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/*
* Copyright (C) 2011 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.
*/
#define LOG_TAG "Sprites"
//#define LOG_NDEBUG 0
#include "SpriteController.h"
#include <log/log.h>
#include <utils/String8.h>
#include <gui/Surface.h>
namespace android {
// --- SpriteController ---
SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer,
ParentSurfaceProvider parentSurfaceProvider)
: mLooper(looper),
mOverlayLayer(overlayLayer),
mHandler(sp<Handler>::make()),
mParentSurfaceProvider(std::move(parentSurfaceProvider)) {
mLocked.transactionNestingCount = 0;
mLocked.deferredSpriteUpdate = false;
}
void SpriteController::setHandlerController(
const std::shared_ptr<android::SpriteController>& controller) {
// Initialize the weak message handler outside the constructor, because we cannot get a shared
// pointer to self in the constructor.
mHandler->spriteController = controller;
}
SpriteController::~SpriteController() {
mLooper->removeMessages(mHandler);
if (mSurfaceComposerClient != NULL) {
mSurfaceComposerClient->dispose();
mSurfaceComposerClient.clear();
}
}
sp<Sprite> SpriteController::createSprite() {
return sp<SpriteImpl>::make(*this);
}
void SpriteController::openTransaction() {
AutoMutex _l(mLock);
mLocked.transactionNestingCount += 1;
}
void SpriteController::closeTransaction() {
AutoMutex _l(mLock);
LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
"Sprite closeTransaction() called but there is no open sprite transaction");
mLocked.transactionNestingCount -= 1;
if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
mLocked.deferredSpriteUpdate = false;
mLooper->sendMessage(mHandler, Message(Handler::MSG_UPDATE_SPRITES));
}
}
void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
bool wasEmpty = mLocked.invalidatedSprites.empty();
mLocked.invalidatedSprites.push_back(sprite);
if (wasEmpty) {
if (mLocked.transactionNestingCount != 0) {
mLocked.deferredSpriteUpdate = true;
} else {
mLooper->sendMessage(mHandler, Message(Handler::MSG_UPDATE_SPRITES));
}
}
}
void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
bool wasEmpty = mLocked.disposedSurfaces.empty();
mLocked.disposedSurfaces.push_back(surfaceControl);
if (wasEmpty) {
mLooper->sendMessage(mHandler, Message(Handler::MSG_DISPOSE_SURFACES));
}
}
void SpriteController::doUpdateSprites() {
// Collect information about sprite updates.
// Each sprite update record includes a reference to its associated sprite so we can
// be certain the sprites will not be deleted while this function runs. Sprites
// may invalidate themselves again during this time but we will handle those changes
// in the next iteration.
Vector<SpriteUpdate> updates;
size_t numSprites;
{ // acquire lock
AutoMutex _l(mLock);
numSprites = mLocked.invalidatedSprites.size();
for (size_t i = 0; i < numSprites; i++) {
const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites[i];
updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
sprite->resetDirtyLocked();
}
mLocked.invalidatedSprites.clear();
} // release lock
// Create missing surfaces.
bool surfaceChanged = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
update.state.surfaceWidth = update.state.icon.width();
update.state.surfaceHeight = update.state.icon.height();
update.state.surfaceDrawn = false;
update.state.surfaceVisible = false;
update.state.surfaceControl =
obtainSurface(update.state.surfaceWidth, update.state.surfaceHeight,
update.state.displayId);
if (update.state.surfaceControl != NULL) {
update.surfaceChanged = surfaceChanged = true;
}
}
}
// Resize and/or reparent sprites if needed.
SurfaceComposerClient::Transaction t;
bool needApplyTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if (update.state.surfaceControl == nullptr) {
continue;
}
if (update.state.wantSurfaceVisible()) {
int32_t desiredWidth = update.state.icon.width();
int32_t desiredHeight = update.state.icon.height();
if (update.state.surfaceWidth < desiredWidth
|| update.state.surfaceHeight < desiredHeight) {
needApplyTransaction = true;
update.state.surfaceControl->updateDefaultBufferSize(desiredWidth, desiredHeight);
update.state.surfaceWidth = desiredWidth;
update.state.surfaceHeight = desiredHeight;
update.state.surfaceDrawn = false;
update.surfaceChanged = surfaceChanged = true;
if (update.state.surfaceVisible) {
t.hide(update.state.surfaceControl);
update.state.surfaceVisible = false;
}
}
}
// If surface has changed to a new display, we have to reparent it.
if (update.state.dirty & DIRTY_DISPLAY_ID) {
t.reparent(update.state.surfaceControl, mParentSurfaceProvider(update.state.displayId));
needApplyTransaction = true;
}
}
if (needApplyTransaction) {
t.apply();
}
// Redraw sprites if needed.
