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-rw-r--r--services/surfaceflinger/Layer.h759
1 files changed, 18 insertions, 741 deletions
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index b9fcd5c333..9bc557e917 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -43,9 +43,7 @@
#include <scheduler/Fps.h>
#include <scheduler/Seamlessness.h>
-#include <chrono>
#include <cstdint>
-#include <list>
#include <optional>
#include <vector>
@@ -56,7 +54,6 @@
#include "LayerVector.h"
#include "Scheduler/LayerInfo.h"
#include "SurfaceFlinger.h"
-#include "Tracing/LayerTracing.h"
#include "TransactionCallbackInvoker.h"
using namespace android::surfaceflinger;
@@ -91,48 +88,15 @@ public:
// Windows that are not in focus, but voted for a specific mode ID.
static constexpr int32_t PRIORITY_NOT_FOCUSED_WITH_MODE = 2;
- enum { // flags for doTransaction()
- eDontUpdateGeometryState = 0x00000001,
- eVisibleRegion = 0x00000002,
- eInputInfoChanged = 0x00000004
- };
-
- struct Geometry {
- uint32_t w;
- uint32_t h;
- ui::Transform transform;
-
- inline bool operator==(const Geometry& rhs) const {
- return (w == rhs.w && h == rhs.h) && (transform.tx() == rhs.transform.tx()) &&
- (transform.ty() == rhs.transform.ty());
- }
- inline bool operator!=(const Geometry& rhs) const { return !operator==(rhs); }
- };
-
using FrameRate = scheduler::LayerInfo::FrameRate;
using FrameRateCompatibility = scheduler::FrameRateCompatibility;
using FrameRateSelectionStrategy = scheduler::LayerInfo::FrameRateSelectionStrategy;
struct State {
- int32_t z;
- ui::LayerStack layerStack;
- uint32_t flags;
int32_t sequence; // changes when visible regions can change
- bool modified;
// Crop is expressed in layer space coordinate.
Rect crop;
LayerMetadata metadata;
- // If non-null, a Surface this Surface's Z-order is interpreted relative to.
- wp<Layer> zOrderRelativeOf;
- bool isRelativeOf{false};
-
- // A list of surfaces whose Z-order is interpreted relative to ours.
- SortedVector<wp<Layer>> zOrderRelatives;
- half4 color;
- float cornerRadius;
- int backgroundBlurRadius;
- gui::WindowInfo inputInfo;
- wp<Layer> touchableRegionCrop;
ui::Dataspace dataspace;
@@ -154,52 +118,18 @@ public:
std::shared_ptr<renderengine::ExternalTexture> buffer;
sp<Fence> acquireFence;
std::shared_ptr<FenceTime> acquireFenceTime;
- HdrMetadata hdrMetadata;
- Region surfaceDamageRegion;
- int32_t api;
sp<NativeHandle> sidebandStream;
mat4 colorTransform;
- bool hasColorTransform;
- // pointer to background color layer that, if set, appears below the buffer state layer
- // and the buffer state layer's children. Z order will be set to
- // INT_MIN
- sp<Layer> bgColorLayer;
// The deque of callback handles for this frame. The back of the deque contains the most
// recent callback handle.
std::deque<sp<CallbackHandle>> callbackHandles;
- bool colorSpaceAgnostic;
nsecs_t desiredPresentTime = 0;
bool isAutoTimestamp = true;
- // Length of the cast shadow. If the radius is > 0, a shadow of length shadowRadius will
- // be rendered around the layer.
- float shadowRadius;
-
- // Layer regions that are made of custom materials, like frosted glass
- std::vector<BlurRegion> blurRegions;
-
- // Priority of the layer assigned by Window Manager.
- int32_t frameRateSelectionPriority;
-
- // Default frame rate compatibility used to set the layer refresh rate votetype.
- FrameRateCompatibility defaultFrameRateCompatibility;
- FrameRate frameRate;
-
// The combined frame rate of parents / children of this layer
FrameRate frameRateForLayerTree;
- FrameRateSelectionStrategy frameRateSelectionStrategy;
-
- // Set by window manager indicating the layer and all its children are
- // in a different orientation than the display. The hint suggests that
- // the graphic producers should receive a transform hint as if the
- // display was in this orientation. When the display changes to match
- // the layer orientation, the graphic producer may not need to allocate
- // a buffer of a different size. ui::Transform::ROT_INVALID means the
- // a fixed transform hint is not set.
- ui::Transform::RotationFlags fixedTransformHint;
-
// The vsync info that was used to start the transaction
FrameTimelineInfo frameTimelineInfo;
@@ -219,21 +149,12 @@ public:
// An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to
// trigger a warning if the number of SurfaceFrames crosses the threshold.
static constexpr uint32_t kStateSurfaceFramesThreshold = 25;
-
- // Stretch effect to apply to this layer
- StretchEffect stretchEffect;
-
- // Whether or not this layer is a trusted overlay for input
- bool isTrustedOverlay;
Rect bufferCrop;
Rect destinationFrame;
sp<IBinder> releaseBufferEndpoint;
- gui::DropInputMode dropInputMode;
bool autoRefresh = false;
- bool dimmingEnabled = true;
float currentHdrSdrRatio = 1.f;
float desiredHdrSdrRatio = -1.f;
- gui::CachingHint cachingHint = gui::CachingHint::Enabled;
int64_t latchedVsyncId = 0;
bool useVsyncIdForRefreshRateSelection = false;
};
@@ -244,202 +165,49 @@ public:
static bool isLayerFocusedBasedOnPriority(int32_t priority);
static void miniDumpHeader(std::string& result);
- // Provide unique string for each class type in the Layer hierarchy
- virtual const char* getType() const { return "Layer"; }
-
- // true if this layer is visible, false otherwise
- virtual bool isVisible() const;
-
- virtual sp<Layer> createClone();
-
- // Set a 2x2 transformation matrix on the layer. This transform
- // will be applied after parent transforms, but before any final
- // producer specified transform.
