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1136 lines
47 KiB
1136 lines
47 KiB
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/*
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* Copyright (C) 2007 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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#pragma once
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#include <android/gui/DropInputMode.h>
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#include <compositionengine/LayerFE.h>
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#include <gui/BufferQueue.h>
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#include <gui/ISurfaceComposerClient.h>
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#include <gui/LayerState.h>
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#include <input/InputWindow.h>
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#include <layerproto/LayerProtoHeader.h>
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#include <math/vec4.h>
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#include <renderengine/Mesh.h>
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#include <renderengine/Texture.h>
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#include <sys/types.h>
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#include <ui/BlurRegion.h>
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#include <ui/FloatRect.h>
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#include <ui/FrameStats.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <ui/Region.h>
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#include <ui/StretchEffect.h>
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#include <ui/Transform.h>
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#include <utils/RefBase.h>
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#include <utils/Timers.h>
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#include <chrono>
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#include <cstdint>
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#include <list>
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#include <optional>
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#include <vector>
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#include "Client.h"
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#include "ClientCache.h"
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#include "DisplayHardware/ComposerHal.h"
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#include "DisplayHardware/HWComposer.h"
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#include "Fps.h"
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#include "FrameTracker.h"
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#include "LayerVector.h"
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#include "MonitoredProducer.h"
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#include "RenderArea.h"
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#include "Scheduler/LayerInfo.h"
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#include "Scheduler/Seamlessness.h"
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#include "SurfaceFlinger.h"
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#include "SurfaceTracing.h"
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#include "TransactionCallbackInvoker.h"
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using namespace android::surfaceflinger;
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namespace android {
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class Client;
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class Colorizer;
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class DisplayDevice;
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class GraphicBuffer;
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class SurfaceFlinger;
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class LayerDebugInfo;
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namespace compositionengine {
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class OutputLayer;
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struct LayerFECompositionState;
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}
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namespace impl {
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class SurfaceInterceptor;
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}
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namespace frametimeline {
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class SurfaceFrame;
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} // namespace frametimeline
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struct LayerCreationArgs {
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LayerCreationArgs(SurfaceFlinger*, sp<Client>, std::string name, uint32_t w, uint32_t h,
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uint32_t flags, LayerMetadata);
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SurfaceFlinger* flinger;
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const sp<Client> client;
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std::string name;
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uint32_t w;
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uint32_t h;
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uint32_t flags;
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LayerMetadata metadata;
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pid_t callingPid;
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uid_t callingUid;
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uint32_t textureName;
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};
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// HUANGLONG begin
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// Modify to public inheritance in order to access the member variables mLayerEx of LayerFE.
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class Layer : public virtual RefBase, public compositionengine::LayerFE {
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// HUANGLONG end
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static std::atomic<int32_t> sSequence;
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// The following constants represent priority of the window. SF uses this information when
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// deciding which window has a priority when deciding about the refresh rate of the screen.
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// Priority 0 is considered the highest priority. -1 means that the priority is unset.
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static constexpr int32_t PRIORITY_UNSET = -1;
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// Windows that are in focus and voted for the preferred mode ID
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static constexpr int32_t PRIORITY_FOCUSED_WITH_MODE = 0;
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// // Windows that are in focus, but have not requested a specific mode ID.
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static constexpr int32_t PRIORITY_FOCUSED_WITHOUT_MODE = 1;
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// Windows that are not in focus, but voted for a specific mode ID.
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static constexpr int32_t PRIORITY_NOT_FOCUSED_WITH_MODE = 2;
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public:
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enum { // flags for doTransaction()
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eDontUpdateGeometryState = 0x00000001,
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eVisibleRegion = 0x00000002,
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eInputInfoChanged = 0x00000004
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};
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struct Geometry {
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uint32_t w;
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uint32_t h;
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ui::Transform transform;
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inline bool operator==(const Geometry& rhs) const {
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return (w == rhs.w && h == rhs.h) && (transform.tx() == rhs.transform.tx()) &&
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(transform.ty() == rhs.transform.ty());
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}
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inline bool operator!=(const Geometry& rhs) const { return !operator==(rhs); }
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};
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struct RoundedCornerState {
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RoundedCornerState() = default;
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RoundedCornerState(FloatRect cropRect, float radius)
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: cropRect(cropRect), radius(radius) {}
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// Rounded rectangle in local layer coordinate space.
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FloatRect cropRect = FloatRect();
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// Radius of the rounded rectangle.
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float radius = 0.0f;
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};
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using FrameRate = scheduler::LayerInfo::FrameRate;
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using FrameRateCompatibility = scheduler::LayerInfo::FrameRateCompatibility;
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struct State {
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Geometry active_legacy;
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Geometry requested_legacy;
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int32_t z;
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// The identifier of the layer stack this layer belongs to. A layer can
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// only be associated to a single layer stack. A layer stack is a
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// z-ordered group of layers which can be associated to one or more
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// displays. Using the same layer stack on different displays is a way
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// to achieve mirroring.
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uint32_t layerStack;
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uint32_t flags;
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uint8_t reserved[2];
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int32_t sequence; // changes when visible regions can change
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bool modified;
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// Crop is expressed in layer space coordinate.
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Rect crop;
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Rect requestedCrop;
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// the transparentRegion hint is a bit special, it's latched only
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// when we receive a buffer -- this is because it's "content"
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// dependent.
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Region activeTransparentRegion_legacy;
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Region requestedTransparentRegion_legacy;
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LayerMetadata metadata;
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// If non-null, a Surface this Surface's Z-order is interpreted relative to.
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wp<Layer> zOrderRelativeOf;
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bool isRelativeOf{false};
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// A list of surfaces whose Z-order is interpreted relative to ours.
