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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.
*/
#ifndef SCREENRECORD_OVERLAY_H
#define SCREENRECORD_OVERLAY_H
#include "Program.h"
#include "TextRenderer.h"
#include "EglWindow.h"
#include <gui/BufferQueue.h>
#include <gui/GLConsumer.h>
#include <utils/Thread.h>
#include <EGL/egl.h>
namespace android {
/*
* Overlay "filter". This sits between the virtual display and the video
* encoder.
*
* Most functions run on a thread created by start().
*/
class Overlay : public GLConsumer::FrameAvailableListener, Thread {
public:
Overlay() : Thread(false),
mThreadResult(UNKNOWN_ERROR),
mState(UNINITIALIZED),
mFrameAvailable(false),
mExtTextureName(0),
mStartMonotonicNsecs(0),
mStartRealtimeNsecs(0),
mLastFrameNumber(-1),
mTotalDroppedFrames(0)
{}
// Creates a thread that performs the overlay. Pass in the surface that
// output will be sent to.
//
// This creates a dedicated thread for processing frames.
//
// Returns a reference to the producer side of a new BufferQueue that will
// be used by the virtual display.
status_t start(const sp<IGraphicBufferProducer>& outputSurface,
sp<IGraphicBufferProducer>* pBufferProducer);
// Stops the thread and releases resources. It's okay to call this even
// if start() was never called.
status_t stop();
// This creates an EGL context and window surface, draws some informative
// text on it, swaps the buffer, and then tears the whole thing down.
static status_t drawInfoPage(const sp<IGraphicBufferProducer>& outputSurface);
private:
Overlay(const Overlay&);
Overlay& operator=(const Overlay&);
// Destruction via RefBase.
virtual ~Overlay() { assert(mState == UNINITIALIZED || mState == STOPPED); }
// Draw the initial info screen.
static void doDrawInfoPage(const EglWindow& window,
const Program& texRender, TextRenderer& textRenderer);
// (overrides GLConsumer::FrameAvailableListener method)
virtual void onFrameAvailable(const BufferItem& item);
// (overrides Thread method)
virtual bool threadLoop();
// One-time setup (essentially object construction on the overlay thread).
status_t setup_l();
// Release all resources held.
void release_l();
// Release EGL display, context, surface.
void eglRelease_l();
// Process a frame received from the virtual display.
void processFrame_l();
// Convert a monotonic time stamp into a string with the current time.
void getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen);
// Guards all fields below.
Mutex mMutex;
// Initialization gate.
Condition mStartCond;
// Thread status, mostly useful during startup.
status_t mThreadResult;
// Overlay thread state. States advance from left to right; object may
// not be restarted.
enum { UNINITIALIZED, INIT, RUNNING, STOPPING, STOPPED } mState;
// Event notification. Overlay thread sleeps on this until a frame
// arrives or it's time to shut down.
Condition mEventCond;
// Set by the FrameAvailableListener callback.
bool mFrameAvailable;
// The surface we send our output to, i.e. the video encoder's input
// surface.
sp<IGraphicBufferProducer> mOutputSurface;
// Producer side of queue, passed into the virtual display.
// The consumer end feeds into our GLConsumer.
sp<IGraphicBufferProducer> mProducer;
// This receives frames from the virtual display and makes them available
// as an external texture.
sp<GLConsumer> mGlConsumer;
// EGL display / context / surface.
EglWindow mEglWindow;
// GL rendering support.
Program mExtTexProgram;
Program mTexProgram;
// Text rendering.
TextRenderer mTextRenderer;
// External texture, updated by GLConsumer.
GLuint mExtTextureName;
// Start time, used to map monotonic to wall-clock time.
nsecs_t mStartMonotonicNsecs;
nsecs_t mStartRealtimeNsecs;
// Used for tracking dropped frames.
nsecs_t mLastFrameNumber;
size_t mTotalDroppedFrames;
static const char* kPropertyNames[];
};
}; // namespace android
#endif /*SCREENRECORD_OVERLAY_H*/