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129 lines
5.2 KiB
129 lines
5.2 KiB
/*
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* Copyright 2019 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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#include <gui/BufferQueue.h>
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#include <surfacetexture/ImageConsumer.h>
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#include <surfacetexture/SurfaceTexture.h>
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// Macro for including the SurfaceTexture name in log messages
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#define IMG_LOGE(x, ...) ALOGE("[%s] " x, st.mName.string(), ##__VA_ARGS__)
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namespace android {
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void ImageConsumer::onReleaseBufferLocked(int buf) {
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mImageSlots[buf].eglFence() = EGL_NO_SYNC_KHR;
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}
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sp<GraphicBuffer> ImageConsumer::dequeueBuffer(int* outSlotid, android_dataspace* outDataspace,
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bool* outQueueEmpty, SurfaceTexture& st,
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SurfaceTexture_createReleaseFence createFence,
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SurfaceTexture_fenceWait fenceWait,
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void* fencePassThroughHandle) {
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BufferItem item;
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status_t err;
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err = st.acquireBufferLocked(&item, 0);
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if (err != OK) {
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if (err != BufferQueue::NO_BUFFER_AVAILABLE) {
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IMG_LOGE("Error acquiring buffer: %s (%d)", strerror(err), err);
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} else {
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int slot = st.mCurrentTexture;
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if (slot != BufferItem::INVALID_BUFFER_SLOT) {
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*outQueueEmpty = true;
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*outDataspace = st.mCurrentDataSpace;
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*outSlotid = slot;
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return st.mSlots[slot].mGraphicBuffer;
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}
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}
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return nullptr;
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}
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int slot = item.mSlot;
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*outQueueEmpty = false;
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if (item.mFence->isValid()) {
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// If fence is not signaled, that means frame is not ready and
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// outQueueEmpty is set to true. By the time the fence is signaled,
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// there may be a new buffer queued. This is a proper detection for an
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// empty queue and it is needed to avoid infinite loop in
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// ASurfaceTexture_dequeueBuffer (see b/159921224).
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*outQueueEmpty = item.mFence->getStatus() == Fence::Status::Unsignaled;
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// Wait on the producer fence for the buffer to be ready.
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err = fenceWait(item.mFence->get(), fencePassThroughHandle);
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if (err != OK) {
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st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
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EGL_NO_SYNC_KHR);
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return nullptr;
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}
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}
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// Release old buffer.
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if (st.mCurrentTexture != BufferItem::INVALID_BUFFER_SLOT) {
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// If needed, set the released slot's fence to guard against a producer
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// accessing the buffer before the outstanding accesses have completed.
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int releaseFenceId = -1;
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EGLDisplay display = EGL_NO_DISPLAY;
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err = createFence(st.mUseFenceSync, &mImageSlots[slot].eglFence(), &display,
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&releaseFenceId, fencePassThroughHandle);
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if (OK != err) {
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st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
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EGL_NO_SYNC_KHR);
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return nullptr;
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}
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if (releaseFenceId != -1) {
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sp<Fence> releaseFence(new Fence(releaseFenceId));
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status_t err = st.addReleaseFenceLocked(st.mCurrentTexture,
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st.mSlots[st.mCurrentTexture].mGraphicBuffer,
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releaseFence);
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if (err != OK) {
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IMG_LOGE("dequeueImage: error adding release fence: %s (%d)", strerror(-err), err);
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st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
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EGL_NO_SYNC_KHR);
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return nullptr;
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}
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}
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// Finally release the old buffer.
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status_t status =
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st.releaseBufferLocked(st.mCurrentTexture,
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st.mSlots[st.mCurrentTexture].mGraphicBuffer, display,
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mImageSlots[st.mCurrentTexture].eglFence());
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if (status < NO_ERROR) {
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IMG_LOGE("dequeueImage: failed to release buffer: %s (%d)", strerror(-status), status);
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err = status;
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// Keep going, with error raised.
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}
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}
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// Update the state.
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st.mCurrentTexture = slot;
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st.mCurrentCrop = item.mCrop;
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st.mCurrentTransform = item.mTransform;
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st.mCurrentScalingMode = item.mScalingMode;
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st.mCurrentTimestamp = item.mTimestamp;
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st.mCurrentDataSpace = item.mDataSpace;
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st.mCurrentFence = item.mFence;
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st.mCurrentFenceTime = item.mFenceTime;
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st.mCurrentFrameNumber = item.mFrameNumber;
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st.computeCurrentTransformMatrixLocked();
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*outDataspace = item.mDataSpace;
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*outSlotid = slot;
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return st.mSlots[slot].mGraphicBuffer;
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}
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} /* namespace android */
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