- bool setMatrix(const layer_state_t::matrix22_t& matrix);
-
// This second set of geometry attributes are controlled by
// setGeometryAppliesWithResize, and their default mode is to be
// immediate. If setGeometryAppliesWithResize is specified
// while a resize is pending, then update of these attributes will
// be delayed until the resize completes.
- // setPosition operates in parent buffer space (pre parent-transform) or display
- // space for top-level layers.
- bool setPosition(float x, float y);
// Buffer space
bool setCrop(const Rect& crop);
- // TODO(b/38182121): Could we eliminate the various latching modes by
- // using the layer hierarchy?
- // -----------------------------------------------------------------------
- virtual bool setLayer(int32_t z);
- virtual bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ);
-
- virtual bool setAlpha(float alpha);
- bool setColor(const half3& /*color*/);
-
- // Set rounded corner radius for this layer and its children.
- //
- // We only support 1 radius per layer in the hierarchy, where parent layers have precedence.
- // The shape of the rounded corner rectangle is specified by the crop rectangle of the layer
- // from which we inferred the rounded corner radius.
- virtual bool setCornerRadius(float cornerRadius);
- // When non-zero, everything below this layer will be blurred by backgroundBlurRadius, which
- // is specified in pixels.
- virtual bool setBackgroundBlurRadius(int backgroundBlurRadius);
- virtual bool setBlurRegions(const std::vector<BlurRegion>& effectRegions);
- bool setTransparentRegionHint(const Region& transparent);
- virtual bool setTrustedOverlay(bool);
- virtual bool setFlags(uint32_t flags, uint32_t mask);
- virtual bool setLayerStack(ui::LayerStack);
- virtual ui::LayerStack getLayerStack(
- LayerVector::StateSet state = LayerVector::StateSet::Drawing) const;
-
- virtual bool setMetadata(const LayerMetadata& data);
- virtual void setChildrenDrawingParent(const sp<Layer>&);
- virtual bool reparent(const sp<IBinder>& newParentHandle) REQUIRES(mFlinger->mStateLock);
- virtual bool setColorTransform(const mat4& matrix);
- virtual mat4 getColorTransform() const;
- virtual bool hasColorTransform() const;
- virtual bool isColorSpaceAgnostic() const { return mDrawingState.colorSpaceAgnostic; }
- virtual bool isDimmingEnabled() const { return getDrawingState().dimmingEnabled; }
- float getDesiredHdrSdrRatio() const { return getDrawingState().desiredHdrSdrRatio; }
- float getCurrentHdrSdrRatio() const { return getDrawingState().currentHdrSdrRatio; }
- gui::CachingHint getCachingHint() const { return getDrawingState().cachingHint; }
-
bool setTransform(uint32_t /*transform*/);
bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/);
bool setBuffer(std::shared_ptr<renderengine::ExternalTexture>& /* buffer */,
const BufferData& /* bufferData */, nsecs_t /* postTime */,
nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/,
- const FrameTimelineInfo& /*info*/);
+ const FrameTimelineInfo& /*info*/, gui::GameMode gameMode);
void setDesiredPresentTime(nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/);
bool setDataspace(ui::Dataspace /*dataspace*/);
bool setExtendedRangeBrightness(float currentBufferRatio, float desiredRatio);
bool setDesiredHdrHeadroom(float desiredRatio);
- bool setCachingHint(gui::CachingHint cachingHint);
- bool setHdrMetadata(const HdrMetadata& /*hdrMetadata*/);
- bool setSurfaceDamageRegion(const Region& /*surfaceDamage*/);
- bool setApi(int32_t /*api*/);
bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/,
- const FrameTimelineInfo& /* info*/, nsecs_t /* postTime */);
+ const FrameTimelineInfo& /* info*/, nsecs_t /* postTime */,
+ gui::GameMode gameMode);
bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& /*handles*/,
bool willPresent);
- virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace)
- REQUIRES(mFlinger->mStateLock);
- virtual bool setColorSpaceAgnostic(const bool agnostic);
- virtual bool setDimmingEnabled(const bool dimmingEnabled);
- virtual bool setDefaultFrameRateCompatibility(FrameRateCompatibility compatibility);
- virtual bool setFrameRateSelectionPriority(int32_t priority);
- virtual bool setFixedTransformHint(ui::Transform::RotationFlags fixedTransformHint);
- void setAutoRefresh(bool /* autoRefresh */);
- bool setDropInputMode(gui::DropInputMode);
-
- // If the variable is not set on the layer, it traverses up the tree to inherit the frame
- // rate priority from its parent.
- virtual int32_t getFrameRateSelectionPriority() const;
- //
- virtual FrameRateCompatibility getDefaultFrameRateCompatibility() const;
- //
- ui::Dataspace getDataSpace() const;
-
- virtual bool isFrontBuffered() const;
- virtual sp<LayerFE> getCompositionEngineLayerFE() const;
- virtual sp<LayerFE> copyCompositionEngineLayerFE() const;
sp<LayerFE> getCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
- sp<LayerFE> getOrCreateCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
-
- const frontend::LayerSnapshot* getLayerSnapshot() const;
- frontend::LayerSnapshot* editLayerSnapshot();
- std::unique_ptr<frontend::LayerSnapshot> stealLayerSnapshot();
- void updateLayerSnapshot(std::unique_ptr<frontend::LayerSnapshot> snapshot);
// If we have received a new buffer this frame, we will pass its surface
// damage down to hardware composer. Otherwise, we must send a region with
// one empty rect.