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SortedVector<wp<Layer>> zOrderRelatives;
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half4 color;
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float cornerRadius;
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int backgroundBlurRadius;
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InputWindowInfo inputInfo;
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wp<Layer> touchableRegionCrop;
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// dataspace is only used by BufferStateLayer and EffectLayer
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ui::Dataspace dataspace;
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// The fields below this point are only used by BufferStateLayer
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uint64_t frameNumber;
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uint32_t width;
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uint32_t height;
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ui::Transform transform;
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uint32_t bufferTransform;
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bool transformToDisplayInverse;
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Region transparentRegionHint;
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std::shared_ptr<renderengine::ExternalTexture> buffer;
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client_cache_t clientCacheId;
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sp<Fence> acquireFence;
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std::shared_ptr<FenceTime> acquireFenceTime;
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HdrMetadata hdrMetadata;
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Region surfaceDamageRegion;
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int32_t api;
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sp<NativeHandle> sidebandStream;
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mat4 colorTransform;
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bool hasColorTransform;
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// pointer to background color layer that, if set, appears below the buffer state layer
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// and the buffer state layer's children. Z order will be set to
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// INT_MIN
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sp<Layer> bgColorLayer;
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// The deque of callback handles for this frame. The back of the deque contains the most
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// recent callback handle.
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std::deque<sp<CallbackHandle>> callbackHandles;
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bool colorSpaceAgnostic;
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nsecs_t desiredPresentTime = 0;
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bool isAutoTimestamp = true;
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// Length of the cast shadow. If the radius is > 0, a shadow of length shadowRadius will
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// be rendered around the layer.
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float shadowRadius;
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// Layer regions that are made of custom materials, like frosted glass
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std::vector<BlurRegion> blurRegions;
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// Priority of the layer assigned by Window Manager.
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int32_t frameRateSelectionPriority;
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FrameRate frameRate;
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// The combined frame rate of parents / children of this layer
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FrameRate frameRateForLayerTree;
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// Set by window manager indicating the layer and all its children are
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// in a different orientation than the display. The hint suggests that
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// the graphic producers should receive a transform hint as if the
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// display was in this orientation. When the display changes to match
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// the layer orientation, the graphic producer may not need to allocate
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// a buffer of a different size. ui::Transform::ROT_INVALID means the
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// a fixed transform hint is not set.
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ui::Transform::RotationFlags fixedTransformHint;
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// The vsync info that was used to start the transaction
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FrameTimelineInfo frameTimelineInfo;
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// When the transaction was posted
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nsecs_t postTime;
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sp<ITransactionCompletedListener> releaseBufferListener;
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// SurfaceFrame that tracks the timeline of Transactions that contain a Buffer. Only one
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// such SurfaceFrame exists because only one buffer can be presented on the layer per vsync.
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// If multiple buffers are queued, the prior ones will be dropped, along with the
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// SurfaceFrame that's tracking them.
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std::shared_ptr<frametimeline::SurfaceFrame> bufferSurfaceFrameTX;
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// A map of token(frametimelineVsyncId) to the SurfaceFrame that's tracking a transaction
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// that contains the token. Only one SurfaceFrame exisits for transactions that share the
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// same token, unless they are presented in different vsyncs.
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std::unordered_map<int64_t, std::shared_ptr<frametimeline::SurfaceFrame>>
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bufferlessSurfaceFramesTX;
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// An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to
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// trigger a warning if the number of SurfaceFrames crosses the threshold.
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static constexpr uint32_t kStateSurfaceFramesThreshold = 25;
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// Stretch effect to apply to this layer
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StretchEffect stretchEffect;
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// Whether or not this layer is a trusted overlay for input
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bool isTrustedOverlay;
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Rect bufferCrop;
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gui::DropInputMode dropInputMode;
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Rect destinationFrame;
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};
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/*
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* Trivial class, used to ensure that mFlinger->onLayerDestroyed(mLayer)
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* is called.
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*/
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class LayerCleaner {
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sp<SurfaceFlinger> mFlinger;
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sp<Layer> mLayer;
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BBinder* mHandle;
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protected:
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~LayerCleaner() {
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// destroy client resources
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mFlinger->onHandleDestroyed(mHandle, mLayer);
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}
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public:
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LayerCleaner(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer, BBinder* handle)
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: mFlinger(flinger), mLayer(layer), mHandle(handle) {}
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};
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/*
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* The layer handle is just a BBinder object passed to the client
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* (remote process) -- we don't keep any reference on our side such that
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* the dtor is called when the remote side let go of its reference.
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*
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* LayerCleaner ensures that mFlinger->onLayerDestroyed() is called for
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* this layer when the handle is destroyed.
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*/
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class Handle : public BBinder, public LayerCleaner {
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public:
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Handle(const sp<SurfaceFlinger>& flinger, const sp<Layer>& layer)
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: LayerCleaner(flinger, layer, this), owner(layer) {}
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const String16& getInterfaceDescriptor() const override { return kDescriptor; }
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static const String16 kDescriptor;
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wp<Layer> owner;
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};
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static wp<Layer> fromHandle(const sp<IBinder>& handle);
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explicit Layer(const LayerCreationArgs& args);
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virtual ~Layer();
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static bool isLayerFocusedBasedOnPriority(int32_t priority);
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static void miniDumpHeader(std::string& result);
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static std::string frameRateCompatibilityString(FrameRateCompatibility compatibility);
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// Provide unique string for each class type in the Layer hierarchy
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virtual const char* getType() const = 0;
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// true if this layer is visible, false otherwise
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virtual bool isVisible() const = 0;
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virtual sp<Layer> createClone() = 0;
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// Geometry setting functions.
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//
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// The following group of functions are used to specify the layers
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// bounds, and the mapping of the texture on to those bounds. According
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// to various settings changes to them may apply immediately, or be delayed until
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// a pending resize is completed by the producer submitting a buffer. For example
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// if we were to change the buffer size, and update the matrix ahead of the
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// new buffer arriving, then we would be stretching the buffer to a different
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// aspect before and after the buffer arriving, which probably isn't what we wanted.
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//
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// The first set of geometry functions are controlled by the scaling mode, described
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// in window.h. The scaling mode may be set by the client, as it submits buffers.
