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/*
* Copyright (C) 2007 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.
*/
#ifndef ANDROID_SURFACE_FLINGER_H
#define ANDROID_SURFACE_FLINGER_H
#include <memory>
#include <stdint.h>
#include <sys/types.h>
/*
* NOTE: Make sure this file doesn't include anything from <gl/ > or <gl2/ >
*/
#include <cutils/compiler.h>
#include <cutils/atomic.h>
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <utils/Trace.h>
#include <ui/FenceTime.h>
#include <ui/PixelFormat.h>
#include <math/mat4.h>
#include <gui/FrameTimestamps.h>
#include <gui/ISurfaceComposer.h>
#include <gui/ISurfaceComposerClient.h>
#include <gui/LayerState.h>
#include <gui/OccupancyTracker.h>
#include <gui/BufferQueue.h>
#include <hardware/hwcomposer_defs.h>
#include <serviceutils/PriorityDumper.h>
#include <system/graphics.h>
#include "Barrier.h"
#include "DisplayDevice.h"
#include "FrameTracker.h"
#include "LayerBE.h"
#include "LayerStats.h"
#include "LayerVector.h"
#include "StartPropertySetThread.h"
#include "SurfaceInterceptor.h"
#include "SurfaceTracing.h"
#include "DisplayHardware/HWC2.h"
#include "DisplayHardware/HWComposer.h"
#include "Effects/Daltonizer.h"
#include "Scheduler/DispSync.h"
#include "Scheduler/EventThread.h"
#include "Scheduler/MessageQueue.h"
#include "Scheduler/VSyncModulator.h"
#include "TimeStats/TimeStats.h"
#include <map>
#include <mutex>
#include <queue>
#include <string>
#include <thread>
#include <utility>
#include "RenderArea.h"
#include <layerproto/LayerProtoHeader.h>
using namespace android::surfaceflinger;
namespace android {
// ---------------------------------------------------------------------------
class Client;
class ColorLayer;
class DisplayEventConnection;
class EventControlThread;
class EventThread;
class IGraphicBufferConsumer;
class IGraphicBufferProducer;
class InjectVSyncSource;
class Layer;
class Surface;
class SurfaceFlingerBE;
class VSyncSource;
struct CompositionInfo;
namespace impl {
class EventThread;
} // namespace impl
namespace RE {
class RenderEngine;
}
typedef std::function<void(const LayerVector::Visitor&)> TraverseLayersFunction;
namespace dvr {
class VrFlinger;
} // namespace dvr
// ---------------------------------------------------------------------------
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02,
eDisplayTransactionNeeded = 0x04,
eDisplayLayerStackChanged = 0x08,
eTransactionMask = 0x0f,
};
enum class DisplayColorSetting : int32_t {
MANAGED = 0,
UNMANAGED = 1,
ENHANCED = 2,
};
// A thin interface to abstract creating instances of Surface (gui/Surface.h) to
// use as a NativeWindow.
class NativeWindowSurface {
public:
virtual ~NativeWindowSurface();
// Gets the NativeWindow to use for the surface.
virtual sp<ANativeWindow> getNativeWindow() const = 0;
// Indicates that the surface should allocate its buffers now.
virtual void preallocateBuffers() = 0;
};
class SurfaceFlingerBE
{
public:
SurfaceFlingerBE();
// The current hardware composer interface.
//
// The following thread safety rules apply when accessing mHwc, either
// directly or via getHwComposer():
//
// 1. When recreating mHwc, acquire mStateLock. We currently recreate mHwc
// only when switching into and out of vr. Recreating mHwc must only be
// done on the main thread.
//
// 2. When accessing mHwc on the main thread, it's not necessary to acquire
// mStateLock.
//
// 3. When accessing mHwc on a thread other than the main thread, we always
// need to acquire mStateLock. This is because the main thread could be
// in the process of destroying the current mHwc instance.
//
// The above thread safety rules only apply to SurfaceFlinger.cpp. In
// SurfaceFlinger_hwc1.cpp we create mHwc at surface flinger init and never
// destroy it, so it's always safe to access mHwc from any thread without
// acquiring mStateLock.
std::unique_ptr<HWComposer> mHwc;
const std::string mHwcServiceName; // "default" for real use, something else for testing.
