormat,
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uint64_t usage, uint64_t* outBufferAge,
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FrameEventHistoryDelta* outTimestamps);
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virtual status_t detachBuffer(int slot);
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virtual status_t detachNextBuffer(sp<GraphicBuffer>* outBuffer, sp<Fence>* outFence);
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virtual status_t attachBuffer(int* slot, const sp<GraphicBuffer>&);
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virtual status_t queueBuffer(int pslot, const QueueBufferInput&, QueueBufferOutput*);
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virtual status_t cancelBuffer(int pslot, const sp<Fence>&);
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virtual int query(int what, int* value);
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virtual status_t connect(const sp<IProducerListener>&, int api, bool producerControlledByApp,
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QueueBufferOutput*);
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virtual status_t disconnect(int api, DisconnectMode);
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virtual status_t setSidebandStream(const sp<NativeHandle>& stream);
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virtual void allocateBuffers(uint32_t width, uint32_t height, PixelFormat, uint64_t usage);
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virtual status_t allowAllocation(bool allow);
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virtual status_t setGenerationNumber(uint32_t);
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virtual String8 getConsumerName() const override;
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virtual status_t setSharedBufferMode(bool sharedBufferMode) override;
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virtual status_t setAutoRefresh(bool autoRefresh) override;
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virtual status_t setDequeueTimeout(nsecs_t timeout) override;
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virtual status_t getLastQueuedBuffer(sp<GraphicBuffer>* outBuffer,
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sp<Fence>* outFence, float outTransformMatrix[16]) override;
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virtual status_t getUniqueId(uint64_t* outId) const override;
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virtual status_t getConsumerUsage(uint64_t* outUsage) const override;
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//
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// Utility methods
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//
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static Source fbSourceForCompositionType(CompositionType);
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status_t dequeueBuffer(Source, PixelFormat, uint64_t usage, int* sslot, sp<Fence>*);
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void updateQueueBufferOutput(QueueBufferOutput&&);
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void resetPerFrameState();
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status_t refreshOutputBuffer();
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// Both the sink and scratch buffer pools have their own set of slots
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// ("source slots", or "sslot"). We have to merge these into the single
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// set of slots used by the graphics producer ("producer slots" or "pslot") and
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// internally in the VirtualDisplaySurface. To minimize the number of times
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// a producer slot switches which source it comes from, we map source slot
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// numbers to producer slot numbers differently for each source.
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static int mapSource2ProducerSlot(Source, int sslot);
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static int mapProducer2SourceSlot(Source, int pslot);
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//
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// Immutable after construction
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//
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HWComposer& mHwc;
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const VirtualDisplayId mDisplayId;
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const std::string mDisplayName;
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sp<IGraphicBufferProducer> mSource[2]; // indexed by SOURCE_*
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uint32_t mDefaultOutputFormat;
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//
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// Inter-frame state
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//
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// To avoid buffer reallocations, we track the buffer usage and format
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// we used on the previous frame and use it again on the new frame. If
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// the composition type changes or the GPU driver starts requesting
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// different usage/format, we'll get a new buffer.
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uint32_t mOutputFormat;
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uint64_t mOutputUsage;
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// Since we present a single producer interface to the GPU driver, but
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// are internally muxing between the sink and scratch producers, we have
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// to keep track of which source last returned each producer slot from
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// dequeueBuffer. Each bit in mProducerSlotSource corresponds to a producer
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// slot. Both mProducerSlotSource and mProducerBuffers are indexed by a
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// "producer slot"; see the mapSlot*() functions.
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uint64_t mProducerSlotSource;
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sp<GraphicBuffer> mProducerBuffers[BufferQueueDefs::NUM_BUFFER_SLOTS];
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// Need to propagate reallocation to VDS consumer.
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// Each bit corresponds to a producer slot.
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uint64_t mProducerSlotNeedReallocation;
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// The QueueBufferOutput with the latest info from the sink, and with the
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// transform hint cleared. Since we defer queueBuffer from the GPU driver
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// to the sink, we have to return the previous version.
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// Moves instead of copies are performed to avoid duplicate
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// FrameEventHistoryDeltas.
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QueueBufferOutput mQueueBufferOutput;
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// Details of the current sink buffer. These become valid when a buffer is
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// dequeued from the sink, and are used when queueing the buffer.
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uint32_t mSinkBufferWidth, mSinkBufferHeight;
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//
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// Intra-frame state
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//
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// Composition type and graphics buffer source for the current frame.
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// Valid after prepareFrame(), cleared in onFrameCommitted.
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CompositionType mCompositionType;
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// mFbFence is the fence HWC should wait for before reading the framebuffer
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// target buffer.
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sp<Fence> mFbFence;
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// mOutputFence is the fence HWC should wait for before writing to the
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// output buffer.
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sp<Fence> mOutputFence;
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// Producer slot numbers for the buffers to use for HWC framebuffer target
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// and output.
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int mFbProducerSlot;
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int mOutputProducerSlot;
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// Debug only -- track the sequence of events in each frame so we can make
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// sure they happen in the order we expect. This class implicitly models
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// a state machine; this enum/variable makes it explicit.
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//
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// +-----------+-------------------+-------------+
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// | State | Event || Next State |
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// +-----------+-------------------+-------------+
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// | IDLE | beginFrame || BEGUN |
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// | BEGUN | prepareFrame || PREPARED |
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// | PREPARED | dequeueBuffer [1] || GPU |
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// | PREPARED | advanceFrame [2] || HWC |
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// | GPU | queueBuffer || GPU_DONE |
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// | GPU_DONE | advanceFrame || HWC |
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// | HWC | onFrameCommitted || IDLE |
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// +-----------+-------------------++------------+
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// [1] COMPOSITION_GPU and COMPOSITION_MIXED frames.
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// [2] COMPOSITION_HWC frames.
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//
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enum DbgState {
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// no buffer dequeued, don't know anything about the next frame
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DBG_STATE_IDLE,
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// output buffer dequeued, framebuffer source not yet known
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DBG_STATE_BEGUN,
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// output buffer dequeued, framebuffer source known but not provided
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// to GPU yet.
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DBG_STATE_PREPARED,
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// GPU driver has a buffer dequeued
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DBG_STATE_GPU,
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// GPU driver has queued the buffer, we haven't sent it to HWC yet
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DBG_STATE_GPU_DONE,
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// HWC has the buffer for this frame
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DBG_STATE_HWC,
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};
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DbgState mDbgState;
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CompositionType mDbgLastCompositionType;
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const char* dbgStateStr() const;
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static const char* dbgSourceStr(Source s);
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bool mMustRecompose;
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compositionengine::impl::HwcBufferCache mHwcBufferCache;
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bool mForceHwcCopy;
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};
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// ---------------------------------------------------------------------------
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} // namespace android
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// ---------------------------------------------------------------------------
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#endif // ANDROID_SF_VIRTUAL_DISPLAY_SURFACE_H
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