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//
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// Put simply, if our scaling mode is SCALING_MODE_FREEZE, then
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// matrix updates will not be applied while a resize is pending
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// and the size and transform will remain in their previous state
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// until a new buffer is submitted. If the scaling mode is another value
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// then the old-buffer will immediately be scaled to the pending size
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// and the new matrix will be immediately applied following this scaling
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// transformation.
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// Set the default buffer size for the assosciated Producer, in pixels. This is
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// also the rendered size of the layer prior to any transformations. Parent
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// or local matrix transformations will not affect the size of the buffer,
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// but may affect it's on-screen size or clipping.
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virtual bool setSize(uint32_t w, uint32_t h);
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// Set a 2x2 transformation matrix on the layer. This transform
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// will be applied after parent transforms, but before any final
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// producer specified transform.
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virtual bool setMatrix(const layer_state_t::matrix22_t& matrix,
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bool allowNonRectPreservingTransforms);
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// This second set of geometry attributes are controlled by
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// setGeometryAppliesWithResize, and their default mode is to be
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// immediate. If setGeometryAppliesWithResize is specified
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// while a resize is pending, then update of these attributes will
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// be delayed until the resize completes.
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// setPosition operates in parent buffer space (pre parent-transform) or display
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// space for top-level layers.
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virtual bool setPosition(float x, float y);
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// Buffer space
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virtual bool setCrop(const Rect& crop);
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// TODO(b/38182121): Could we eliminate the various latching modes by
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// using the layer hierarchy?
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// -----------------------------------------------------------------------
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virtual bool setLayer(int32_t z);
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virtual bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ);
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virtual bool setAlpha(float alpha);
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virtual bool setColor(const half3& /*color*/) { return false; };
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// Set rounded corner radius for this layer and its children.
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//
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// We only support 1 radius per layer in the hierarchy, where parent layers have precedence.
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// The shape of the rounded corner rectangle is specified by the crop rectangle of the layer
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// from which we inferred the rounded corner radius.
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virtual bool setCornerRadius(float cornerRadius);
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// When non-zero, everything below this layer will be blurred by backgroundBlurRadius, which
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// is specified in pixels.
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virtual bool setBackgroundBlurRadius(int backgroundBlurRadius);
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virtual bool setBlurRegions(const std::vector<BlurRegion>& effectRegions);
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virtual bool setTransparentRegionHint(const Region& transparent);
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virtual bool setTrustedOverlay(bool);
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virtual bool setFlags(uint32_t flags, uint32_t mask);
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virtual bool setLayerStack(uint32_t layerStack);
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virtual uint32_t getLayerStack() const;
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virtual bool setMetadata(const LayerMetadata& data);
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virtual void setChildrenDrawingParent(const sp<Layer>&);
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virtual bool reparent(const sp<IBinder>& newParentHandle);
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virtual bool setColorTransform(const mat4& matrix);
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virtual mat4 getColorTransform() const;
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virtual bool hasColorTransform() const;
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virtual bool isColorSpaceAgnostic() const { return mDrawingState.colorSpaceAgnostic; }
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// Used only to set BufferStateLayer state
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virtual bool setTransform(uint32_t /*transform*/) { return false; };
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virtual bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/) { return false; };
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virtual bool setBuffer(const std::shared_ptr<renderengine::ExternalTexture>& /*buffer*/,
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const sp<Fence>& /*acquireFence*/, nsecs_t /*postTime*/,
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nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/,
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const client_cache_t& /*clientCacheId*/, uint64_t /* frameNumber */,
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std::optional<nsecs_t> /* dequeueTime */,
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const FrameTimelineInfo& /*info*/,
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const sp<ITransactionCompletedListener>& /* releaseBufferListener */) {
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return false;
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};
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virtual bool setAcquireFence(const sp<Fence>& /*fence*/) { return false; };
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virtual bool setDataspace(ui::Dataspace /*dataspace*/) { return false; };
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virtual bool setHdrMetadata(const HdrMetadata& /*hdrMetadata*/) { return false; };
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virtual bool setSurfaceDamageRegion(const Region& /*surfaceDamage*/) { return false; };
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virtual bool setApi(int32_t /*api*/) { return false; };
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virtual bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/) { return false; };
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virtual bool setTransactionCompletedListeners(
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const std::vector<sp<CallbackHandle>>& /*handles*/) {
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return false;
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};
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virtual bool addFrameEvent(const sp<Fence>& /*acquireFence*/, nsecs_t /*postedTime*/,
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nsecs_t /*requestedPresentTime*/) {
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return false;
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}
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virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace);
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virtual bool setColorSpaceAgnostic(const bool agnostic);
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virtual bool setFrameRateSelectionPriority(int32_t priority);
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virtual bool setFixedTransformHint(ui::Transform::RotationFlags fixedTransformHint);
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virtual void setAutoRefresh(bool /* autoRefresh */) {}
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bool setDropInputMode(gui::DropInputMode);
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// If the variable is not set on the layer, it traverses up the tree to inherit the frame
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// rate priority from its parent.
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virtual int32_t getFrameRateSelectionPriority() const;
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virtual ui::Dataspace getDataSpace() const { return ui::Dataspace::UNKNOWN; }
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virtual sp<compositionengine::LayerFE> getCompositionEngineLayerFE() const;
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virtual compositionengine::LayerFECompositionState* editCompositionState();
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// If we have received a new buffer this frame, we will pass its surface
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// damage down to hardware composer. Otherwise, we must send a region with
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// one empty rect.
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virtual void useSurfaceDamage() {}
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virtual void useEmptyDamage() {}
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Region getVisibleRegion(const DisplayDevice*) const;
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/*
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* isOpaque - true if this surface is opaque
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*
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* This takes into account the buffer format (i.e. whether or not the
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* pixel format includes an alpha channel) and the "opaque" flag set
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* on the layer. It does not examine the current plane alpha value.
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*/
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virtual bool isOpaque(const Layer::State&) const { return false; }
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/*
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* Returns whether this layer can receive input.
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*/
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virtual bool canReceiveInput() const;
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/*
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* isProtected - true if the layer may contain protected contents in the
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* GRALLOC_USAGE_PROTECTED sense.