// constant members (no synchronization needed for access)
std::unique_ptr<RE::RenderEngine> mRenderEngine;
EGLContext mEGLContext;
EGLDisplay mEGLDisplay;
FenceTimeline mGlCompositionDoneTimeline;
FenceTimeline mDisplayTimeline;
// protected by mCompositorTimingLock;
mutable std::mutex mCompositorTimingLock;
CompositorTiming mCompositorTiming;
// Only accessed from the main thread.
struct CompositePresentTime {
nsecs_t composite { -1 };
std::shared_ptr<FenceTime> display { FenceTime::NO_FENCE };
};
std::queue<CompositePresentTime> mCompositePresentTimes;
static const size_t NUM_BUCKETS = 8; // < 1-7, 7+
nsecs_t mFrameBuckets[NUM_BUCKETS];
nsecs_t mTotalTime;
std::atomic<nsecs_t> mLastSwapTime;
// Double- vs. triple-buffering stats
struct BufferingStats {
BufferingStats()
: numSegments(0),
totalTime(0),
twoBufferTime(0),
doubleBufferedTime(0),
tripleBufferedTime(0) {}
size_t numSegments;
nsecs_t totalTime;
// "Two buffer" means that a third buffer was never used, whereas
// "double-buffered" means that on average the segment only used two
// buffers (though it may have used a third for some part of the
// segment)
nsecs_t twoBufferTime;
nsecs_t doubleBufferedTime;
nsecs_t tripleBufferedTime;
};
mutable Mutex mBufferingStatsMutex;
std::unordered_map<std::string, BufferingStats> mBufferingStats;
// The composer sequence id is a monotonically increasing integer that we
// use to differentiate callbacks from different hardware composer
// instances. Each hardware composer instance gets a different sequence id.
int32_t mComposerSequenceId;
std::unordered_map<int32_t, std::vector<CompositionInfo>> mCompositionInfo;
std::unordered_map<int32_t, std::vector<CompositionInfo>> mEndOfFrameCompositionInfo;
};
class SurfaceFlinger : public BnSurfaceComposer,
public PriorityDumper,
private IBinder::DeathRecipient,
private HWC2::ComposerCallback
{
public:
SurfaceFlingerBE& getBE() { return mBE; }
const SurfaceFlingerBE& getBE() const { return mBE; }
// This is the phase offset in nanoseconds of the software vsync event
// relative to the vsync event reported by HWComposer. The software vsync
// event is when SurfaceFlinger and Choreographer-based applications run each
// frame.
//
// This phase offset allows adjustment of the minimum latency from application
// wake-up time (by Choreographer) to the time at which the resulting window
// image is displayed. This value may be either positive (after the HW vsync)
// or negative (before the HW vsync). Setting it to 0 will result in a lower
// latency bound of two vsync periods because the app and SurfaceFlinger
// will run just after the HW vsync. Setting it to a positive number will
// result in the minimum latency being:
//
// (2 * VSYNC_PERIOD - (vsyncPhaseOffsetNs % VSYNC_PERIOD))
//
// Note that reducing this latency makes it more likely for the applications
// to not have their window content image ready in time. When this happens
// the latency will end up being an additional vsync period, and animations
// will hiccup. Therefore, this latency should be tuned somewhat
// conservatively (or at least with awareness of the trade-off being made).
static int64_t vsyncPhaseOffsetNs;
static int64_t sfVsyncPhaseOffsetNs;
// If fences from sync Framework are supported.
static bool hasSyncFramework;
// The offset in nanoseconds to use when DispSync timestamps present fence
// signaling time.
static int64_t dispSyncPresentTimeOffset;
// Some hardware can do RGB->YUV conversion more efficiently in hardware
// controlled by HWC than in hardware controlled by the video encoder.
// This instruct VirtualDisplaySurface to use HWC for such conversion on
// GL composition.
static bool useHwcForRgbToYuv;
// Maximum dimension supported by HWC for virtual display.