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
update.state.surfaceDrawn = false;
update.surfaceChanged = surfaceChanged = true;
}
if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
&& update.state.wantSurfaceVisible()) {
sp<Surface> surface = update.state.surfaceControl->getSurface();
if (update.state.icon.draw(surface)) {
update.state.surfaceDrawn = true;
update.surfaceChanged = surfaceChanged = true;
}
}
}
needApplyTransaction = false;
for (size_t i = 0; i < numSprites; i++) {
SpriteUpdate& update = updates.editItemAt(i);
bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
&& update.state.surfaceDrawn;
bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
|| (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
| DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
| DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID
| DIRTY_ICON_STYLE))))) {
needApplyTransaction = true;
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
t.setAlpha(update.state.surfaceControl,
update.state.alpha);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & (DIRTY_POSITION
| DIRTY_HOTSPOT)))) {
t.setPosition(
update.state.surfaceControl,
update.state.positionX - update.state.icon.hotSpotX,
update.state.positionY - update.state.icon.hotSpotY);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible
|| (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
t.setMatrix(
update.state.surfaceControl,
update.state.transformationMatrix.dsdx,
update.state.transformationMatrix.dtdx,
update.state.transformationMatrix.dsdy,
update.state.transformationMatrix.dtdy);
}
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible
|| (update.state.dirty & (DIRTY_HOTSPOT | DIRTY_ICON_STYLE)))) {
Parcel p;
p.writeInt32(static_cast<int32_t>(update.state.icon.style));
p.writeFloat(update.state.icon.hotSpotX);
p.writeFloat(update.state.icon.hotSpotY);
// Pass cursor metadata in the sprite surface so that when Android is running as a
// client OS (e.g. ARC++) the host OS can get the requested cursor metadata and
// update mouse cursor in the host OS.
t.setMetadata(update.state.surfaceControl, gui::METADATA_MOUSE_CURSOR, p);
}
int32_t surfaceLayer = mOverlayLayer + update.state.layer;
if (wantSurfaceVisibleAndDrawn
&& (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
t.setLayer(update.state.surfaceControl, surfaceLayer);
}
if (becomingVisible) {
t.show(update.state.surfaceControl);
update.state.surfaceVisible = true;
update.surfaceChanged = surfaceChanged = true;
} else if (becomingHidden) {
t.hide(update.state.surfaceControl);
update.state.surfaceVisible = false;
update.surfaceChanged = surfaceChanged = true;
}
}
}
if (needApplyTransaction) {
status_t status = t.apply();
if (status) {
ALOGE("Error applying Surface transaction");
}
}
// If any surfaces were changed, write back the new surface properties to the sprites.
if (surfaceChanged) { // acquire lock
AutoMutex _l(mLock);
for (size_t i = 0; i < numSprites; i++) {
const SpriteUpdate& update = updates.itemAt(i);
if (update.surfaceChanged) {
update.sprite->setSurfaceLocked(update.state.surfaceControl,
update.state.surfaceWidth, update.state.surfaceHeight,
update.state.surfaceDrawn, update.state.surfaceVisible);
}
}
} // release lock
// Clear the sprite update vector outside the lock. It is very important that
// we do not clear sprite references inside the lock since we could be releasing
// the last remaining reference to the sprite here which would result in the
// sprite being deleted and the lock being reacquired by the sprite destructor
// while already held.
updates.clear();
}
void SpriteController::doDisposeSurfaces() {
// Collect disposed surfaces.
std::vector<sp<SurfaceControl>> disposedSurfaces;
{ // acquire lock
AutoMutex _l(mLock);
disposedSurfaces = mLocked.disposedSurfaces;
mLocked.disposedSurfaces.clear();
} // release lock
// Remove the parent from all surfaces.
SurfaceComposerClient::Transaction t;
for (const sp<SurfaceControl>& sc : disposedSurfaces) {
t.reparent(sc, nullptr);
}
t.apply();
// Release the last reference to each surface outside of the lock.