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*/
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virtual bool isProtected() const { return false; }
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/*
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* isFixedSize - true if content has a fixed size
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*/
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virtual bool isFixedSize() const { return true; }
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|
|
|
/*
|
|
* usesSourceCrop - true if content should use a source crop
|
|
*/
|
|
virtual bool usesSourceCrop() const { return false; }
|
|
|
|
// Most layers aren't created from the main thread, and therefore need to
|
|
// grab the SF state lock to access HWC, but ContainerLayer does, so we need
|
|
// to avoid grabbing the lock again to avoid deadlock
|
|
virtual bool isCreatedFromMainThread() const { return false; }
|
|
|
|
uint32_t getActiveWidth(const Layer::State& s) const { return s.width; }
|
|
uint32_t getActiveHeight(const Layer::State& s) const { return s.height; }
|
|
ui::Transform getActiveTransform(const Layer::State& s) const { return s.transform; }
|
|
virtual Region getActiveTransparentRegion(const Layer::State& s) const {
|
|
return s.activeTransparentRegion_legacy;
|
|
}
|
|
virtual Rect getCrop(const Layer::State& s) const { return s.crop; }
|
|
virtual bool needsFiltering(const DisplayDevice*) const { return false; }
|
|
|
|
// True if this layer requires filtering
|
|
// This method is distinct from needsFiltering() in how the filter
|
|
// requirement is computed. needsFiltering() compares displayFrame and crop,
|
|
// where as this method transforms the displayFrame to layer-stack space
|
|
// first. This method should be used if there is no physical display to
|
|
// project onto when taking screenshots, as the filtering requirements are
|
|
// different.
|
|
// If the parent transform needs to be undone when capturing the layer, then
|
|
// the inverse parent transform is also required.
|
|
virtual bool needsFilteringForScreenshots(const DisplayDevice*, const ui::Transform&) const {
|
|
return false;
|
|
}
|
|
|
|
virtual void updateCloneBufferInfo(){};
|
|
|
|
virtual void setDefaultBufferSize(uint32_t /*w*/, uint32_t /*h*/) {}
|
|
|
|
virtual bool isHdrY410() const { return false; }
|
|
|
|
virtual bool shouldPresentNow(nsecs_t /*expectedPresentTime*/) const { return false; }
|
|
|
|
virtual uint64_t getHeadFrameNumber(nsecs_t /* expectedPresentTime */) const { return 0; }
|
|
|
|
/*
|
|
* called after composition.
|
|
* returns true if the layer latched a new buffer this frame.
|
|
*/
|
|
virtual bool onPostComposition(const DisplayDevice*,
|
|
const std::shared_ptr<FenceTime>& /*glDoneFence*/,
|
|
const std::shared_ptr<FenceTime>& /*presentFence*/,
|
|
const CompositorTiming&) {
|
|
return false;
|
|
}
|
|
|
|
// If a buffer was replaced this frame, release the former buffer
|
|
virtual void releasePendingBuffer(nsecs_t /*dequeueReadyTime*/) { }
|
|
|
|
virtual void finalizeFrameEventHistory(const std::shared_ptr<FenceTime>& /*glDoneFence*/,
|
|
const CompositorTiming& /*compositorTiming*/) {}
|
|
|
|
/*
|
|
* latchBuffer - called each time the screen is redrawn and returns whether
|
|
* the visible regions need to be recomputed (this is a fairly heavy
|
|
* operation, so this should be set only if needed). Typically this is used
|
|
* to figure out if the content or size of a surface has changed.
|
|
*/
|
|
virtual bool latchBuffer(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/,
|
|
nsecs_t /*expectedPresentTime*/) {
|
|
return false;
|
|
}
|
|
|
|
virtual bool isBufferLatched() const { return false; }
|
|
|
|
virtual void latchAndReleaseBuffer() {}
|
|
|
|
/*
|
|
* returns the rectangle that crops the content of the layer and scales it
|
|
* to the layer's size.
|
|
*/
|
|
virtual Rect getBufferCrop() const { return Rect(); }
|
|
|
|
/*
|
|
* Returns the transform applied to the buffer.
|
|
*/
|
|
virtual uint32_t getBufferTransform() const { return 0; }
|
|
|
|
virtual sp<GraphicBuffer> getBuffer() const { return nullptr; }
|
|
|
|
virtual ui::Transform::RotationFlags getTransformHint() const { return ui::Transform::ROT_0; }
|
|
|
|
/*
|
|
* Returns if a frame is ready
|
|
*/
|
|
virtual bool hasReadyFrame() const { return false; }
|
|
|
|
virtual int32_t getQueuedFrameCount() const { return 0; }
|
|
|
|
/**
|
|
* Returns active buffer size in the correct orientation. Buffer size is determined by undoing
|
|
* any buffer transformations. If the layer has no buffer then return INVALID_RECT.
|
|
*/
|
|
virtual Rect getBufferSize(const Layer::State&) const { return Rect::INVALID_RECT; }
|
|
|
|
/**
|
|
* Returns the source bounds. If the bounds are not defined, it is inferred from the
|
|
* buffer size. Failing that, the bounds are determined from the passed in parent bounds.
|
|
* For the root layer, this is the display viewport size.
|
|
*/
|
|
virtual FloatRect computeSourceBounds(const FloatRect& parentBounds) const {
|
|
return parentBounds;
|
|
}
|
|
virtual FrameRate getFrameRateForLayerTree() const;
|
|
|
|
virtual std::vector<OccupancyTracker::Segment> getOccupancyHistory(bool /*forceFlush*/) {
|
|
return {};
|
|
}
|
|
|
|
virtual bool getTransformToDisplayInverse() const { return false; }
|
|
|
|
// Returns how rounded corners should be drawn for this layer.
|
|
// This will traverse the hierarchy until it reaches its root, finding topmost rounded
|
|
// corner definition and converting it into current layer's coordinates.
|
|
// As of now, only 1 corner radius per display list is supported. Subsequent ones will be
|
|
// ignored.