- void useSurfaceDamage();
- void useEmptyDamage();
Region getVisibleRegion(const DisplayDevice*) const;
void updateLastLatchTime(nsecs_t latchtime);
- /*
- * isOpaque - true if this surface is opaque
- *
- * This takes into account the buffer format (i.e. whether or not the
- * pixel format includes an alpha channel) and the "opaque" flag set
- * on the layer. It does not examine the current plane alpha value.
- */
- bool isOpaque(const Layer::State&) const;
-
- /*
- * Returns whether this layer can receive input.
- */
- bool canReceiveInput() const;
-
- /*
- * Whether or not the layer should be considered visible for input calculations.
- */
- virtual bool isVisibleForInput() const {
- // For compatibility reasons we let layers which can receive input
- // receive input before they have actually submitted a buffer. Because
- // of this we use canReceiveInput instead of isVisible to check the
- // policy-visibility, ignoring the buffer state. However for layers with
- // hasInputInfo()==false we can use the real visibility state.
- // We are just using these layers for occlusion detection in
- // InputDispatcher, and obviously if they aren't visible they can't occlude
- // anything.
- return hasInputInfo() ? canReceiveInput() : isVisible();
- }
-
- /*
- * isProtected - true if the layer may contain protected contents in the
- * GRALLOC_USAGE_PROTECTED sense.
- */
- bool isProtected() const;
-
- /*
- * isFixedSize - true if content has a fixed size
- */
- virtual bool isFixedSize() const { return true; }
-
- /*
- * usesSourceCrop - true if content should use a source crop
- */
- bool usesSourceCrop() const { return hasBufferOrSidebandStream(); }
-
- // Most layers aren't created from the main thread, and therefore need to
- // grab the SF state lock to access HWC, but ContainerLayer does, so we need
- // to avoid grabbing the lock again to avoid deadlock
- virtual bool isCreatedFromMainThread() const { return false; }
-
- ui::Transform getActiveTransform(const Layer::State& s) const { return s.transform; }
- Region getActiveTransparentRegion(const Layer::State& s) const {
- return s.transparentRegionHint;
- }
Rect getCrop(const Layer::State& s) const { return s.crop; }
- bool needsFiltering(const DisplayDevice*) const;
-
- // True if this layer requires filtering
- // This method is distinct from needsFiltering() in how the filter
- // requirement is computed. needsFiltering() compares displayFrame and crop,
- // where as this method transforms the displayFrame to layer-stack space
- // first. This method should be used if there is no physical display to
- // project onto when taking screenshots, as the filtering requirements are
- // different.
- // If the parent transform needs to be undone when capturing the layer, then
- // the inverse parent transform is also required.
- bool needsFilteringForScreenshots(const DisplayDevice*, const ui::Transform&) const;
// from graphics API
static ui::Dataspace translateDataspace(ui::Dataspace dataspace);
- void updateCloneBufferInfo();
uint64_t mPreviousFrameNumber = 0;
void onCompositionPresented(const DisplayDevice*,
const std::shared_ptr<FenceTime>& /*glDoneFence*/,
const std::shared_ptr<FenceTime>& /*presentFence*/,
- const CompositorTiming&);
+ const CompositorTiming&, gui::GameMode gameMode);
// If a buffer was replaced this frame, release the former buffer
void releasePendingBuffer(nsecs_t /*dequeueReadyTime*/);
@@ -450,46 +218,10 @@ public:
* operation, so this should be set only if needed). Typically this is used
* to figure out if the content or size of a surface has changed.
*/
- bool latchBuffer(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/);
-
bool latchBufferImpl(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/,
bool bgColorOnly);
- /*
- * Returns true if the currently presented buffer will be released when this layer state
- * is latched. This will return false if there is no buffer currently presented.
- */
- bool willReleaseBufferOnLatch() const;
-
- /*
- * Calls latchBuffer if the buffer has a frame queued and then releases the buffer.
- * This is used if the buffer is just latched and releases to free up the buffer
- * and will not be shown on screen.
- * Should only be called on the main thread.
- */
- void latchAndReleaseBuffer();
-
- /*
- * returns the rectangle that crops the content of the layer and scales it
- * to the layer's size.
- */
- Rect getBufferCrop() const;
-
- /*
- * Returns the transform applied to the buffer.
- */
- uint32_t getBufferTransform() const;
-
sp<GraphicBuffer> getBuffer() const;
- const std::shared_ptr<renderengine::ExternalTexture>& getExternalTexture() const;
-
- /*
- * Returns if a frame is ready
- */
- bool hasReadyFrame() const;
-
- virtual int32_t getQueuedFrameCount() const { return 0; }
-
/**
* Returns active buffer size in the correct orientation. Buffer size is determined by undoing
* any buffer transformations. Returns Rect::INVALID_RECT if the layer has no buffer or the
@@ -497,33 +229,10 @@ public:
*/
Rect getBufferSize(const Layer::State&) const;
- /**
- * Returns the source bounds. If the bounds are not defined, it is inferred from the
- * buffer size. Failing that, the bounds are determined from the passed in parent bounds.
- * For the root layer, this is the display viewport size.
- */
- FloatRect computeSourceBounds(const FloatRect& parentBounds) const;
- virtual FrameRate getFrameRateForLayerTree() const;
+ FrameRate getFrameRateForLayerTree() const;
bool getTransformToDisplayInverse() const;
- // Returns how rounded corners should be drawn for this layer.
- // A layer can override its parent's rounded corner settings if the parent's rounded
- // corner crop does not intersect with its own rounded corner crop.
- virtual frontend::RoundedCornerState getRoundedCornerState() const;
-
- bool hasRoundedCorners() const { return getRoundedCornerState().hasRoundedCorners(); }
-
- PixelFormat getPixelFormat() const;
- /**
- * Return whether this layer needs an input info. We generate InputWindowHandles for all
- * non-cursor buffered layers regardless of whether they have an InputChannel. This is to enable
- * the InputDispatcher to do PID based occlusion detection.