// Equal to min(max_height, max_width).
static uint64_t maxVirtualDisplaySize;
// Controls the number of buffers SurfaceFlinger will allocate for use in
// FramebufferSurface
static int64_t maxFrameBufferAcquiredBuffers;
// Indicate if a device has wide color gamut display. This is typically
// found on devices with wide color gamut (e.g. Display-P3) display.
static bool hasWideColorDisplay;
// Indicate if device wants color management on its display.
static bool useColorManagement;
static char const* getServiceName() ANDROID_API {
return "SurfaceFlinger";
}
struct SkipInitializationTag {};
static constexpr SkipInitializationTag SkipInitialization;
explicit SurfaceFlinger(SkipInitializationTag) ANDROID_API;
SurfaceFlinger() ANDROID_API;
// must be called before clients can connect
void init() ANDROID_API;
// starts SurfaceFlinger main loop in the current thread
void run() ANDROID_API;
enum {
EVENT_VSYNC = HWC_EVENT_VSYNC
};
// post an asynchronous message to the main thread
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// post a synchronous message to the main thread
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// force full composition on all displays
void repaintEverything();
// returns the default Display
sp<const DisplayDevice> getDefaultDisplayDevice() const {
Mutex::Autolock _l(mStateLock);
return getDefaultDisplayDeviceLocked();
}
// Obtains a name from the texture pool, or, if the pool is empty, posts a
// synchronous message to the main thread to obtain one on the fly
uint32_t getNewTexture();
// utility function to delete a texture on the main thread
void deleteTextureAsync(uint32_t texture);
// enable/disable h/w composer event
// TODO: this should be made accessible only to EventThread
void setVsyncEnabled(int disp, int enabled);
// called on the main thread by MessageQueue when an internal message
// is received
// TODO: this should be made accessible only to MessageQueue
void onMessageReceived(int32_t what);
// for debugging only
// TODO: this should be made accessible only to HWComposer
const Vector< sp<Layer> >& getLayerSortedByZForHwcDisplay(int id);
RE::RenderEngine& getRenderEngine() const { return *getBE().mRenderEngine; }
bool authenticateSurfaceTextureLocked(
const sp<IGraphicBufferProducer>& bufferProducer) const;
int getPrimaryDisplayOrientation() const { return mPrimaryDisplayOrientation; }
private:
friend class Client;
friend class DisplayEventConnection;
friend class impl::EventThread;
friend class Layer;
friend class BufferLayer;
friend class BufferQueueLayer;
friend class BufferStateLayer;
friend class MonitoredProducer;
// For unit tests
friend class TestableSurfaceFlinger;
// This value is specified in number of frames. Log frame stats at most
// every half hour.
enum { LOG_FRAME_STATS_PERIOD = 30*60*60 };
static const size_t MAX_LAYERS = 4096;
// We're reference counted, never destroy SurfaceFlinger directly
virtual ~SurfaceFlinger();
/* ------------------------------------------------------------------------
* Internal data structures
*/
class State {
public:
explicit State(LayerVector::StateSet set) : stateSet(set), layersSortedByZ(set) {}
State& operator=(const State& other) {
// We explicitly don't copy stateSet so that, e.g., mDrawingState
// always uses the Drawing StateSet.