|
|
virtual RoundedCornerState getRoundedCornerState() const;
|
|
|
|
bool hasRoundedCorners() const override { return getRoundedCornerState().radius > .0f; }
|
|
|
|
virtual PixelFormat getPixelFormat() const { return PIXEL_FORMAT_NONE; }
|
|
/**
|
|
* Return whether this layer needs an input info. For most layer types
|
|
* this is only true if they explicitly set an input-info but BufferLayer
|
|
* overrides this so we can generate input-info for Buffered layers that don't
|
|
* have them (for input occlusion detection checks).
|
|
*/
|
|
virtual bool needsInputInfo() const { return hasInputInfo(); }
|
|
|
|
// Implements RefBase.
|
|
void onFirstRef() override;
|
|
|
|
// implements compositionengine::LayerFE
|
|
const compositionengine::LayerFECompositionState* getCompositionState() const override;
|
|
bool onPreComposition(nsecs_t) override;
|
|
void prepareCompositionState(compositionengine::LayerFE::StateSubset subset) override;
|
|
std::vector<compositionengine::LayerFE::LayerSettings> prepareClientCompositionList(
|
|
compositionengine::LayerFE::ClientCompositionTargetSettings&) override;
|
|
void onLayerDisplayed(const sp<Fence>& releaseFence) override;
|
|
const char* getDebugName() const override;
|
|
|
|
bool setShadowRadius(float shadowRadius);
|
|
|
|
// Before color management is introduced, contents on Android have to be
|
|
// desaturated in order to match what they appears like visually.
|
|
// With color management, these contents will appear desaturated, thus
|
|
// needed to be saturated so that they match what they are designed for
|
|
// visually.
|
|
bool isLegacyDataSpace() const;
|
|
|
|
uint32_t getTransactionFlags() const { return mTransactionFlags; }
|
|
uint32_t getTransactionFlags(uint32_t flags);
|
|
uint32_t setTransactionFlags(uint32_t flags);
|
|
|
|
// Deprecated, please use compositionengine::Output::belongsInOutput()
|
|
// instead.
|
|
// TODO(lpique): Move the remaining callers (screencap) to the new function.
|
|
bool belongsToDisplay(uint32_t layerStack) const { return getLayerStack() == layerStack; }
|
|
|
|
FloatRect getBounds(const Region& activeTransparentRegion) const;
|
|
FloatRect getBounds() const;
|
|
|
|
// Compute bounds for the layer and cache the results.
|
|
void computeBounds(FloatRect parentBounds, ui::Transform parentTransform, float shadowRadius);
|
|
|
|
int32_t getSequence() const override { return sequence; }
|
|
|
|
// For tracing.
|
|
// TODO: Replace with raw buffer id from buffer metadata when that becomes available.
|
|
// GraphicBuffer::getId() does not provide a reliable global identifier. Since the traces
|
|
// creates its tracks by buffer id and has no way of associating a buffer back to the process
|
|
// that created it, the current implementation is only sufficient for cases where a buffer is
|
|
// only used within a single layer.
|
|
uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; }
|
|
|
|
/*
|
|
* isSecure - true if this surface is secure, that is if it prevents
|
|
* screenshots or VNC servers. A surface can be set to be secure by the
|
|
* application, being secure doesn't mean the surface has DRM contents.
|
|
*/
|
|
bool isSecure() const;
|
|
|
|
/*
|
|
* isHiddenByPolicy - true if this layer has been forced invisible.
|
|
* just because this is false, doesn't mean isVisible() is true.
|
|
* For example if this layer has no active buffer, it may not be hidden by
|
|
* policy, but it still can not be visible.
|
|
*/
|
|
bool isHiddenByPolicy() const;
|
|
|
|
bool isRemovedFromCurrentState() const;
|
|
|
|
LayerProto* writeToProto(LayersProto& layersProto, uint32_t traceFlags, const DisplayDevice*);
|
|
|
|
// Write states that are modified by the main thread. This includes drawing
|
|
// state as well as buffer data. This should be called in the main or tracing
|
|
// thread.
|
|
void writeToProtoDrawingState(LayerProto* layerInfo, uint32_t traceFlags, const DisplayDevice*);
|
|
// Write drawing or current state. If writing current state, the caller should hold the
|
|
// external mStateLock. If writing drawing state, this function should be called on the
|
|
// main or tracing thread.
|
|
void writeToProtoCommonState(LayerProto* layerInfo, LayerVector::StateSet,
|
|
uint32_t traceFlags = SurfaceTracing::TRACE_ALL);
|
|
|
|
InputWindowInfo::Type getWindowType() const { return mWindowType; }
|
|
|
|
bool getPrimaryDisplayOnly() const;
|
|
|
|
void updateMirrorInfo();
|
|
|
|
/*
|
|
* doTransaction - process the transaction. This is a good place to figure
|
|
* out which attributes of the surface have changed.
|
|
*/
|
|
virtual uint32_t doTransaction(uint32_t transactionFlags);
|
|
|
|
/*
|
|
* Remove relative z for the layer if its relative parent is not part of the
|
|
* provided layer tree.
|
|
*/
|
|
void removeRelativeZ(const std::vector<Layer*>& layersInTree);
|
|
|
|
/*
|
|
* Remove from current state and mark for removal.
|
|
*/
|
|
void removeFromCurrentState();
|
|
|
|
/*
|
|
* called with the state lock from a binder thread when the layer is
|
|
* removed from the current list to the pending removal list
|
|
*/
|
|
void onRemovedFromCurrentState();
|
|
|
|
/*
|
|
* Called when the layer is added back to the current state list.
|
|
*/
|
|
void addToCurrentState();
|
|
|
|
/*
|
|
* Sets display transform hint on BufferLayerConsumer.