- */
- bool needsInputInfo() const {
- return (hasInputInfo() || hasBufferOrSidebandStream()) && !mPotentialCursor;
- }
-
// Implements RefBase.
void onFirstRef() override;
@@ -534,25 +243,18 @@ public:
uint32_t mTransform{0};
ui::Dataspace mDataspace{ui::Dataspace::UNKNOWN};
Rect mCrop;
- uint32_t mScaleMode{NATIVE_WINDOW_SCALING_MODE_FREEZE};
- Region mSurfaceDamage;
- HdrMetadata mHdrMetadata;
- int mApi;
PixelFormat mPixelFormat{PIXEL_FORMAT_NONE};
bool mTransformToDisplayInverse{false};
-
std::shared_ptr<renderengine::ExternalTexture> mBuffer;
uint64_t mFrameNumber;
sp<IBinder> mReleaseBufferEndpoint;
-
bool mFrameLatencyNeeded{false};
float mDesiredHdrSdrRatio = -1.f;
};
BufferInfo mBufferInfo;
+ std::shared_ptr<gui::BufferReleaseChannel::ProducerEndpoint> mBufferReleaseChannel;
- // implements compositionengine::LayerFE
- const compositionengine::LayerFECompositionState* getCompositionState() const;
bool fenceHasSignaled() const;
void onPreComposition(nsecs_t refreshStartTime);
void onLayerDisplayed(ftl::SharedFuture<FenceResult>, ui::LayerStack layerStack,
@@ -573,17 +275,6 @@ public:
const char* getDebugName() const;
- bool setShadowRadius(float shadowRadius);
-
- // Before color management is introduced, contents on Android have to be
- // desaturated in order to match what they appears like visually.
- // With color management, these contents will appear desaturated, thus
- // needed to be saturated so that they match what they are designed for
- // visually.
- bool isLegacyDataSpace() const;
-
- uint32_t getTransactionFlags() const { return mTransactionFlags; }
-
static bool computeTrustedPresentationState(const FloatRect& bounds,
const FloatRect& sourceBounds,
const Region& coveredRegion,
@@ -601,17 +292,6 @@ public:
// Sets the masked bits.
void setTransactionFlags(uint32_t mask);
- // Clears and returns the masked bits.
- uint32_t clearTransactionFlags(uint32_t mask);
-
- FloatRect getBounds(const Region& activeTransparentRegion) const;
- FloatRect getBounds() const;
- Rect getInputBoundsInDisplaySpace(const FloatRect& insetBounds,
- const ui::Transform& displayTransform);
-
- // Compute bounds for the layer and cache the results.
- void computeBounds(FloatRect parentBounds, ui::Transform parentTransform, float shadowRadius);
-
int32_t getSequence() const { return sequence; }
// For tracing.
@@ -622,164 +302,21 @@ public:
// only used within a single layer.
uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; }
- /*
- * isSecure - true if this surface is secure, that is if it prevents
- * screenshots or VNC servers. A surface can be set to be secure by the
- * application, being secure doesn't mean the surface has DRM contents.
- */
- bool isSecure() const;
-
- /*
- * isHiddenByPolicy - true if this layer has been forced invisible.
- * just because this is false, doesn't mean isVisible() is true.
- * For example if this layer has no active buffer, it may not be hidden by
- * policy, but it still can not be visible.
- */
- bool isHiddenByPolicy() const;
-
- // True if the layer should be skipped in screenshots, screen recordings,
- // and mirroring to external or virtual displays.
- bool isInternalDisplayOverlay() const;
-
- ui::LayerFilter getOutputFilter() const {
- return {getLayerStack(), isInternalDisplayOverlay()};
- }
-
- bool isRemovedFromCurrentState() const;
-
- perfetto::protos::LayerProto* writeToProto(perfetto::protos::LayersProto& layersProto,
- uint32_t traceFlags);
void writeCompositionStateToProto(perfetto::protos::LayerProto* layerProto,
ui::LayerStack layerStack);
- // Write states that are modified by the main thread. This includes drawing
- // state as well as buffer data. This should be called in the main or tracing
- // thread.
- void writeToProtoDrawingState(perfetto::protos::LayerProto* layerInfo);
- // Write drawing or current state. If writing current state, the caller should hold the
- // external mStateLock. If writing drawing state, this function should be called on the
- // main or tracing thread.
- void writeToProtoCommonState(perfetto::protos::LayerProto* layerInfo, LayerVector::StateSet,
- uint32_t traceFlags = LayerTracing::TRACE_ALL);
-
- gui::WindowInfo::Type getWindowType() const { return mWindowType; }
-
- bool updateMirrorInfo(const std::deque<Layer*>& cloneRootsPendingUpdates);
-
- /*
- * doTransaction - process the transaction. This is a good place to figure
- * out which attributes of the surface have changed.
- */
- virtual uint32_t doTransaction(uint32_t transactionFlags);
-
- /*
- * Remove relative z for the layer if its relative parent is not part of the
- * provided layer tree.
- */
- void removeRelativeZ(const std::vector<Layer*>& layersInTree);
-
- /*
- * Remove from current state and mark for removal.
- */
- void removeFromCurrentState() REQUIRES(mFlinger->mStateLock);
-
- /*
- * called with the state lock from a binder thread when the layer is
- * removed from the current list to the pending removal list
- */
- void onRemovedFromCurrentState() REQUIRES(mFlinger->mStateLock);
-
- /*
- * Called when the layer is added back to the current state list.
- */
- void addToCurrentState();
-
- /*
- * Sets display transform hint on BufferLayerConsumer.
