blob: b84a49b27c9a8b0bc42e2e93ea8558d55a12000c [file] [log] [blame]
/*
* Copyright (C) 2017 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 <layerproto/LayerProtoHeader.h>
#include <renderengine/ExternalTexture.h>
#include <Layer.h>
#include <gui/WindowInfo.h>
#include <math/vec4.h>
#include <ui/BlurRegion.h>
#include <ui/GraphicBuffer.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include <ui/Transform.h>
#include <cstdint>
#include "FrontEnd/LayerHierarchy.h"
#include "FrontEnd/LayerSnapshot.h"
namespace android {
namespace surfaceflinger {
class LayerProtoHelper {
public:
static void writePositionToProto(const float x, const float y,
std::function<PositionProto*()> getPositionProto);
static void writeSizeToProto(const uint32_t w, const uint32_t h,
std::function<SizeProto*()> getSizeProto);
static void writeToProto(const Rect& rect, std::function<RectProto*()> getRectProto);
static void writeToProto(const Rect& rect, RectProto* rectProto);
static void readFromProto(const RectProto& proto, Rect& outRect);
static void writeToProto(const FloatRect& rect,
std::function<FloatRectProto*()> getFloatRectProto);
static void writeToProto(const Region& region, std::function<RegionProto*()> getRegionProto);
static void writeToProto(const Region& region, RegionProto* regionProto);
static void readFromProto(const RegionProto& regionProto, Region& outRegion);
static void writeToProto(const half4 color, std::function<ColorProto*()> getColorProto);
// This writeToProto for transform is incorrect, but due to backwards compatibility, we can't
// update Layers to use it. Use writeTransformToProto for any new transform proto data.
static void writeToProtoDeprecated(const ui::Transform& transform,
TransformProto* transformProto);
static void writeTransformToProto(const ui::Transform& transform,
TransformProto* transformProto);
static void writeToProto(const renderengine::ExternalTexture& buffer,
std::function<ActiveBufferProto*()> getActiveBufferProto);
static void writeToProto(const gui::WindowInfo& inputInfo,
const wp<Layer>& touchableRegionBounds,
std::function<InputWindowInfoProto*()> getInputWindowInfoProto);
static void writeToProto(const mat4 matrix, ColorTransformProto* colorTransformProto);
static void readFromProto(const ColorTransformProto& colorTransformProto, mat4& matrix);
static void writeToProto(const android::BlurRegion region, BlurRegion*);
static void readFromProto(const BlurRegion& proto, android::BlurRegion& outRegion);
static void writeSnapshotToProto(LayerProto* outProto,
const frontend::RequestedLayerState& requestedState,
const frontend::LayerSnapshot& snapshot, uint32_t traceFlags);
static google::protobuf::RepeatedPtrField<DisplayProto> writeDisplayInfoToProto(
const display::DisplayMap<ui::LayerStack, frontend::DisplayInfo>& displayInfos);
};
class LayerProtoFromSnapshotGenerator {
public:
LayerProtoFromSnapshotGenerator(
const frontend::LayerSnapshotBuilder& snapshotBuilder,
const display::DisplayMap<ui::LayerStack, frontend::DisplayInfo>& displayInfos,
const std::unordered_map<uint32_t, sp<Layer>>& legacyLayers, uint32_t traceFlags)
: mSnapshotBuilder(snapshotBuilder),
mLegacyLayers(legacyLayers),
mDisplayInfos(displayInfos),
mTraceFlags(traceFlags) {}
LayersProto generate(const frontend::LayerHierarchy& root);
private:
void writeHierarchyToProto(const frontend::LayerHierarchy& root,
frontend::LayerHierarchy::TraversalPath& path);
frontend::LayerSnapshot* getSnapshot(frontend::LayerHierarchy::TraversalPath& path,
const frontend::RequestedLayerState& layer);
const frontend::LayerSnapshotBuilder& mSnapshotBuilder;
const std::unordered_map<uint32_t, sp<Layer>>& mLegacyLayers;
const display::DisplayMap<ui::LayerStack, frontend::DisplayInfo>& mDisplayInfos;
uint32_t mTraceFlags;
LayersProto mLayersProto;
// winscope expects all the layers, so provide a snapshot even if it not currently drawing
std::unordered_map<frontend::LayerHierarchy::TraversalPath, frontend::LayerSnapshot,
frontend::LayerHierarchy::TraversalPathHash>
mDefaultSnapshots;
std::unordered_map<uint32_t /* child unique seq*/, uint32_t /* relative parent unique seq*/>
mChildToRelativeParent;
std::unordered_map<uint32_t /* child unique seq*/, uint32_t /* parent unique seq*/>
mChildToParent;
};
} // namespace surfaceflinger
} // namespace android