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/*
* Copyright (c) 2014 - 2019, 2021, The Linux Foundation. All rights reserved.
*
* Copyright (c) 2022 Qualcomm Innovation Center, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
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* conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of
* conditions and the following disclaimer in the documentation and/or other materials provided
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* * Neither the name of The Linux Foundation nor the names of its contributors may be used to
* endorse or promote products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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*/
#ifndef __STRATEGY_INTERFACE_H__
#define __STRATEGY_INTERFACE_H__
#include <core/sdm_types.h>
#include <core/display_interface.h>
#include <vector>
#include "hw_info_types.h"
#include "layer_feedback.h"
namespace sdm {
struct StrategyConstraints {
bool safe_mode = false; //!< In this mode, strategy manager chooses the composition strategy
//!< that requires minimum number of pipe for the current frame. i.e.,
//!< video only composition, secure only composition or GPU composition
uint32_t max_layers = kMaxSDELayers; //!< Maximum number of layers that shall be programmed
//!< on hardware for the given layer stack.
LayerFeedback feedback = LayerFeedback(0); //!< Feedback from Layer Precheck
bool idle_timeout = false;
bool gpu_fallback_mode = false; //!< This flag forces GPU composition strategy.
bool tonemapping_query_mandatory = false; //!< This flag forces a strategy with tonemapping query
};
class StrategyInterface {
public:
virtual DisplayError Start(DispLayerStack *disp_layer_stack, uint32_t *max_attempts,
StrategyConstraints *constraints) = 0;
virtual DisplayError GetNextStrategy() = 0;
virtual DisplayError Stop() = 0;
virtual DisplayError SetDrawMethod(const DisplayDrawMethod &draw_method) = 0;
virtual DisplayError Reconfigure(const HWPanelInfo &hw_panel_info,
const HWResourceInfo &hw_res_info,
const HWDisplayAttributes &display_attributes,
const HWMixerAttributes &mixer_attributes,
const DisplayConfigVariableInfo &fb_config) = 0;
virtual DisplayError SetCompositionState(LayerComposition composition_type, bool enable) = 0;
virtual DisplayError Purge() = 0;
virtual DisplayError SetIdleTimeoutMs(uint32_t active_ms, uint32_t inactive_ms) = 0;
/* Sets the list of color modes supported on a display */
virtual DisplayError SetColorModesInfo(const std::vector<PrimariesTransfer> &colormodes_cs) = 0;
virtual DisplayError SetBlendSpace(const PrimariesTransfer &blend_space) = 0;
virtual ~StrategyInterface() { }
};
} // namespace sdm
#endif // __STRATEGY_INTERFACE_H__