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/*
* Copyright 2013 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.
*/
#pragma once
#include <optional>
#include <string>
#include <compositionengine/DisplaySurface.h>
#include <gui/BufferQueue.h>
#include <gui/ConsumerBase.h>
#include <gui/IGraphicBufferProducer.h>
#include <ui/DisplayId.h>
#include <ui/DisplayIdentification.h>
namespace android {
class HWComposer;
class IProducerListener;
/* This DisplaySurface implementation supports virtual displays, where GPU
* and/or HWC compose into a buffer that is then passed to an arbitrary
* consumer (the sink) running in another process.
*
* The simplest case is when the virtual display will never use the h/w
* composer -- either the h/w composer doesn't support writing to buffers, or
* there are more virtual displays than it supports simultaneously. In this
* case, the GPU driver works directly with the output buffer queue, and
* calls to the VirtualDisplay from SurfaceFlinger and DisplayHardware do
* nothing.
*
* If h/w composer might be used, then each frame will fall into one of three
* configurations: GPU-only, HWC-only, and MIXED composition. In all of these,
* we must provide a FB target buffer and output buffer for the HWC set() call.
*
* In GPU-only composition, the GPU driver is given a buffer from the sink to
* render into. When the GPU driver queues the buffer to the
* VirtualDisplaySurface, the VirtualDisplaySurface holds onto it instead of
* immediately queueing it to the sink. The buffer is used as both the FB
* target and output buffer for HWC, though on these frames the HWC doesn't
* do any work for this display and doesn't write to the output buffer. After
* composition is complete, the buffer is queued to the sink.
*
* In HWC-only composition, the VirtualDisplaySurface dequeues a buffer from
* the sink and passes it to HWC as both the FB target buffer and output
* buffer. The HWC doesn't need to read from the FB target buffer, but does
* write to the output buffer. After composition is complete, the buffer is
* queued to the sink.
*
* On MIXED frames, things become more complicated, since some h/w composer
* implementations can't read from and write to the same buffer. This class has
* an internal BufferQueue that it uses as a scratch buffer pool. The GPU
* driver is given a scratch buffer to render into. When it finishes rendering,
* the buffer is queued and then immediately acquired by the
* VirtualDisplaySurface. The scratch buffer is then used as the FB target
* buffer for HWC, and a separate buffer is dequeued from the sink and used as
* the HWC output buffer. When HWC composition is complete, the scratch buffer
* is released and the output buffer is queued to the sink.
*/
class VirtualDisplaySurface : public compositionengine::DisplaySurface,
public BnGraphicBufferProducer,
private ConsumerBase {
public:
VirtualDisplaySurface(HWComposer&, VirtualDisplayId, const sp<IGraphicBufferProducer>& sink,
const sp<IGraphicBufferProducer>& bqProducer,
const sp<IGraphicBufferConsumer>& bqConsumer, const std::string& name);
//
// DisplaySurface interface
//
virtual status_t beginFrame(bool mustRecompose);
virtual status_t prepareFrame(CompositionType);
virtual status_t advanceFrame(float hdrSdrRatio);
virtual void onFrameCommitted();
virtual void dumpAsString(String8& result) const;
virtual void resizeBuffers(const ui::Size&) override;
virtual const sp<Fence>& getClientTargetAcquireFence() const override;
// Virtual display surface needs to prepare the frame based on composition type. Skip
// any client composition prediction.
virtual bool supportsCompositionStrategyPrediction() const override { return false; };
private:
enum Source : size_t {
SOURCE_SINK = 0,
SOURCE_SCRATCH = 1,
ftl_first = SOURCE_SINK,
ftl_last = SOURCE_SCRATCH,
};
virtual ~VirtualDisplaySurface();
//
// IGraphicBufferProducer interface, used by the GPU driver.
//
virtual status_t requestBuffer(int pslot, sp<GraphicBuffer>* outBuf);
virtual status_t setMaxDequeuedBufferCount(int maxDequeuedBuffers);
virtual status_t setAsyncMode(bool async);
virtual status_t dequeueBuffer(int* pslot, sp<Fence>*, uint32_t w, uint32_t h, PixelFormat,
uint64_t usage, uint64_t* outBufferAge,
FrameEventHistoryDelta* outTimestamps);
virtual status_t detachBuffer(int slot);
virtual status_t detachNextBuffer(sp<GraphicBuffer>* outBuffer, sp<Fence>* outFence);
virtual status_t attachBuffer(int* slot, const sp<GraphicBuffer>&);
virtual status_t queueBuffer(int pslot, const QueueBufferInput&, QueueBufferOutput*);
virtual status_t cancelBuffer(int pslot, const sp<Fence>&);
virtual int query(int what, int* value);
virtual status_t connect(const sp<IProducerListener>&, int api, bool producerControlledByApp,
QueueBufferOutput*);
virtual status_t disconnect(int api, DisconnectMode);
virtual status_t setSidebandStream(const sp<NativeHandle>& stream);
virtual void allocateBuffers(uint32_t width, uint32_t height, PixelFormat, uint64_t usage);
virtual status_t allowAllocation(bool allow);
virtual status_t setGenerationNumber(uint32_t);
virtual String8 getConsumerName() const override;
virtual status_t setSharedBufferMode(bool sharedBufferMode) override;
virtual status_t setAutoRefresh(bool autoRefresh) override;
virtual status_t setDequeueTimeout(nsecs_t timeout) override;
virtual status_t getLastQueuedBuffer(sp<GraphicBuffer>* outBuffer,
sp<Fence>* outFence, float outTransformMatrix[16]) override;
virtual status_t getUniqueId(uint64_t* outId) const override;
virtual status_t getConsumerUsage(uint64_t* outUsage) const override;
//
// Utility methods
//
static Source fbSourceForCompositionType(CompositionType);
static std::string toString(CompositionType);
status_t dequeueBuffer(Source, PixelFormat, uint64_t usage, int* sslot, sp<Fence>*);
void updateQueueBufferOutput(QueueBufferOutput&&);
void resetPerFrameState();
status_t refreshOutputBuffer();
// Both the sink and scratch buffer pools have their own set of slots
// ("source slots", or "sslot"). We have to merge these into the single
// set of slots used by the graphics producer ("producer slots" or "pslot") and
// internally in the VirtualDisplaySurface. To minimize the number of times
// a producer slot switches which source it comes from, we map source slot
// numbers to producer slot numbers differently for each source.