|
|
*/
|
|
void updateTransformHint(ui::Transform::RotationFlags);
|
|
|
|
inline const State& getDrawingState() const { return mDrawingState; }
|
|
inline State& getDrawingState() { return mDrawingState; }
|
|
|
|
LayerDebugInfo getLayerDebugInfo(const DisplayDevice*) const;
|
|
|
|
void miniDump(std::string& result, const DisplayDevice&) const;
|
|
void dumpFrameStats(std::string& result) const;
|
|
void dumpFrameEvents(std::string& result);
|
|
void dumpCallingUidPid(std::string& result) const;
|
|
void clearFrameStats();
|
|
void logFrameStats();
|
|
void getFrameStats(FrameStats* outStats) const;
|
|
void onDisconnect();
|
|
void addAndGetFrameTimestamps(const NewFrameEventsEntry* newEntry,
|
|
FrameEventHistoryDelta* outDelta);
|
|
|
|
ui::Transform getTransform() const;
|
|
|
|
// Returns the Alpha of the Surface, accounting for the Alpha
|
|
// of parent Surfaces in the hierarchy (alpha's will be multiplied
|
|
// down the hierarchy).
|
|
half getAlpha() const;
|
|
half4 getColor() const;
|
|
int32_t getBackgroundBlurRadius() const;
|
|
bool drawShadows() const { return mEffectiveShadowRadius > 0.f; };
|
|
|
|
// Returns the transform hint set by Window Manager on the layer or one of its parents.
|
|
// This traverses the current state because the data is needed when creating
|
|
// the layer(off drawing thread) and the hint should be available before the producer
|
|
// is ready to acquire a buffer.
|
|
ui::Transform::RotationFlags getFixedTransformHint() const;
|
|
|
|
/**
|
|
* Traverse this layer and it's hierarchy of children directly. Unlike traverseInZOrder
|
|
* which will not emit children who have relativeZOrder to another layer, this method
|
|
* just directly emits all children. It also emits them in no particular order.
|
|
* So this method is not suitable for graphical operations, as it doesn't represent
|
|
* the scene state, but it's also more efficient than traverseInZOrder and so useful for
|
|
* book-keeping.
|
|
*/
|
|
void traverse(LayerVector::StateSet, const LayerVector::Visitor&);
|
|
void traverseInReverseZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
|
|
void traverseInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
|
|
|
|
/**
|
|
* Traverse only children in z order, ignoring relative layers that are not children of the
|
|
* parent.
|
|
*/
|
|
void traverseChildrenInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
|
|
|
|
size_t getChildrenCount() const;
|
|
|
|
// ONLY CALL THIS FROM THE LAYER DTOR!
|
|
// See b/141111965. We need to add current children to offscreen layers in
|
|
// the layer dtor so as not to dangle layers. Since the layer has not
|
|
// committed its transaction when the layer is destroyed, we must add
|
|
// current children. This is safe in the dtor as we will no longer update
|
|
// the current state, but should not be called anywhere else!
|
|
LayerVector& getCurrentChildren() { return mCurrentChildren; }
|
|
|
|
void addChild(const sp<Layer>&);
|
|
// Returns index if removed, or negative value otherwise
|
|
// for symmetry with Vector::remove
|
|
ssize_t removeChild(const sp<Layer>& layer);
|
|
sp<Layer> getParent() const { return mCurrentParent.promote(); }
|
|
|
|
// Should be called with the surfaceflinger statelock held
|
|
bool isAtRoot() const { return mIsAtRoot; }
|
|
void setIsAtRoot(bool isAtRoot) { mIsAtRoot = isAtRoot; }
|
|
|
|
bool hasParent() const { return getParent() != nullptr; }
|
|
Rect getScreenBounds(bool reduceTransparentRegion = true) const;
|
|
bool setChildLayer(const sp<Layer>& childLayer, int32_t z);
|
|
bool setChildRelativeLayer(const sp<Layer>& childLayer,
|
|
const sp<IBinder>& relativeToHandle, int32_t relativeZ);
|
|
|
|
// Copy the current list of children to the drawing state. Called by
|
|
// SurfaceFlinger to complete a transaction.
|
|
void commitChildList();
|
|
int32_t getZ(LayerVector::StateSet) const;
|
|
|
|
/**
|
|
* Returns the cropped buffer size or the layer crop if the layer has no buffer. Return
|
|
* INVALID_RECT if the layer has no buffer and no crop.
|
|
* A layer with an invalid buffer size and no crop is considered to be boundless. The layer
|
|
* bounds are constrained by its parent bounds.
|
|
*/
|
|
Rect getCroppedBufferSize(const Layer::State& s) const;
|
|
|
|
bool setFrameRate(FrameRate);
|
|
|
|
virtual void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {}
|
|
void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime);
|
|
void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info,
|
|
nsecs_t postTime);
|
|
|
|
void addSurfaceFrameDroppedForBuffer(
|
|
std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame);
|
|
void addSurfaceFramePresentedForBuffer(
|
|
std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame, nsecs_t acquireFenceTime,
|
|
nsecs_t currentLatchTime);
|
|
|
|
std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForTransaction(
|
|
const FrameTimelineInfo& info, nsecs_t postTime);
|
|
std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForBuffer(
|
|
const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName);
|
|
|
|
// Creates a new handle each time, so we only expect
|
|
// this to be called once.
|
|
sp<IBinder> getHandle();
|
|
const std::string& getName() const { return mName; }
|
|
bool getPremultipledAlpha() const;
|
|
void setInputInfo(const InputWindowInfo& info);
|
|
|
|
InputWindowInfo fillInputInfo(const sp<DisplayDevice>& display);
|
|
/**
|
|
* Returns whether this layer has an explicitly set input-info.
|
|
*/
|
|
bool hasInputInfo() const;
|
|
|
|
// Sets the parent's gameMode for this layer and all its children. Parent's gameMode is applied
|
|
// only to layers that do not have the GAME_MODE_METADATA set by WMShell. Any layer(along with
|
|
// its children) that has the metadata set will use the gameMode from the metadata.