- */
- void updateTransformHint(ui::Transform::RotationFlags);
inline const State& getDrawingState() const { return mDrawingState; }
inline State& getDrawingState() { return mDrawingState; }
- void miniDumpLegacy(std::string& result, const DisplayDevice&) const;
void miniDump(std::string& result, const frontend::LayerSnapshot&, const DisplayDevice&) const;
void dumpFrameStats(std::string& result) const;
- void dumpOffscreenDebugInfo(std::string& result) const;
void clearFrameStats();
void logFrameStats();
void getFrameStats(FrameStats* outStats) const;
void onDisconnect();
- ui::Transform getTransform() const;
- bool isTransformValid() const;
-
- // Returns the Alpha of the Surface, accounting for the Alpha
- // of parent Surfaces in the hierarchy (alpha's will be multiplied
- // down the hierarchy).
- half getAlpha() const;
- half4 getColor() const;
- int32_t getBackgroundBlurRadius() const;
- bool drawShadows() const { return mEffectiveShadowRadius > 0.f; };
-
- // Returns the transform hint set by Window Manager on the layer or one of its parents.
- // This traverses the current state because the data is needed when creating
- // the layer(off drawing thread) and the hint should be available before the producer
- // is ready to acquire a buffer.
- ui::Transform::RotationFlags getFixedTransformHint() const;
-
- /**
- * Traverse this layer and it's hierarchy of children directly. Unlike traverseInZOrder
- * which will not emit children who have relativeZOrder to another layer, this method
- * just directly emits all children. It also emits them in no particular order.
- * So this method is not suitable for graphical operations, as it doesn't represent
- * the scene state, but it's also more efficient than traverseInZOrder and so useful for
- * book-keeping.
- */
- void traverse(LayerVector::StateSet, const LayerVector::Visitor&);
- void traverseInReverseZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
- void traverseInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
- void traverseChildren(const LayerVector::Visitor&);
-
- /**
- * Traverse only children in z order, ignoring relative layers that are not children of the
- * parent.
- */
- void traverseChildrenInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
-
- size_t getDescendantCount() const;
- size_t getChildrenCount() const { return mDrawingChildren.size(); }
- bool isHandleAlive() const { return mHandleAlive; }
bool onHandleDestroyed() { return mHandleAlive = false; }
- // ONLY CALL THIS FROM THE LAYER DTOR!
- // See b/141111965. We need to add current children to offscreen layers in
- // the layer dtor so as not to dangle layers. Since the layer has not
- // committed its transaction when the layer is destroyed, we must add
- // current children. This is safe in the dtor as we will no longer update
- // the current state, but should not be called anywhere else!
- LayerVector& getCurrentChildren() { return mCurrentChildren; }
-
- void addChild(const sp<Layer>&);
- // Returns index if removed, or negative value otherwise
- // for symmetry with Vector::remove
- ssize_t removeChild(const sp<Layer>& layer);
- sp<Layer> getParent() const { return mCurrentParent.promote(); }
-
- // Should be called with the surfaceflinger statelock held
- bool isAtRoot() const { return mIsAtRoot; }
- void setIsAtRoot(bool isAtRoot) { mIsAtRoot = isAtRoot; }
-
- bool hasParent() const { return getParent() != nullptr; }
- Rect getScreenBounds(bool reduceTransparentRegion = true) const;
- bool setChildLayer(const sp<Layer>& childLayer, int32_t z);
- bool setChildRelativeLayer(const sp<Layer>& childLayer,
- const sp<IBinder>& relativeToHandle, int32_t relativeZ);
-
- // Copy the current list of children to the drawing state. Called by
- // SurfaceFlinger to complete a transaction.
- void commitChildList();
- int32_t getZ(LayerVector::StateSet) const;
-
/**
* Returns the cropped buffer size or the layer crop if the layer has no buffer. Return
* INVALID_RECT if the layer has no buffer and no crop.
@@ -788,15 +325,10 @@ public:
*/
Rect getCroppedBufferSize(const Layer::State& s) const;
- bool setFrameRate(FrameRate::FrameRateVote);
- bool setFrameRateCategory(FrameRateCategory, bool smoothSwitchOnly);
-
- bool setFrameRateSelectionStrategy(FrameRateSelectionStrategy);
-
- virtual void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {}
- void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime);
+ void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime,
+ gui::GameMode gameMode);
void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info,
- nsecs_t postTime);
+ nsecs_t postTime, gui::GameMode gameMode);
void addSurfaceFrameDroppedForBuffer(std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame,
nsecs_t dropTime);
@@ -805,60 +337,25 @@ public:
nsecs_t currentLatchTime);
std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForTransaction(
- const FrameTimelineInfo& info, nsecs_t postTime);
+ const FrameTimelineInfo& info, nsecs_t postTime, gui::GameMode gameMode);
std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForBuffer(
- const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName);
+ const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName,
+ gui::GameMode gameMode);
void setFrameTimelineVsyncForSkippedFrames(const FrameTimelineInfo& info, nsecs_t postTime,
- std::string debugName);
+ std::string debugName, gui::GameMode gameMode);
bool setTrustedPresentationInfo(TrustedPresentationThresholds const& thresholds,
TrustedPresentationListener const& listener);
+ void setBufferReleaseChannel(
+ const std::shared_ptr<gui::BufferReleaseChannel::ProducerEndpoint>& channel);
// Creates a new handle each time, so we only expect
// this to be called once.
sp<IBinder> getHandle();
const std::string& getName() const { return mName; }
- bool getPremultipledAlpha() const;
- void setInputInfo(const gui::WindowInfo& info);
-
- struct InputDisplayArgs {
- const ui::Transform* transform = nullptr;
- bool isSecure = false;
- };
- gui::WindowInfo fillInputInfo(const InputDisplayArgs& displayArgs);
-
- /**
- * Returns whether this layer has an explicitly set input-info.
- */
- bool hasInputInfo() const;
-
- // Sets the gui::GameMode for the tree rooted at this layer. A layer in the tree inherits this
- // gui::GameMode unless it (or an ancestor) has GAME_MODE_METADATA.
