blob: 18a96f4de7f683a00bc26bec89a2c8e90dedeb3a [file] [log] [blame]
/*
* Copyright 2019 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 <chrono>
#include <optional>
#include <vector>
#include <compositionengine/Display.h>
#include <compositionengine/LayerFE.h>
#include <compositionengine/OutputColorSetting.h>
#include <math/mat4.h>
#include <scheduler/interface/ICompositor.h>
#include <ui/FenceTime.h>
#include <ui/Transform.h>
namespace android::compositionengine {
using Layers = std::vector<sp<compositionengine::LayerFE>>;
using Outputs = std::vector<std::shared_ptr<compositionengine::Output>>;
struct BorderRenderInfo {
float width = 0;
half4 color;
std::vector<int32_t> layerIds;
};
// Interface of composition engine power hint callback.
struct ICEPowerCallback {
virtual void notifyCpuLoadUp() = 0;
protected:
~ICEPowerCallback() = default;
};
/**
* A parameter object for refreshing a set of outputs
*/
struct CompositionRefreshArgs {
// All the outputs being refreshed
Outputs outputs;
// All the layers that are potentially visible in the outputs. The order of
// the layers is important, and should be in traversal order from back to
// front.
Layers layers;
// All the layers that have queued updates.
Layers layersWithQueuedFrames;
// All graphic buffers that will no longer be used and should be removed from caches.
std::vector<uint64_t> bufferIdsToUncache;
// Controls how the color mode is chosen for an output
OutputColorSetting outputColorSetting{OutputColorSetting::kEnhanced};
// Forces a color mode on the outputs being refreshed
ui::ColorMode forceOutputColorMode{ui::ColorMode::NATIVE};
// Used to correctly apply an inverse-display buffer transform if applicable
ui::Transform::RotationFlags internalDisplayRotationFlags{ui::Transform::ROT_0};
// If true, the complete output geometry needs to be recomputed this frame
bool updatingOutputGeometryThisFrame{false};
// If true, there was a geometry update this frame
bool updatingGeometryThisFrame{false};
// The color matrix to use for this
// frame. Only set if the color transform is changing this frame.
std::optional<mat4> colorTransformMatrix;
// If true, client composition is always used.
bool devOptForceClientComposition{false};
// If set, causes the dirty regions to flash with the delay
std::optional<std::chrono::microseconds> devOptFlashDirtyRegionsDelay;
scheduler::FrameTargets frameTargets;
// The frameInterval for the next present
// TODO (b/315371484): Calculate per display and store on `FrameTarget`.
Fps frameInterval;
// If set, a frame has been scheduled for that time.
// TODO (b/255601557): Calculate per display.
std::optional<std::chrono::steady_clock::time_point> scheduledFrameTime;
std::vector<BorderRenderInfo> borderInfoList;
bool hasTrustedPresentationListener = false;
ICEPowerCallback* powerCallback = nullptr;
};
} // namespace android::compositionengine