static int mapSource2ProducerSlot(Source, int sslot);
static int mapProducer2SourceSlot(Source, int pslot);
//
// Immutable after construction
//
HWComposer& mHwc;
const VirtualDisplayId mDisplayId;
const std::string mDisplayName;
sp<IGraphicBufferProducer> mSource[2]; // indexed by SOURCE_*
uint32_t mDefaultOutputFormat;
// Buffers that HWC has seen before, indexed by HWC slot number.
// NOTE: The BufferQueue slot number is the same as the HWC slot number.
uint64_t mHwcBufferIds[BufferQueue::NUM_BUFFER_SLOTS];
//
// Inter-frame state
//
// To avoid buffer reallocations, we track the buffer usage and format
// we used on the previous frame and use it again on the new frame. If
// the composition type changes or the GPU driver starts requesting
// different usage/format, we'll get a new buffer.
uint32_t mOutputFormat;
uint64_t mOutputUsage;
// Since we present a single producer interface to the GPU driver, but
// are internally muxing between the sink and scratch producers, we have
// to keep track of which source last returned each producer slot from
// dequeueBuffer. Each bit in mProducerSlotSource corresponds to a producer
// slot. Both mProducerSlotSource and mProducerBuffers are indexed by a
// "producer slot"; see the mapSlot*() functions.
uint64_t mProducerSlotSource;
sp<GraphicBuffer> mProducerBuffers[BufferQueueDefs::NUM_BUFFER_SLOTS];
// Need to propagate reallocation to VDS consumer.
// Each bit corresponds to a producer slot.
uint64_t mProducerSlotNeedReallocation;
// The QueueBufferOutput with the latest info from the sink, and with the
// transform hint cleared. Since we defer queueBuffer from the GPU driver
// to the sink, we have to return the previous version.
// Moves instead of copies are performed to avoid duplicate
// FrameEventHistoryDeltas.
QueueBufferOutput mQueueBufferOutput;
// Details of the current sink buffer. These become valid when a buffer is
// dequeued from the sink, and are used when queueing the buffer.
uint32_t mSinkBufferWidth, mSinkBufferHeight;
//
// Intra-frame state
//
// Composition type and graphics buffer source for the current frame.
// Valid after prepareFrame(), cleared in onFrameCommitted.
CompositionType mCompositionType = CompositionType::Unknown;
// mFbFence is the fence HWC should wait for before reading the framebuffer
// target buffer.
sp<Fence> mFbFence;
// mOutputFence is the fence HWC should wait for before writing to the
// output buffer.
sp<Fence> mOutputFence;
// Producer slot numbers for the buffers to use for HWC framebuffer target
// and output.
int mFbProducerSlot;
int mOutputProducerSlot;
// Debug only -- track the sequence of events in each frame so we can make
// sure they happen in the order we expect. This class implicitly models
// a state machine; this enum/variable makes it explicit.
//
// +-----------+-------------------+-------------+
// | State | Event || Next State |
// +-----------+-------------------+-------------+
// | Idle | beginFrame || Begun |
// | Begun | prepareFrame || Prepared |
// | Prepared | dequeueBuffer [1] || Gpu |
// | Prepared | advanceFrame [2] || Hwc |
// | Gpu | queueBuffer || GpuDone |
// | GpuDone | advanceFrame || Hwc |
// | Hwc | onFrameCommitted || Idle |
// +-----------+-------------------++------------+
// [1] CompositionType::Gpu and CompositionType::Mixed frames.
// [2] CompositionType::Hwc frames.
//
enum class DebugState {
// no buffer dequeued, don't know anything about the next frame
Idle,
// output buffer dequeued, framebuffer source not yet known
Begun,
// output buffer dequeued, framebuffer source known but not provided
// to GPU yet.
Prepared,
// GPU driver has a buffer dequeued
Gpu,
// GPU driver has queued the buffer, we haven't sent it to HWC yet
GpuDone,
// HWC has the buffer for this frame
Hwc,
ftl_last = Hwc
};
DebugState mDebugState = DebugState::Idle;
CompositionType mDebugLastCompositionType = CompositionType::Unknown;
bool mMustRecompose = false;
bool mForceHwcCopy;
};
} // namespace android