- void setGameModeForTree(gui::GameMode);
-
- void setGameMode(gui::GameMode gameMode) { mGameMode = gameMode; }
- gui::GameMode getGameMode() const { return mGameMode; }
virtual uid_t getOwnerUid() const { return mOwnerUid; }
- pid_t getOwnerPid() { return mOwnerPid; }
-
- int32_t getOwnerAppId() { return mOwnerAppId; }
-
- // This layer is not a clone, but it's the parent to the cloned hierarchy. The
- // variable mClonedChild represents the top layer that will be cloned so this
- // layer will be the parent of mClonedChild.
- // The layers in the cloned hierarchy will match the lifetime of the real layers. That is
- // if the real layer is destroyed, then the clone layer will also be destroyed.
- sp<Layer> mClonedChild;
- bool mHadClonedChild = false;
- void setClonedChild(const sp<Layer>& mClonedChild);
-
- mutable bool contentDirty{false};
- Region surfaceDamageRegion;
-
- // True when the surfaceDamageRegion is recognized as a small area update.
- bool mSmallDirty{false};
// Used to check if mUsedVsyncIdForRefreshRateSelection should be expired when it stop updating.
nsecs_t mMaxTimeForUseVsyncId = 0;
// True when DrawState.useVsyncIdForRefreshRateSelection previously set to true during updating
@@ -870,61 +367,16 @@ public:
// the same.
const int32_t sequence;
- bool mPendingHWCDestroy{false};
-
- bool backpressureEnabled() const {
- return mDrawingState.flags & layer_state_t::eEnableBackpressure;
- }
-
- bool setStretchEffect(const StretchEffect& effect);
- StretchEffect getStretchEffect() const;
-
- bool setBufferCrop(const Rect& /* bufferCrop */);
- bool setDestinationFrame(const Rect& /* destinationFrame */);
// See mPendingBufferTransactions
void decrementPendingBufferCount();
std::atomic<int32_t>* getPendingBufferCounter() { return &mPendingBufferTransactions; }
std::string getPendingBufferCounterName() { return mBlastTransactionName; }
- bool updateGeometry();
-
- bool isSimpleBufferUpdate(const layer_state_t& s) const;
-
- static bool isOpaqueFormat(PixelFormat format);
-
- // Updates the LayerSnapshot. This must be called prior to sending layer data to
- // CompositionEngine or RenderEngine (i.e. before calling CompositionEngine::present or
- // LayerFE::prepareClientComposition).
- //
- // TODO(b/238781169) Remove direct calls to RenderEngine::drawLayers that don't go through
- // CompositionEngine to create a single path for composing layers.
- void updateSnapshot(bool updateGeometry);
- void updateChildrenSnapshots(bool updateGeometry);
- void updateMetadataSnapshot(const LayerMetadata& parentMetadata);
- void updateRelativeMetadataSnapshot(const LayerMetadata& relativeLayerMetadata,
- std::unordered_set<Layer*>& visited);
- sp<Layer> getClonedFrom() const {
- return mClonedFrom != nullptr ? mClonedFrom.promote() : nullptr;
- }
- bool isClone() { return mClonedFrom != nullptr; }
-
- bool willPresentCurrentTransaction() const;
-
void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
const sp<GraphicBuffer>& buffer, uint64_t framenumber,
const sp<Fence>& releaseFence);
- bool setFrameRateForLayerTreeLegacy(FrameRate, nsecs_t now);
bool setFrameRateForLayerTree(FrameRate, const scheduler::LayerProps&, nsecs_t now);
void recordLayerHistoryBufferUpdate(const scheduler::LayerProps&, nsecs_t now);
void recordLayerHistoryAnimationTx(const scheduler::LayerProps&, nsecs_t now);
- auto getLayerProps() const {
- return scheduler::LayerProps{.visible = isVisible(),
- .bounds = getBounds(),
- .transform = getTransform(),
- .setFrameRateVote = getFrameRateForLayerTree(),
- .frameRateSelectionPriority = getFrameRateSelectionPriority(),
- .isSmallDirty = mSmallDirty,
- .isFrontBuffered = isFrontBuffered()};
- };
bool hasBuffer() const { return mBufferInfo.mBuffer != nullptr; }
void setTransformHint(std::optional<ui::Transform::RotationFlags> transformHint) {
mTransformHint = transformHint;
@@ -964,7 +416,6 @@ public:
const sp<SurfaceFlinger> mFlinger;
// Check if the damage region is a small dirty.
- void setIsSmallDirty(const Region& damageRegion, const ui::Transform& layerToDisplayTransform);
void setIsSmallDirty(frontend::LayerSnapshot* snapshot);
protected:
@@ -976,63 +427,16 @@ protected:
friend class TransactionFrameTracerTest;
friend class TransactionSurfaceFrameTest;
- void preparePerFrameCompositionState();
- void preparePerFrameBufferCompositionState();
- void preparePerFrameEffectsCompositionState();
void gatherBufferInfo();
- void onSurfaceFrameCreated(const std::shared_ptr<frametimeline::SurfaceFrame>&);
-
- bool isClonedFromAlive() { return getClonedFrom() != nullptr; }
-
- void cloneDrawingState(const Layer* from);
- void updateClonedDrawingState(std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
- void updateClonedChildren(const sp<Layer>& mirrorRoot,
- std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
- void updateClonedRelatives(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
- void addChildToDrawing(const sp<Layer>&);
- void updateClonedInputInfo(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
-
- void prepareBasicGeometryCompositionState();
- void prepareGeometryCompositionState();
- void prepareCursorCompositionState();
- uint32_t getEffectiveUsage(uint32_t usage) const;
-
- /**
- * Setup rounded corners coordinates of this layer, taking into account the layer bounds and
- * crop coordinates, transforming them into layer space.