|
|
void setGameModeForTree(int32_t parentGameMode);
|
|
void setGameMode(int32_t gameMode) { mGameMode = gameMode; };
|
|
int32_t getGameMode() const { return mGameMode; }
|
|
|
|
virtual uid_t getOwnerUid() const { return mOwnerUid; }
|
|
|
|
pid_t getOwnerPid() { return mOwnerPid; }
|
|
|
|
// This layer is not a clone, but it's the parent to the cloned hierarchy. The
|
|
// variable mClonedChild represents the top layer that will be cloned so this
|
|
// layer will be the parent of mClonedChild.
|
|
// The layers in the cloned hierarchy will match the lifetime of the real layers. That is
|
|
// if the real layer is destroyed, then the clone layer will also be destroyed.
|
|
sp<Layer> mClonedChild;
|
|
bool mHadClonedChild = false;
|
|
void setClonedChild(const sp<Layer>& mClonedChild);
|
|
|
|
mutable bool contentDirty{false};
|
|
Region surfaceDamageRegion;
|
|
|
|
// Layer serial number. This gives layers an explicit ordering, so we
|
|
// have a stable sort order when their layer stack and Z-order are
|
|
// the same.
|
|
int32_t sequence{sSequence++};
|
|
|
|
bool mPendingHWCDestroy{false};
|
|
|
|
bool backpressureEnabled() { return mDrawingState.flags & layer_state_t::eEnableBackpressure; }
|
|
|
|
bool setStretchEffect(const StretchEffect& effect);
|
|
StretchEffect getStretchEffect() const;
|
|
|
|
virtual bool setBufferCrop(const Rect& /* bufferCrop */) { return false; }
|
|
virtual bool setDestinationFrame(const Rect& /* destinationFrame */) { return false; }
|
|
virtual std::atomic<int32_t>* getPendingBufferCounter() { return nullptr; }
|
|
virtual std::string getPendingBufferCounterName() { return ""; }
|
|
virtual bool updateGeometry() { return false; }
|
|
|
|
protected:
|
|
friend class impl::SurfaceInterceptor;
|
|
|
|
// HUANGLONG begin
|
|
// For SurfaceFlingerEx accessing findOutputLayerForDisplay, getCompositionType.
|
|
friend class SurfaceFlingerEx;
|
|
// HUANGLONG end
|
|
|
|
// For unit tests
|
|
friend class TestableSurfaceFlinger;
|
|
friend class FpsReporterTest;
|
|
friend class RefreshRateSelectionTest;
|
|
friend class SetFrameRateTest;
|
|
friend class TransactionFrameTracerTest;
|
|
friend class TransactionSurfaceFrameTest;
|
|
|
|
virtual void setInitialValuesForClone(const sp<Layer>& clonedFrom);
|
|
virtual std::optional<compositionengine::LayerFE::LayerSettings> prepareClientComposition(
|
|
compositionengine::LayerFE::ClientCompositionTargetSettings&);
|
|
virtual void preparePerFrameCompositionState();
|
|
virtual void commitTransaction(State& stateToCommit);
|
|
virtual void onSurfaceFrameCreated(const std::shared_ptr<frametimeline::SurfaceFrame>&) {}
|
|
|
|
// Returns mCurrentScaling mode (originating from the
|
|
// Client) or mOverrideScalingMode mode (originating from
|
|
// the Surface Controller) if set.
|
|
virtual uint32_t getEffectiveScalingMode() const { return 0; }
|
|
|
|
sp<compositionengine::LayerFE> asLayerFE() const;
|
|
sp<Layer> getClonedFrom() { return mClonedFrom != nullptr ? mClonedFrom.promote() : nullptr; }
|
|
bool isClone() { return mClonedFrom != nullptr; }
|
|
bool isClonedFromAlive() { return getClonedFrom() != nullptr; }
|
|
|
|
void updateClonedDrawingState(std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
|
|
void updateClonedChildren(const sp<Layer>& mirrorRoot,
|
|
std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
|
|
void updateClonedRelatives(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
|
|
void addChildToDrawing(const sp<Layer>&);
|
|
void updateClonedInputInfo(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
|
|
|
|
// Modifies the passed in layer settings to clear the contents. If the blackout flag is set,
|
|
// the settings clears the content with a solid black fill.
|
|
void prepareClearClientComposition(LayerFE::LayerSettings&, bool blackout) const;
|
|
void prepareShadowClientComposition(LayerFE::LayerSettings& caster, const Rect& layerStackRect);
|
|
|
|
void prepareBasicGeometryCompositionState();
|
|
void prepareGeometryCompositionState();
|
|
void prepareCursorCompositionState();
|
|
|
|
uint32_t getEffectiveUsage(uint32_t usage) const;
|
|
|
|
/**
|
|
* Setup rounded corners coordinates of this layer, taking into account the layer bounds and
|
|
* crop coordinates, transforming them into layer space.
|
|
*/
|
|
void setupRoundedCornersCropCoordinates(Rect win, const FloatRect& roundedCornersCrop) const;
|
|
void setParent(const sp<Layer>&);
|
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LayerVector makeTraversalList(LayerVector::StateSet, bool* outSkipRelativeZUsers);
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void addZOrderRelative(const wp<Layer>& relative);
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void removeZOrderRelative(const wp<Layer>& relative);
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compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
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bool usingRelativeZ(LayerVector::StateSet) const;
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virtual ui::Transform getInputTransform() const;
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virtual Rect getInputBounds() const;
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// constant
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sp<SurfaceFlinger> mFlinger;
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bool mPremultipliedAlpha{true};
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const std::string mName;
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const std::string mTransactionName{"TX - " + mName};
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// These are only accessed by the main thread or the tracing thread.
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State mDrawingState;
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uint32_t mTransactionFlags{0};
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// Updated in doTransaction, used to track the last sequence number we
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// committed. Currently this is really only used for updating visible
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// regions.
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int32_t mLastCommittedTxSequence = -1;
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// Timestamp history for UIAutomation. Thread safe.
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FrameTracker mFrameTracker;
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// Timestamp history for the consumer to query.
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// Accessed by both consumer and producer on main and binder threads.