layersSortedByZ = other.layersSortedByZ;
displays = other.displays;
colorMatrixChanged = other.colorMatrixChanged;
if (colorMatrixChanged) {
colorMatrix = other.colorMatrix;
}
return *this;
}
const LayerVector::StateSet stateSet = LayerVector::StateSet::Invalid;
LayerVector layersSortedByZ;
DefaultKeyedVector< wp<IBinder>, DisplayDeviceState> displays;
bool colorMatrixChanged = true;
mat4 colorMatrix;
void traverseInZOrder(const LayerVector::Visitor& visitor) const;
void traverseInReverseZOrder(const LayerVector::Visitor& visitor) const;
};
/* ------------------------------------------------------------------------
* IBinder interface
*/
virtual status_t onTransact(uint32_t code, const Parcel& data,
Parcel* reply, uint32_t flags);
virtual status_t dump(int fd, const Vector<String16>& args) { return priorityDump(fd, args); }
/* ------------------------------------------------------------------------
* ISurfaceComposer interface
*/
virtual sp<ISurfaceComposerClient> createConnection();
virtual sp<ISurfaceComposerClient> createScopedConnection(const sp<IGraphicBufferProducer>& gbp);
virtual sp<IBinder> createDisplay(const String8& displayName, bool secure);
virtual void destroyDisplay(const sp<IBinder>& displayToken);
virtual sp<IBinder> getBuiltInDisplay(int32_t id);
virtual void setTransactionState(const Vector<ComposerState>& state,
const Vector<DisplayState>& displays, uint32_t flags);
virtual void bootFinished();
virtual bool authenticateSurfaceTexture(
const sp<IGraphicBufferProducer>& bufferProducer) const;
virtual status_t getSupportedFrameTimestamps(
std::vector<FrameEvent>* outSupported) const;
virtual sp<IDisplayEventConnection> createDisplayEventConnection(
ISurfaceComposer::VsyncSource vsyncSource = eVsyncSourceApp);
virtual status_t captureScreen(const sp<IBinder>& displayToken, sp<GraphicBuffer>* outBuffer,
Rect sourceCrop, uint32_t reqWidth, uint32_t reqHeight,
int32_t minLayerZ, int32_t maxLayerZ, bool useIdentityTransform,
ISurfaceComposer::Rotation rotation);
virtual status_t captureLayers(const sp<IBinder>& parentHandle, sp<GraphicBuffer>* outBuffer,
const Rect& sourceCrop, float frameScale, bool childrenOnly);
virtual status_t getDisplayStats(const sp<IBinder>& displayToken, DisplayStatInfo* stats);
virtual status_t getDisplayViewport(const sp<IBinder>& display, Rect* outViewport);
virtual status_t getDisplayConfigs(const sp<IBinder>& displayToken,
Vector<DisplayInfo>* configs);
virtual int getActiveConfig(const sp<IBinder>& displayToken);
virtual status_t getDisplayColorModes(const sp<IBinder>& displayToken,
Vector<ui::ColorMode>* configs);
virtual ui::ColorMode getActiveColorMode(const sp<IBinder>& displayToken);
virtual status_t setActiveColorMode(const sp<IBinder>& displayToken, ui::ColorMode colorMode);
virtual void setPowerMode(const sp<IBinder>& displayToken, int mode);
virtual status_t setActiveConfig(const sp<IBinder>& displayToken, int id);
virtual status_t clearAnimationFrameStats();
virtual status_t getAnimationFrameStats(FrameStats* outStats) const;
virtual status_t getHdrCapabilities(const sp<IBinder>& displayToken,
HdrCapabilities* outCapabilities) const;
virtual status_t enableVSyncInjections(bool enable);
virtual status_t injectVSync(nsecs_t when);
virtual status_t getLayerDebugInfo(std::vector<LayerDebugInfo>* outLayers) const;
/* ------------------------------------------------------------------------
* DeathRecipient interface
*/
virtual void binderDied(const wp<IBinder>& who);
/* ------------------------------------------------------------------------
* RefBase interface
*/
virtual void onFirstRef();
/* ------------------------------------------------------------------------
* HWC2::ComposerCallback / HWComposer::EventHandler interface
*/
void onVsyncReceived(int32_t sequenceId, hwc2_display_t hwcDisplayId,
int64_t timestamp) override;
void onHotplugReceived(int32_t sequenceId, hwc2_display_t hwcDisplayId,
HWC2::Connection connection) override;
void onRefreshReceived(int32_t sequenceId, hwc2_display_t hwcDisplayId) override;
/* ------------------------------------------------------------------------
* Message handling
*/
void waitForEvent();
// Can only be called from the main thread or with mStateLock held
void signalTransaction();
// Can only be called from the main thread or with mStateLock held
void signalLayerUpdate();
void signalRefresh();
// called on the main thread in response to initializeDisplays()
void onInitializeDisplays();
// called on the main thread in response to setActiveConfig()
void setActiveConfigInternal(const sp<DisplayDevice>& display, int mode);
// called on the main thread in response to setPowerMode()
void setPowerModeInternal(const sp<DisplayDevice>& display, int mode, bool stateLockHeld);
// Called on the main thread in response to setActiveColorMode()
void setActiveColorModeInternal(const sp<DisplayDevice>& display, ui::ColorMode colorMode,
ui::Dataspace dataSpace, ui::RenderIntent renderIntent);
// Returns whether the transaction actually modified any state
bool handleMessageTransaction();
// Returns whether a new buffer has been latched (see handlePageFlip())
bool handleMessageInvalidate();
void handleMessageRefresh();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(uint32_t transactionFlags);
void updateCursorAsync();
/* handlePageFlip - latch a new buffer if available and compute the dirty
* region. Returns whether a new buffer has been latched, i.e., whether it
* is necessary to perform a refresh during this vsync.