- */
- void setupRoundedCornersCropCoordinates(Rect win, const FloatRect& roundedCornersCrop) const;
- void setParent(const sp<Layer>&);
- LayerVector makeTraversalList(LayerVector::StateSet, bool* outSkipRelativeZUsers);
- void addZOrderRelative(const wp<Layer>& relative);
- void removeZOrderRelative(const wp<Layer>& relative);
compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
compositionengine::OutputLayer* findOutputLayerForDisplay(
const DisplayDevice*, const frontend::LayerHierarchy::TraversalPath& path) const;
- bool usingRelativeZ(LayerVector::StateSet) const;
-
- virtual ui::Transform getInputTransform() const;
- /**
- * Get the bounds in layer space within which this layer can receive input.
- *
- * These bounds are used to:
- * - Determine the input frame for the layer to be used for occlusion detection; and
- * - Determine the coordinate space within which the layer will receive input. The top-left of
- * this rect will be the origin of the coordinate space that the input events sent to the
- * layer will be in (prior to accounting for surface insets).
- *
- * The layer can still receive touch input if these bounds are invalid if
- * "replaceTouchableRegionWithCrop" is specified. In this case, the layer will receive input
- * in this layer's space, regardless of the specified crop layer.
- */
- std::pair<FloatRect, bool> getInputBounds(bool fillParentBounds) const;
- bool mPremultipliedAlpha{true};
const std::string mName;
const std::string mTransactionName{"TX - " + mName};
- // These are only accessed by the main thread or the tracing thread.
+ // These are only accessed by the main thread.
State mDrawingState;
TrustedPresentationThresholds mTrustedPresentationThresholds;
@@ -1042,44 +446,22 @@ protected:
int64_t mEnteredTrustedPresentationStateTime = -1;
uint32_t mTransactionFlags{0};
- // Updated in doTransaction, used to track the last sequence number we
- // committed. Currently this is really only used for updating visible
- // regions.
- int32_t mLastCommittedTxSequence = -1;
// Timestamp history for UIAutomation. Thread safe.
FrameTracker mFrameTracker;
// main thread
sp<NativeHandle> mSidebandStream;
- // False if the buffer and its contents have been previously used for GPU
- // composition, true otherwise.
- bool mIsActiveBufferUpdatedForGpu = true;
// We encode unset as -1.
std::atomic<uint64_t> mCurrentFrameNumber{0};
- // Whether filtering is needed b/c of the drawingstate
- bool mNeedsFiltering{false};
-
- std::atomic<bool> mRemovedFromDrawingState{false};
-
- // page-flip thread (currently main thread)
- bool mProtectedByApp{false}; // application requires protected path to external sink
// protected by mLock
mutable Mutex mLock;
- const wp<Client> mClientRef;
-
// This layer can be a cursor on some displays.
bool mPotentialCursor{false};
- LayerVector mCurrentChildren{LayerVector::StateSet::Current};
- LayerVector mDrawingChildren{LayerVector::StateSet::Drawing};
-
- wp<Layer> mCurrentParent;
- wp<Layer> mDrawingParent;
-
// Window types from WindowManager.LayoutParams
const gui::WindowInfo::Type mWindowType;
@@ -1097,8 +479,6 @@ protected:
// Used in buffer stuffing analysis in FrameTimeline.
nsecs_t mLastLatchTime = 0;
- mutable bool mDrawingStateModified = false;
-
sp<Fence> mLastClientCompositionFence;
bool mClearClientCompositionFenceOnLayerDisplayed = false;
private:
@@ -1110,62 +490,20 @@ private:
friend class TransactionFrameTracerTest;
friend class TransactionSurfaceFrameTest;
- bool getAutoRefresh() const { return mDrawingState.autoRefresh; }
bool getSidebandStreamChanged() const { return mSidebandStreamChanged; }
std::atomic<bool> mSidebandStreamChanged{false};
- // Returns true if the layer can draw shadows on its border.
- virtual bool canDrawShadows() const { return true; }
-
aidl::android::hardware::graphics::composer3::Composition getCompositionType(
const DisplayDevice&) const;
aidl::android::hardware::graphics::composer3::Composition getCompositionType(
const compositionengine::OutputLayer*) const;
- /**
- * Returns an unsorted vector of all layers that are part of this tree.
- * That includes the current layer and all its descendants.
- */
- std::vector<Layer*> getLayersInTree(LayerVector::StateSet);
- /**
- * Traverses layers that are part of this tree in the correct z order.
- * layersInTree must be sorted before calling this method.
- */
- void traverseChildrenInZOrderInner(const std::vector<Layer*>& layersInTree,
- LayerVector::StateSet, const LayerVector::Visitor&);
- LayerVector makeChildrenTraversalList(LayerVector::StateSet,
- const std::vector<Layer*>& layersInTree);
-
- void updateTreeHasFrameRateVote();
- bool propagateFrameRateForLayerTree(FrameRate parentFrameRate, bool overrideChildren,
- bool* transactionNeeded);
- void setZOrderRelativeOf(const wp<Layer>& relativeOf);
- bool isTrustedOverlay() const;
- gui::DropInputMode getDropInputMode() const;
- void handleDropInputMode(gui::WindowInfo& info) const;
-
- // Find the root of the cloned hierarchy, this means the first non cloned parent.
- // This will return null if first non cloned parent is not found.
- sp<Layer> getClonedRoot();
-
- // Finds the top most layer in the hierarchy. This will find the root Layer where the parent is
- // null.
- sp<Layer> getRootLayer();
-
- // Fills in the touch occlusion mode of the first parent (including this layer) that
- // hasInputInfo() or no-op if no such parent is found.
- void fillTouchOcclusionMode(gui::WindowInfo& info);
-
- // Fills in the frame and transform info for the gui::WindowInfo.