// We don't want the surfaces to be deleted while we are holding our lock.
disposedSurfaces.clear();
}
void SpriteController::ensureSurfaceComposerClient() {
if (mSurfaceComposerClient == NULL) {
mSurfaceComposerClient = sp<SurfaceComposerClient>::make();
}
}
sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height,
int32_t displayId) {
ensureSurfaceComposerClient();
const sp<SurfaceControl> parent = mParentSurfaceProvider(displayId);
if (parent == nullptr) {
ALOGE("Failed to get the parent surface for pointers on display %d", displayId);
}
const sp<SurfaceControl> surfaceControl =
mSurfaceComposerClient->createSurface(String8("Sprite"), width, height,
PIXEL_FORMAT_RGBA_8888,
ISurfaceComposerClient::eHidden |
ISurfaceComposerClient::eCursorWindow,
parent ? parent->getHandle() : nullptr);
if (surfaceControl == nullptr || !surfaceControl->isValid()) {
ALOGE("Error creating sprite surface.");
return nullptr;
}
return surfaceControl;
}
// --- SpriteController::Handler ---
void SpriteController::Handler::handleMessage(const android::Message& message) {
auto controller = spriteController.lock();
if (!controller) {
return;
}
switch (message.what) {
case MSG_UPDATE_SPRITES:
controller->doUpdateSprites();
break;
case MSG_DISPOSE_SURFACES:
controller->doDisposeSurfaces();
break;
}
}
// --- SpriteController::SpriteImpl ---
SpriteController::SpriteImpl::SpriteImpl(SpriteController& controller) : mController(controller) {}
SpriteController::SpriteImpl::~SpriteImpl() {
AutoMutex _m(mController.mLock);
// Let the controller take care of deleting the last reference to sprite
// surfaces so that we do not block the caller on an IPC here.
if (mLocked.state.surfaceControl != NULL) {
mController.disposeSurfaceLocked(mLocked.state.surfaceControl);
mLocked.state.surfaceControl.clear();
}
}
void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
AutoMutex _l(mController.mLock);
uint32_t dirty;
if (icon.isValid()) {
mLocked.state.icon.bitmap = icon.bitmap.copy(ANDROID_BITMAP_FORMAT_RGBA_8888);
if (!mLocked.state.icon.isValid()
|| mLocked.state.icon.hotSpotX != icon.hotSpotX
|| mLocked.state.icon.hotSpotY != icon.hotSpotY) {
mLocked.state.icon.hotSpotX = icon.hotSpotX;
mLocked.state.icon.hotSpotY = icon.hotSpotY;
dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
} else {
dirty = DIRTY_BITMAP;
}
if (mLocked.state.icon.style != icon.style) {
mLocked.state.icon.style = icon.style;
dirty |= DIRTY_ICON_STYLE;
}
} else if (mLocked.state.icon.isValid()) {
mLocked.state.icon.bitmap.reset();
dirty = DIRTY_BITMAP | DIRTY_HOTSPOT | DIRTY_ICON_STYLE;
} else {
return; // setting to invalid icon and already invalid so nothing to do
}
invalidateLocked(dirty);
}
void SpriteController::SpriteImpl::setVisible(bool visible) {
AutoMutex _l(mController.mLock);
if (mLocked.state.visible != visible) {
mLocked.state.visible = visible;
invalidateLocked(DIRTY_VISIBILITY);
}
}
void SpriteController::SpriteImpl::setPosition(float x, float y) {
AutoMutex _l(mController.mLock);
if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
mLocked.state.positionX = x;
mLocked.state.positionY = y;
invalidateLocked(DIRTY_POSITION);
}
}
void SpriteController::SpriteImpl::setLayer(int32_t layer) {
AutoMutex _l(mController.mLock);
if (mLocked.state.layer != layer) {
mLocked.state.layer = layer;
invalidateLocked(DIRTY_LAYER);
}
}
void SpriteController::SpriteImpl::setAlpha(float alpha) {
AutoMutex _l(mController.mLock);
if (mLocked.state.alpha != alpha) {
mLocked.state.alpha = alpha;
invalidateLocked(DIRTY_ALPHA);
}
}
void SpriteController::SpriteImpl::setTransformationMatrix(
const SpriteTransformationMatrix& matrix) {
AutoMutex _l(mController.mLock);
if (mLocked.state.transformationMatrix != matrix) {
mLocked.state.transformationMatrix = matrix;
invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
}
}
void SpriteController::SpriteImpl::setDisplayId(int32_t displayId) {
AutoMutex _l(mController.mLock);
if (mLocked.state.displayId != displayId) {
mLocked.state.displayId = displayId;
invalidateLocked(DIRTY_DISPLAY_ID);
}
}
void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
bool wasDirty = mLocked.state.dirty;
mLocked.state.dirty |= dirty;
if (!wasDirty) {
mController.invalidateSpriteLocked(sp<SpriteImpl>::fromExisting(this));
}
}
} // namespace android