*/
bool handlePageFlip();
/* ------------------------------------------------------------------------
* Transactions
*/
uint32_t getTransactionFlags(uint32_t flags);
uint32_t peekTransactionFlags();
// Can only be called from the main thread or with mStateLock held
uint32_t setTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags, VSyncModulator::TransactionStart transactionStart);
void commitTransaction();
bool containsAnyInvalidClientState(const Vector<ComposerState>& states);
uint32_t setClientStateLocked(const ComposerState& composerState);
uint32_t setDisplayStateLocked(const DisplayState& s);
void setDestroyStateLocked(const ComposerState& composerState);
/* ------------------------------------------------------------------------
* Layer management
*/
status_t createLayer(const String8& name, const sp<Client>& client,
uint32_t w, uint32_t h, PixelFormat format, uint32_t flags,
int32_t windowType, int32_t ownerUid, sp<IBinder>* handle,
sp<IGraphicBufferProducer>* gbp, sp<Layer>* parent);
status_t createBufferQueueLayer(const sp<Client>& client, const String8& name, uint32_t w,
uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* outHandle, sp<IGraphicBufferProducer>* outGbp,
sp<Layer>* outLayer);
status_t createBufferStateLayer(const sp<Client>& client, const String8& name, uint32_t w,
uint32_t h, uint32_t flags, sp<IBinder>* outHandle,
sp<Layer>* outLayer);
status_t createColorLayer(const sp<Client>& client, const String8& name,
uint32_t w, uint32_t h, uint32_t flags, sp<IBinder>* outHandle,
sp<Layer>* outLayer);
String8 getUniqueLayerName(const String8& name);
// called in response to the window-manager calling
// ISurfaceComposerClient::destroySurface()
status_t onLayerRemoved(const sp<Client>& client, const sp<IBinder>& handle);
// called when all clients have released all their references to
// this layer meaning it is entirely safe to destroy all
// resources associated to this layer.
status_t onLayerDestroyed(const wp<Layer>& layer);
// remove a layer from SurfaceFlinger immediately
status_t removeLayer(const sp<Layer>& layer, bool topLevelOnly = false);
status_t removeLayerLocked(const Mutex&, const sp<Layer>& layer, bool topLevelOnly = false);
// add a layer to SurfaceFlinger
status_t addClientLayer(const sp<Client>& client,
const sp<IBinder>& handle,
const sp<IGraphicBufferProducer>& gbc,
const sp<Layer>& lbc,
const sp<Layer>& parent);
/* ------------------------------------------------------------------------
* Boot animation, on/off animations and screen capture
*/
void startBootAnim();
void renderScreenImplLocked(const RenderArea& renderArea, TraverseLayersFunction traverseLayers,
bool yswap, bool useIdentityTransform);
status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
sp<GraphicBuffer>* outBuffer,
bool useIdentityTransform);
status_t captureScreenImplLocked(const RenderArea& renderArea,
TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
bool forSystem, int* outSyncFd);
void traverseLayersInDisplay(const sp<const DisplayDevice>& display, int32_t minLayerZ,
int32_t maxLayerZ, const LayerVector::Visitor& visitor);
sp<StartPropertySetThread> mStartPropertySetThread = nullptr;
/* ------------------------------------------------------------------------
* Properties
*/
void readPersistentProperties();
/* ------------------------------------------------------------------------
* EGL
*/
size_t getMaxTextureSize() const;
size_t getMaxViewportDims() const;