- void fillInputFrameInfo(gui::WindowInfo&, const ui::Transform& screenToDisplay);
inline void tracePendingBufferCount(int32_t pendingBuffers);
// Latch sideband stream and returns true if the dirty region should be updated.
bool latchSidebandStream(bool& recomputeVisibleRegions);
- bool hasFrameUpdate() const;
-
void updateTexImage(nsecs_t latchTime, bool bgColorOnly = false);
// Crop that applies to the buffer
@@ -1176,15 +514,6 @@ private:
const sp<Fence>& releaseFence,
uint32_t currentMaxAcquiredBufferCount);
- // Returns true if the transformed buffer size does not match the layer size and we need
- // to apply filtering.
- bool bufferNeedsFiltering() const;
-
- // Returns true if there is a valid color to fill.
- bool fillsColor() const;
- // Returns true if this layer has a blur value.
- bool hasBlur() const;
- bool hasEffect() const { return fillsColor() || drawShadows() || hasBlur(); }
bool hasBufferOrSidebandStream() const {
return ((mSidebandStream != nullptr) || (mBufferInfo.mBuffer != nullptr));
}
@@ -1193,46 +522,8 @@ private:
return ((mDrawingState.sidebandStream != nullptr) || (mDrawingState.buffer != nullptr));
}
- bool hasSomethingToDraw() const { return hasEffect() || hasBufferOrSidebandStream(); }
-
- // Fills the provided vector with the currently available JankData and removes the processed
- // JankData from the pending list.
- void transferAvailableJankData(const std::deque<sp<CallbackHandle>>& handles,
- std::vector<JankData>& jankData);
-
- bool shouldOverrideChildrenFrameRate() const {
- return getDrawingState().frameRateSelectionStrategy ==
- FrameRateSelectionStrategy::OverrideChildren;
- }
-
- bool shouldPropagateFrameRate() const {
- return getDrawingState().frameRateSelectionStrategy != FrameRateSelectionStrategy::Self;
- }
-
- // Cached properties computed from drawing state
- // Effective transform taking into account parent transforms and any parent scaling, which is
- // a transform from the current layer coordinate space to display(screen) coordinate space.
- ui::Transform mEffectiveTransform;
-
- // Bounds of the layer before any transformation is applied and before it has been cropped
- // by its parents.
- FloatRect mSourceBounds;
-
- // Bounds of the layer in layer space. This is the mSourceBounds cropped by its layer crop and
- // its parent bounds.
- FloatRect mBounds;
-
- // Layer bounds in screen space.
- FloatRect mScreenBounds;
-
bool mGetHandleCalled = false;
- // The current layer is a clone of mClonedFrom. This means that this layer will update it's
- // properties based on mClonedFrom. When mClonedFrom latches a new buffer for BufferLayers,
- // this layer will update it's buffer. When mClonedFrom updates it's drawing state, children,
- // and relatives, this layer will update as well.
- wp<Layer> mClonedFrom;
-
// The inherited shadow radius after taking into account the layer hierarchy. This is the
// final shadow radius for this layer. If a shadow is specified for a layer, then effective
// shadow radius is the set shadow radius, otherwise its the parent's shadow radius.
@@ -1241,22 +532,15 @@ private:
// Game mode for the layer. Set by WindowManagerShell and recorded by SurfaceFlingerStats.
gui::GameMode mGameMode = gui::GameMode::Unsupported;
- // A list of regions on this layer that should have blurs.
- const std::vector<BlurRegion> getBlurRegions() const;
-
bool mIsAtRoot = false;
uint32_t mLayerCreationFlags;
- bool findInHierarchy(const sp<Layer>&);
-
- void setTransformHintLegacy(ui::Transform::RotationFlags);
void releasePreviousBuffer();
void resetDrawingStateBufferInfo();
// Transform hint provided to the producer. This must be accessed holding
// the mStateLock.
- ui::Transform::RotationFlags mTransformHintLegacy = ui::Transform::ROT_0;
std::optional<ui::Transform::RotationFlags> mTransformHint = std::nullopt;
ReleaseCallbackId mPreviousReleaseCallbackId = ReleaseCallbackId::INVALID_ID;
@@ -1268,30 +552,23 @@ private:
// time.
std::variant<nsecs_t, sp<Fence>> mCallbackHandleAcquireTimeOrFence = -1;
- std::deque<std::shared_ptr<android::frametimeline::SurfaceFrame>> mPendingJankClassifications;
- // An upper bound on the number of SurfaceFrames in the pending classifications deque.
- static constexpr int kPendingClassificationMaxSurfaceFrames = 50;
-
const std::string mBlastTransactionName{"BufferTX - " + mName};
// This integer is incremented everytime a buffer arrives at the server for this layer,
// and decremented when a buffer is dropped or latched. When changed the integer is exported
- // to systrace with ATRACE_INT and mBlastTransactionName. This way when debugging perf it is
+ // to systrace with SFTRACE_INT and mBlastTransactionName. This way when debugging perf it is
// possible to see when a buffer arrived at the server, and in which frame it latched.
//
// You can understand the trace this way:
// - If the integer increases, a buffer arrived at the server.
// - If the integer decreases in latchBuffer, that buffer was latched
- // - If the integer decreases in setBuffer or doTransaction, a buffer was dropped
+ // - If the integer decreases in setBuffer, a buffer was dropped
std::atomic<int32_t> mPendingBufferTransactions{0};
// Contains requested position and matrix updates. This will be applied if the client does
// not specify a destination frame.
ui::Transform mRequestedTransform;
- sp<LayerFE> mLegacyLayerFE;
std::vector<std::pair<frontend::LayerHierarchy::TraversalPath, sp<LayerFE>>> mLayerFEs;
- std::unique_ptr<frontend::LayerSnapshot> mSnapshot =
- std::make_unique<frontend::LayerSnapshot>();
bool mHandleAlive = false;
};