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/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "ImageConsumer.h"
#include <gui/BufferQueue.h>
#include "Properties.h"
#include "SurfaceTexture.h"
#include "renderstate/RenderState.h"
#include "renderthread/EglManager.h"
#include "renderthread/RenderThread.h"
#include "renderthread/VulkanManager.h"
// Macro for including the SurfaceTexture name in log messages
#define IMG_LOGE(x, ...) ALOGE("[%s] " x, st.mName.string(), ##__VA_ARGS__)
namespace android {
void ImageConsumer::onFreeBufferLocked(int slotIndex) {
mImageSlots[slotIndex].mImage.reset();
}
void ImageConsumer::onAcquireBufferLocked(BufferItem* item) {
// If item->mGraphicBuffer is not null, this buffer has not been acquired
// before, so any prior SkImage is created with a stale buffer. This resets the stale SkImage.
if (item->mGraphicBuffer != nullptr) {
mImageSlots[item->mSlot].mImage.reset();
}
}
void ImageConsumer::onReleaseBufferLocked(int buf) {
mImageSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
}
void ImageConsumer::ImageSlot::createIfNeeded(sp<GraphicBuffer> graphicBuffer) {
if (!mImage.get()) {
mImage = graphicBuffer.get()
? SkImage::MakeFromAHardwareBuffer(
reinterpret_cast<AHardwareBuffer*>(graphicBuffer.get()),
kPremul_SkAlphaType)
: nullptr;
}
}
sk_sp<SkImage> ImageConsumer::dequeueImage(bool* queueEmpty, SurfaceTexture& st,
uirenderer::RenderState& renderState) {
BufferItem item;
status_t err;
err = st.acquireBufferLocked(&item, 0);
if (err != OK) {
if (err != BufferQueue::NO_BUFFER_AVAILABLE) {
IMG_LOGE("Error acquiring buffer: %s (%d)", strerror(err), err);
} else {
int slot = st.mCurrentTexture;
if (slot != BufferItem::INVALID_BUFFER_SLOT) {
*queueEmpty = true;
mImageSlots[slot].createIfNeeded(st.mSlots[slot].mGraphicBuffer);
return mImageSlots[slot].mImage;
}
}
return nullptr;
}
int slot = item.mSlot;
if (item.mFence->isValid()) {
// Wait on the producer fence for the buffer to be ready.
if (uirenderer::Properties::getRenderPipelineType() ==
uirenderer::RenderPipelineType::SkiaGL) {
err = renderState.getRenderThread().eglManager().fenceWait(item.mFence);
} else {
err = renderState.getRenderThread().vulkanManager().fenceWait(item.mFence);
}
if (err != OK) {
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
}
// Release old buffer.
if (st.mCurrentTexture != BufferItem::INVALID_BUFFER_SLOT) {
// If needed, set the released slot's fence to guard against a producer accessing the
// buffer before the outstanding accesses have completed.
sp<Fence> releaseFence;
EGLDisplay display = EGL_NO_DISPLAY;
if (uirenderer::Properties::getRenderPipelineType() ==
uirenderer::RenderPipelineType::SkiaGL) {
auto& eglManager = renderState.getRenderThread().eglManager();
display = eglManager.eglDisplay();
err = eglManager.createReleaseFence(st.mUseFenceSync, &mImageSlots[slot].mEglFence,
releaseFence);
} else {
err = renderState.getRenderThread().vulkanManager().createReleaseFence(releaseFence);
}
if (OK != err) {
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
if (releaseFence.get()) {
status_t err = st.addReleaseFenceLocked(
st.mCurrentTexture, st.mSlots[st.mCurrentTexture].mGraphicBuffer, releaseFence);
if (err != OK) {
IMG_LOGE("dequeueImage: error adding release fence: %s (%d)", strerror(-err), err);
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
}
// Finally release the old buffer.
status_t status = st.releaseBufferLocked(
st.mCurrentTexture, st.mSlots[st.mCurrentTexture].mGraphicBuffer, display,
mImageSlots[st.mCurrentTexture].mEglFence);
if (status < NO_ERROR) {
IMG_LOGE("dequeueImage: failed to release buffer: %s (%d)", strerror(-status), status);
err = status;
// Keep going, with error raised.
}
}
// Update the state.
st.mCurrentTexture = slot;
st.mCurrentCrop = item.mCrop;
st.mCurrentTransform = item.mTransform;
st.mCurrentScalingMode = item.mScalingMode;
st.mCurrentTimestamp = item.mTimestamp;
st.mCurrentDataSpace = item.mDataSpace;
st.mCurrentFence = item.mFence;
st.mCurrentFenceTime = item.mFenceTime;
st.mCurrentFrameNumber = item.mFrameNumber;
st.computeCurrentTransformMatrixLocked();
*queueEmpty = false;
mImageSlots[slot].createIfNeeded(st.mSlots[slot].mGraphicBuffer);
return mImageSlots[slot].mImage;
}
} /* namespace android */