/* ------------------------------------------------------------------------
* Display and layer stack management
*/
// called when starting, or restarting after system_server death
void initializeDisplays();
sp<const DisplayDevice> getDisplayDevice(const wp<IBinder>& displayToken) const {
Mutex::Autolock _l(mStateLock);
return getDisplayDeviceLocked(displayToken);
}
sp<DisplayDevice> getDisplayDevice(const wp<IBinder>& displayToken) {
Mutex::Autolock _l(mStateLock);
return getDisplayDeviceLocked(displayToken);
}
// NOTE: can only be called from the main thread or with mStateLock held
sp<const DisplayDevice> getDisplayDeviceLocked(const wp<IBinder>& displayToken) const {
return const_cast<SurfaceFlinger*>(this)->getDisplayDeviceLocked(displayToken);
}
// NOTE: can only be called from the main thread or with mStateLock held
sp<DisplayDevice> getDisplayDeviceLocked(const wp<IBinder>& displayToken) {
const auto it = mDisplays.find(displayToken);
return it == mDisplays.end() ? nullptr : it->second;
}
sp<const DisplayDevice> getDefaultDisplayDeviceLocked() const {
return const_cast<SurfaceFlinger*>(this)->getDefaultDisplayDeviceLocked();
}
sp<DisplayDevice> getDefaultDisplayDeviceLocked() {
return getDisplayDeviceLocked(mDisplayTokens[DisplayDevice::DISPLAY_PRIMARY]);
}
// mark a region of a layer stack dirty. this updates the dirty
// region of all screens presenting this layer stack.
void invalidateLayerStack(const sp<const Layer>& layer, const Region& dirty);
/* ------------------------------------------------------------------------
* H/W composer
*/
HWComposer& getHwComposer() const { return *getBE().mHwc; }
/* ------------------------------------------------------------------------
* Compositing
*/
void invalidateHwcGeometry();
void computeVisibleRegions(const sp<const DisplayDevice>& display, Region& dirtyRegion,
Region& opaqueRegion);
void preComposition();
void postComposition();
void updateCompositorTiming(
nsecs_t vsyncPhase, nsecs_t vsyncInterval, nsecs_t compositeTime,
std::shared_ptr<FenceTime>& presentFenceTime);
void setCompositorTimingSnapped(
nsecs_t vsyncPhase, nsecs_t vsyncInterval,
nsecs_t compositeToPresentLatency);
void rebuildLayerStacks();
ui::Dataspace getBestDataspace(const sp<const DisplayDevice>& display,
ui::Dataspace* outHdrDataSpace) const;
// Returns the appropriate ColorMode, Dataspace and RenderIntent for the
// DisplayDevice. The function only returns the supported ColorMode,
// Dataspace and RenderIntent.
void pickColorMode(const sp<DisplayDevice>& display, ui::ColorMode* outMode,
ui::Dataspace* outDataSpace, ui::RenderIntent* outRenderIntent) const;
void calculateWorkingSet();
/*
* beginFrame - This function handles any pre-frame processing that needs to be
* prior to any CompositionInfo handling and is not dependent on data in
* CompositionInfo
*/
void beginFrame(const sp<DisplayDevice>& display);
/* prepareFrame - This function will call into the DisplayDevice to prepare a
* frame after CompositionInfo has been programmed. This provides a mechanism
* to prepare the hardware composer
*/
void prepareFrame(const sp<DisplayDevice>& display);
void doComposition(const sp<DisplayDevice>& display, bool repainEverything);
void doDebugFlashRegions(const sp<DisplayDevice>& display, bool repaintEverything);
void doTracing(const char* where);
void logLayerStats();
void doDisplayComposition(const sp<const DisplayDevice>& display, const Region& dirtyRegion);
// This fails if using GL and the surface has been destroyed.
