/* * Copyright (C) 2016 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. */ #include "EvsGlDisplay.h" #include #include #include using ::android::frameworks::automotive::display::V1_0::HwDisplayConfig; using ::android::frameworks::automotive::display::V1_0::HwDisplayState; namespace android { namespace hardware { namespace automotive { namespace evs { namespace V1_1 { namespace implementation { #ifdef EVS_DEBUG static bool sDebugFirstFrameDisplayed = false; #endif EvsGlDisplay::EvsGlDisplay(sp pDisplayProxy, uint64_t displayId) : mDisplayProxy(pDisplayProxy), mDisplayId(displayId) { LOG(DEBUG) << "EvsGlDisplay instantiated"; // Set up our self description // NOTE: These are arbitrary values chosen for testing mInfo.displayId = "Mock Display"; mInfo.vendorFlags = 3870; } EvsGlDisplay::~EvsGlDisplay() { LOG(DEBUG) << "EvsGlDisplay being destroyed"; forceShutdown(); } /** * This gets called if another caller "steals" ownership of the display */ void EvsGlDisplay::forceShutdown() { LOG(DEBUG) << "EvsGlDisplay forceShutdown"; std::lock_guard lock(mAccessLock); // If the buffer isn't being held by a remote client, release it now as an // optimization to release the resources more quickly than the destructor might // get called. if (mBuffer.memHandle) { // Report if we're going away while a buffer is outstanding if (mFrameBusy) { LOG(ERROR) << "EvsGlDisplay going down while client is holding a buffer"; } // Drop the graphics buffer we've been using GraphicBufferAllocator& alloc(GraphicBufferAllocator::get()); alloc.free(mBuffer.memHandle); mBuffer.memHandle = nullptr; mGlWrapper.hideWindow(mDisplayProxy, mDisplayId); mGlWrapper.shutdown(); } // Put this object into an unrecoverable error state since somebody else // is going to own the display now. mRequestedState = EvsDisplayState::DEAD; } /** * Returns basic information about the EVS display provided by the system. * See the description of the DisplayDesc structure for details. */ Return EvsGlDisplay::getDisplayInfo(getDisplayInfo_cb _hidl_cb) { LOG(DEBUG) << __FUNCTION__; // Send back our self description _hidl_cb(mInfo); return Void(); } /** * Clients may set the display state to express their desired state. * The HAL implementation must gracefully accept a request for any state * while in any other state, although the response may be to ignore the request. * The display is defined to start in the NOT_VISIBLE state upon initialization. * The client is then expected to request the VISIBLE_ON_NEXT_FRAME state, and * then begin providing video. When the display is no longer required, the client * is expected to request the NOT_VISIBLE state after passing the last video frame. */ Return EvsGlDisplay::setDisplayState(EvsDisplayState state) { LOG(DEBUG) << __FUNCTION__; std::lock_guard lock(mAccessLock); if (mRequestedState == EvsDisplayState::DEAD) { // This object no longer owns the display -- it's been superceeded! return EvsResult::OWNERSHIP_LOST; } // Ensure we recognize the requested state so we don't go off the rails if (state >= EvsDisplayState::NUM_STATES) { return EvsResult::INVALID_ARG; } switch (state) { case EvsDisplayState::NOT_VISIBLE: mGlWrapper.hideWindow(mDisplayProxy, mDisplayId); break; case EvsDisplayState::VISIBLE: mGlWrapper.showWindow(mDisplayProxy, mDisplayId); break; default: break; } // Record the requested state mRequestedState = state; return EvsResult::OK; } /** * The HAL implementation should report the actual current state, which might * transiently differ from the most recently requested state. Note, however, that * the logic responsible for changing display states should generally live above * the device layer, making it undesirable for the HAL implementation to * spontaneously change display states. */ Return EvsGlDisplay::getDisplayState() { LOG(DEBUG) << __FUNCTION__; std::lock_guard lock(mAccessLock); return mRequestedState; } /** * This call returns a handle to a frame buffer associated with the display. * This buffer may be locked and written to by software and/or GL. This buffer * must be returned via a call to returnTargetBufferForDisplay() even if the * display is no longer visible. */ Return EvsGlDisplay::getTargetBuffer(getTargetBuffer_cb _hidl_cb) { LOG(DEBUG) << __FUNCTION__; std::lock_guard lock(mAccessLock); if (mRequestedState == EvsDisplayState::DEAD) { LOG(ERROR) << "Rejecting buffer request from object that lost ownership of the display."; _hidl_cb({}); return Void(); } // If we don't already have a buffer, allocate one now if (!mBuffer.memHandle) { // Initialize