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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 <cinttypes>
#include <ui/Size.h>
#include <utils/Errors.h>
#include <utils/RefBase.h>
#include <utils/StrongPointer.h>
namespace android {
class Fence;
class IGraphicBufferProducer;
class String8;
namespace compositionengine {
/**
* An abstraction for working with a display surface (buffer queue)
*/
class DisplaySurface : public virtual RefBase {
public:
virtual ~DisplaySurface();
// beginFrame is called at the beginning of the composition loop, before
// the configuration is known. The DisplaySurface should do anything it
// needs to do to enable HWComposer to decide how to compose the frame.
// We pass in mustRecompose so we can keep VirtualDisplaySurface's state
// machine happy without actually queueing a buffer if nothing has changed.
virtual status_t beginFrame(bool mustRecompose) = 0;
// prepareFrame is called after the composition configuration is known but
// before composition takes place. The DisplaySurface can use the
// composition type to decide how to manage the flow of buffers between
// GPU and HWC for this frame.
enum class CompositionType : uint8_t { Unknown = 0, Gpu = 0b1, Hwc = 0b10, Mixed = Gpu | Hwc };
virtual status_t prepareFrame(CompositionType) = 0;
// Inform the surface that GPU composition is complete for this frame, and
// the surface should make sure that HWComposer has the correct buffer for
// this frame. Some implementations may only push a new buffer to
// HWComposer if GPU composition took place, others need to push a new
// buffer on every frame.
//
// advanceFrame must be followed by a call to onFrameCommitted before
// advanceFrame may be called again.
virtual status_t advanceFrame(float hdrSdrRatio) = 0;
// onFrameCommitted is called after the frame has been committed to the
// hardware composer. The surface collects the release fence for this
// frame's buffer.
virtual void onFrameCommitted() = 0;
virtual void dumpAsString(String8& result) const = 0;
virtual void resizeBuffers(const ui::Size&) = 0;
virtual const sp<Fence>& getClientTargetAcquireFence() const = 0;
// Returns true if the render surface supports client composition prediction.
virtual bool supportsCompositionStrategyPrediction() const;
};
} // namespace compositionengine
} // namespace android