bool doComposeSurfaces(const sp<const DisplayDevice>& display);
void postFramebuffer(const sp<DisplayDevice>& display);
void postFrame();
void drawWormhole(const sp<const DisplayDevice>& display, const Region& region) const;
/* ------------------------------------------------------------------------
* Display management
*/
DisplayDevice::DisplayType determineDisplayType(hwc2_display_t hwcDisplayId,
HWC2::Connection connection) const;
sp<DisplayDevice> setupNewDisplayDeviceInternal(const wp<IBinder>& displayToken,
int32_t displayId,
const DisplayDeviceState& state,
const sp<DisplaySurface>& dispSurface,
const sp<IGraphicBufferProducer>& producer);
void processDisplayChangesLocked();
void processDisplayHotplugEventsLocked();
/* ------------------------------------------------------------------------
* VSync
*/
void enableHardwareVsync();
void resyncToHardwareVsync(bool makeAvailable);
void disableHardwareVsync(bool makeUnavailable);
public:
void resyncWithRateLimit();
void getCompositorTiming(CompositorTiming* compositorTiming);
private:
/* ------------------------------------------------------------------------
* Debugging & dumpsys
*/
public:
status_t dumpCritical(int fd, const Vector<String16>& /*args*/, bool asProto) {
return doDump(fd, Vector<String16>(), asProto);
}
status_t dumpAll(int fd, const Vector<String16>& args, bool asProto) {
return doDump(fd, args, asProto);
}
private:
void listLayersLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index, String8& result);
void dumpAllLocked(const Vector<String16>& args, size_t& index, String8& result) const;
bool startDdmConnection();
void appendSfConfigString(String8& result) const;
void checkScreenshot(size_t w, size_t s, size_t h, void const* vaddr,
TraverseLayersFunction traverseLayers);
void logFrameStats();
void dumpStaticScreenStats(String8& result) const;
// Not const because each Layer needs to query Fences and cache timestamps.
void dumpFrameEventsLocked(String8& result);
void recordBufferingStats(const char* layerName,
std::vector<OccupancyTracker::Segment>&& history);
void dumpBufferingStats(String8& result) const;
void dumpDisplayIdentificationData(String8& result) const;
void dumpWideColorInfo(String8& result) const;
void dumpFrameCompositionInfo(String8& result) const;
LayersProto dumpProtoInfo(LayerVector::StateSet stateSet) const;
LayersProto dumpVisibleLayersProtoInfo(const DisplayDevice& display) const;
bool isLayerTripleBufferingDisabled() const {
return this->mLayerTripleBufferingDisabled;
}
status_t doDump(int fd, const Vector<String16>& args, bool asProto);
/* ------------------------------------------------------------------------
* VrFlinger
*/
void resetDisplayState();
// Check to see if we should handoff to vr flinger.
void updateVrFlinger();
void updateColorMatrixLocked();
/* ------------------------------------------------------------------------
* Attributes
*/
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState{LayerVector::StateSet::Current};
volatile int32_t mTransactionFlags;
Condition mTransactionCV;
bool mTransactionPending;
bool mAnimTransactionPending;
SortedVector< sp<Layer> > mLayersPendingRemoval;
// global color transform states
Daltonizer mDaltonizer;
float mGlobalSaturationFactor = 1.0f;
mat4 mClientColorMatrix;
// Can't be unordered_set because wp<> isn't hashable
std::set<wp<IBinder>> mGraphicBufferProducerList;
size_t mMaxGraphicBufferProducerListSize = MAX_LAYERS;
// protected by mStateLock (but we could use another lock)
bool mLayersRemoved;
bool mLayersAdded;
// access must be protected by mInvalidateLock
volatile int32_t mRepaintEverything;
// constant members (no synchronization needed for access)
nsecs_t mBootTime;
bool mGpuToCpuSupported;
std::unique_ptr<EventThread> mEventThread;
std::unique_ptr<EventThread> mSFEventThread;