our display window // NOTE: This will cause the display to become "VISIBLE" before a frame is actually // returned, which is contrary to the spec and will likely result in a black frame being // (briefly) shown. if (!mGlWrapper.initialize(mDisplayProxy, mDisplayId)) { // Report the failure LOG(ERROR) << "Failed to initialize GL display"; _hidl_cb({}); return Void(); } // Assemble the buffer description we'll use for our render target mBuffer.width = mGlWrapper.getWidth(); mBuffer.height = mGlWrapper.getHeight(); mBuffer.format = HAL_PIXEL_FORMAT_RGBA_8888; mBuffer.usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER; mBuffer.bufferId = 0x3870; // Arbitrary magic number for self recognition mBuffer.pixelSize = 4; // Allocate the buffer that will hold our displayable image buffer_handle_t handle = nullptr; GraphicBufferAllocator& alloc(GraphicBufferAllocator::get()); status_t result = alloc.allocate(mBuffer.width, mBuffer.height, mBuffer.format, 1, mBuffer.usage, &handle, &mBuffer.stride, 0, "EvsGlDisplay"); if (result != NO_ERROR) { LOG(ERROR) << "Error " << result << " allocating " << mBuffer.width << " x " << mBuffer.height << " graphics buffer."; _hidl_cb({}); mGlWrapper.shutdown(); return Void(); } if (!handle) { LOG(ERROR) << "We didn't get a buffer handle back from the allocator"; _hidl_cb({}); mGlWrapper.shutdown(); return Void(); } mBuffer.memHandle = handle; LOG(DEBUG) << "Allocated new buffer " << mBuffer.memHandle.getNativeHandle() << " with stride " << mBuffer.stride; mFrameBusy = false; } // Do we have a frame available? if (mFrameBusy) { // This means either we have a 2nd client trying to compete for buffers // (an unsupported mode of operation) or else the client hasn't returned // a previously issued buffer yet (they're behaving badly). // NOTE: We have to make the callback even if we have nothing to provide LOG(ERROR) << "getTargetBuffer called while no buffers available."; _hidl_cb({}); return Void(); } else { // Mark our buffer as busy mFrameBusy = true; // Send the buffer to the client LOG(VERBOSE) << "Providing display buffer handle " << mBuffer.memHandle.getNativeHandle() << " as id " << mBuffer.bufferId; _hidl_cb(mBuffer); return Void(); } } /** * This call tells the display that the buffer is ready for display. * The buffer is no longer valid for use by the client after this call. */ Return EvsGlDisplay::returnTargetBufferForDisplay(const BufferDesc_1_0& buffer) { LOG(VERBOSE) << __FUNCTION__ << " " << buffer.memHandle.getNativeHandle(); std::lock_guard lock(mAccessLock); // Nobody should call us with a null handle if (!buffer.memHandle.getNativeHandle()) { LOG(ERROR) << __FUNCTION__ << " called without a valid buffer handle."; return EvsResult::INVALID_ARG; } if (buffer.bufferId != mBuffer.bufferId) { LOG(ERROR) << "Got an unrecognized frame returned."; return EvsResult::INVALID_ARG; } if (!mFrameBusy) { LOG(ERROR) << "A frame was returned with no outstanding frames."; return EvsResult::BUFFER_NOT_AVAILABLE; } mFrameBusy = false; // If we've been displaced by another owner of the display, then we can't do anything else if (mRequestedState == EvsDisplayState::DEAD) { return EvsResult::OWNERSHIP_LOST; } // If we were waiting for a new frame, this is it! if (mRequestedState == EvsDisplayState::VISIBLE_ON_NEXT_FRAME) { mRequestedState = EvsDisplayState::VISIBLE; mGlWrapper.showWindow(mDisplayProxy, mDisplayId); } // Validate we're in an expected state if (mRequestedState != EvsDisplayState::VISIBLE) { // Not sure why a client would send frames back when we're not visible. LOG(WARNING) << "Got a frame returned while not visible - ignoring."; } else { // Update the texture contents with the provided data // TODO: Why doesn't it work to pass in the buffer handle we got from HIDL? // if (!mGlWrapper.updateImageTexture(buffer)) { if (!mGlWrapper.updateImageTexture(mBuffer)) { return EvsResult::UNDERLYING_SERVICE_ERROR; } // Put the image on the screen mGlWrapper.renderImageToScreen(); #ifdef EVS_DEBUG if (!sDebugFirstFrameDisplayed) { LOG(DEBUG) << "EvsFirstFrameDisplayTiming start time: " << elapsedRealtime() << " ms."; sDebugFirstFrameDisplayed = true; } #endif } return EvsResult::OK; } Return EvsGlDisplay::getDisplayInfo_1_1(getDisplayInfo_1_1_cb _info_cb) { if (mDisplayProxy != nullptr) { return mDisplayProxy->getDisplayInfo(mDisplayId, _info_cb); } else { _info_cb({}, {}); return Void(); } } } // namespace implementation } // namespace V1_1 } // namespace evs } // namespace automotive } // namespace hardware } // namespace android