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Mutex mFrameEventHistoryMutex;
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ConsumerFrameEventHistory mFrameEventHistory;
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FenceTimeline mAcquireTimeline;
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FenceTimeline mReleaseTimeline;
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// main thread
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sp<NativeHandle> mSidebandStream;
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// False if the buffer and its contents have been previously used for GPU
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// composition, true otherwise.
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bool mIsActiveBufferUpdatedForGpu = true;
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// We encode unset as -1.
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std::atomic<uint64_t> mCurrentFrameNumber{0};
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// Whether filtering is needed b/c of the drawingstate
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bool mNeedsFiltering{false};
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std::atomic<bool> mRemovedFromDrawingState{false};
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// page-flip thread (currently main thread)
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bool mProtectedByApp{false}; // application requires protected path to external sink
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// protected by mLock
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mutable Mutex mLock;
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const wp<Client> mClientRef;
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// This layer can be a cursor on some displays.
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bool mPotentialCursor{false};
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LayerVector mCurrentChildren{LayerVector::StateSet::Current};
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LayerVector mDrawingChildren{LayerVector::StateSet::Drawing};
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wp<Layer> mCurrentParent;
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wp<Layer> mDrawingParent;
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// Window types from WindowManager.LayoutParams
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const InputWindowInfo::Type mWindowType;
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// The owner of the layer. If created from a non system process, it will be the calling uid.
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// If created from a system process, the value can be passed in.
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uid_t mOwnerUid;
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// The owner pid of the layer. If created from a non system process, it will be the calling pid.
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// If created from a system process, the value can be passed in.
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pid_t mOwnerPid;
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// Keeps track of the time SF latched the last buffer from this layer.
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// Used in buffer stuffing analysis in FrameTimeline.
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nsecs_t mLastLatchTime = 0;
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mutable bool mDrawingStateModified = false;
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private:
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virtual void setTransformHint(ui::Transform::RotationFlags) {}
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// Returns true if the layer can draw shadows on its border.
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virtual bool canDrawShadows() const { return true; }
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Hwc2::IComposerClient::Composition getCompositionType(const DisplayDevice&) const;
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/**
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* Returns an unsorted vector of all layers that are part of this tree.
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* That includes the current layer and all its descendants.
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*/
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std::vector<Layer*> getLayersInTree(LayerVector::StateSet);
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/**
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* Traverses layers that are part of this tree in the correct z order.
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* layersInTree must be sorted before calling this method.
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*/
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void traverseChildrenInZOrderInner(const std::vector<Layer*>& layersInTree,
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LayerVector::StateSet, const LayerVector::Visitor&);
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LayerVector makeChildrenTraversalList(LayerVector::StateSet,
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const std::vector<Layer*>& layersInTree);
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|
|
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void updateTreeHasFrameRateVote();
|
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bool propagateFrameRateForLayerTree(FrameRate parentFrameRate, bool* transactionNeeded);
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|
bool setFrameRateForLayerTree(FrameRate);
|
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void setZOrderRelativeOf(const wp<Layer>& relativeOf);
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bool isTrustedOverlay() const;
|
|
gui::DropInputMode getDropInputMode() const;
|
|
void handleDropInputMode(InputWindowInfo& info) const;
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|
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// Find the root of the cloned hierarchy, this means the first non cloned parent.
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// This will return null if first non cloned parent is not found.
|
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sp<Layer> getClonedRoot();
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// Finds the top most layer in the hierarchy. This will find the root Layer where the parent is
|
|
// null.
|
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sp<Layer> getRootLayer();
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|
|
|
// Fills in the touch occlusion mode of the first parent (including this layer) that
|
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// hasInputInfo() or no-op if no such parent is found.
|
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void fillTouchOcclusionMode(InputWindowInfo& info);
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|
|
|
// Fills in the frame and transform info for the InputWindowInfo
|
|
void fillInputFrameInfo(InputWindowInfo& info, const ui::Transform& toPhysicalDisplay);
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|
|
|
// Cached properties computed from drawing state
|
|
// Effective transform taking into account parent transforms and any parent scaling, which is
|
|
// a transform from the current layer coordinate space to display(screen) coordinate space.
|
|
ui::Transform mEffectiveTransform;
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|
|
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// Bounds of the layer before any transformation is applied and before it has been cropped
|
|
// by its parents.
|
|
FloatRect mSourceBounds;
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|
|
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// Bounds of the layer in layer space. This is the mSourceBounds cropped by its layer crop and
|
|
// its parent bounds.
|
|
FloatRect mBounds;
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|
|
|
// Layer bounds in screen space.
|
|
FloatRect mScreenBounds;
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|
|
|
bool mGetHandleCalled = false;
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|
|
|
// Tracks the process and user id of the caller when creating this layer
|
|
// to help debugging.
|
|
pid_t mCallingPid;
|
|
uid_t mCallingUid;
|
|
|
|
// The current layer is a clone of mClonedFrom. This means that this layer will update it's
|
|
// properties based on mClonedFrom. When mClonedFrom latches a new buffer for BufferLayers,
|
|
// this layer will update it's buffer. When mClonedFrom updates it's drawing state, children,
|
|
// and relatives, this layer will update as well.
|
|
wp<Layer> mClonedFrom;
|
|
|
|
// The inherited shadow radius after taking into account the layer hierarchy. This is the
|
|
// final shadow radius for this layer. If a shadow is specified for a layer, then effective
|
|
// shadow radius is the set shadow radius, otherwise its the parent's shadow radius.
|
|
float mEffectiveShadowRadius = 0.f;
|
|
|
|
// Game mode for the layer. Set by WindowManagerShell, game mode is used in
|
|
// metrics(SurfaceFlingerStats).
|
|
int32_t mGameMode = 0;
|
|
|
|
// A list of regions on this layer that should have blurs.
|
|
const std::vector<BlurRegion> getBlurRegions() const;
|
|
|
|
bool mIsAtRoot = false;
|
|
};
|
|
|
|
std::ostream& operator<<(std::ostream& stream, const Layer::FrameRate& rate);
|
|
|
|
} // namespace android
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