std::unique_ptr<EventThread> mInjectorEventThread;
std::unique_ptr<VSyncSource> mEventThreadSource;
std::unique_ptr<VSyncSource> mSfEventThreadSource;
std::unique_ptr<InjectVSyncSource> mVSyncInjector;
std::unique_ptr<EventControlThread> mEventControlThread;
sp<IBinder> mDisplayTokens[DisplayDevice::NUM_BUILTIN_DISPLAY_TYPES];
VSyncModulator mVsyncModulator;
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState{LayerVector::StateSet::Drawing};
bool mVisibleRegionsDirty;
bool mGeometryInvalid;
bool mAnimCompositionPending;
std::vector<sp<Layer>> mLayersWithQueuedFrames;
sp<Fence> mPreviousPresentFence = Fence::NO_FENCE;
bool mHadClientComposition = false;
enum class BootStage {
BOOTLOADER,
BOOTANIMATION,
FINISHED,
};
BootStage mBootStage;
struct HotplugEvent {
hwc2_display_t hwcDisplayId;
HWC2::Connection connection = HWC2::Connection::Invalid;
};
// protected by mStateLock
std::vector<HotplugEvent> mPendingHotplugEvents;
// this may only be written from the main thread with mStateLock held
// it may be read from other threads with mStateLock held
std::map<wp<IBinder>, sp<DisplayDevice>> mDisplays;
// don't use a lock for these, we don't care
int mDebugRegion;
int mDebugDDMS;
int mDebugDisableHWC;
int mDebugDisableTransformHint;
volatile nsecs_t mDebugInSwapBuffers;
volatile nsecs_t mDebugInTransaction;
nsecs_t mLastTransactionTime;
nsecs_t mPostFramebufferTime;
bool mForceFullDamage;
bool mPropagateBackpressure = true;
std::unique_ptr<SurfaceInterceptor> mInterceptor =
std::make_unique<impl::SurfaceInterceptor>(this);
SurfaceTracing mTracing;
LayerStats mLayerStats;
TimeStats& mTimeStats = TimeStats::getInstance();
bool mUseHwcVirtualDisplays = false;
std::atomic<uint32_t> mFrameMissedCount{0};
// Restrict layers to use two buffers in their bufferqueues.
bool mLayerTripleBufferingDisabled = false;
// these are thread safe
mutable std::unique_ptr<MessageQueue> mEventQueue{std::make_unique<impl::MessageQueue>()};
FrameTracker mAnimFrameTracker;
std::unique_ptr<DispSync> mPrimaryDispSync;
int mPrimaryDisplayOrientation = DisplayState::eOrientationDefault;
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
Vector<Layer const *> mDestroyedLayers;
// protected by mHWVsyncLock
Mutex mHWVsyncLock;
bool mPrimaryHWVsyncEnabled;
bool mHWVsyncAvailable;
nsecs_t mRefreshStartTime;
std::atomic<bool> mRefreshPending{false};
// We maintain a pool of pre-generated texture names to hand out to avoid
// layer creation needing to run on the main thread (which it would
// otherwise need to do to access RenderEngine).
std::mutex mTexturePoolMutex;
uint32_t mTexturePoolSize = 0;
std::vector<uint32_t> mTexturePool;
/* ------------------------------------------------------------------------
* Feature prototyping
*/
bool mInjectVSyncs;
// Static screen stats
bool mHasPoweredOff;
size_t mNumLayers;
// Verify that transaction is being called by an approved process:
// either AID_GRAPHICS or AID_SYSTEM.
status_t CheckTransactCodeCredentials(uint32_t code);
std::unique_ptr<dvr::VrFlinger> mVrFlinger;
std::atomic<bool> mVrFlingerRequestsDisplay;
static bool useVrFlinger;
std::thread::id mMainThreadId;
DisplayColorSetting mDisplayColorSetting = DisplayColorSetting::ENHANCED;
// Applied on Display P3 layers when the render intent is non-colorimetric.
mat4 mEnhancedSaturationMatrix;
using CreateBufferQueueFunction =
std::function<void(sp<IGraphicBufferProducer>* /* outProducer */,
sp<IGraphicBufferConsumer>* /* outConsumer */,
bool /* consumerIsSurfaceFlinger */)>;
CreateBufferQueueFunction mCreateBufferQueue;
using CreateNativeWindowSurfaceFunction =
std::function<std::unique_ptr<NativeWindowSurface>(const sp<IGraphicBufferProducer>&)>;
CreateNativeWindowSurfaceFunction mCreateNativeWindowSurface;
SurfaceFlingerBE mBE;
};
}; // namespace android
#endif // ANDROID_SURFACE_FLINGER_H