blob: f34cb9407990b90e8aef71620fe29ccf3ced8998 [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 <cstdint>
#include <math/mat4.h>
#include <ui/FenceTime.h>
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wconversion"
#pragma clang diagnostic ignored "-Wextra"
#include <ui/GraphicTypes.h>
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic pop // ignored "-Wconversion -Wextra"
#include <compositionengine/ProjectionSpace.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include <ui/Transform.h>
namespace android {
namespace compositionengine::impl {
struct OutputCompositionState {
// If false, composition will not be performed for this display
bool isEnabled{false};
// If false, this output is not considered secure
bool isSecure{false};
// If true, the current frame on this output uses client composition
bool usesClientComposition{false};
// If true, the current frame on this output uses device composition
bool usesDeviceComposition{false};
// If true, the client target should be flipped when performing client composition
bool flipClientTarget{false};
// If true, the current frame reused the buffer from a previous client composition
bool reusedClientComposition{false};
// If true, this output displays layers that are internal-only
bool layerStackInternal{false};
// The layer stack to display on this display
uint32_t layerStackId{~0u};
// The common space for all layers in the layer stack. layerStackSpace.content is the Rect
// which gets projected on the display. The orientation of this space is always ROTATION_0.
ProjectionSpace layerStackSpace;
// Oriented physical display space. It will have the same size as displaySpace oriented to
// match the orientation of layerStackSpace. The orientation of this space is always ROTATION_0.
ProjectionSpace orientedDisplaySpace;
// The space of the framebuffer. Its bounds match the size of the framebuffer and its
// orientation matches the orientation of the display. Typically the framebuffer space will
// be identical to the physical display space.
ProjectionSpace framebufferSpace;
// The space of the physical display. It is as big as the currently active display mode. The
// content in this space can be rotated.
ProjectionSpace displaySpace;
// Transformation from layerStackSpace to displaySpace
ui::Transform transform;
// If true, RenderEngine filtering should be enabled
bool needsFiltering{false};
// The logical coordinates for the dirty region for the display.
// dirtyRegion is semi-persistent state. Dirty rectangles are added to it
// by the FE until composition happens, at which point it is cleared.
Region dirtyRegion;
// The logical coordinates for the undefined region for the display.
// The undefined region is internal to the composition engine. It is
// updated every time the geometry changes.
Region undefinedRegion;
// True if the last composition frame had visible layers
bool lastCompositionHadVisibleLayers{false};
// The color transform matrix to apply
mat4 colorTransformMatrix;
// Current active color mode
ui::ColorMode colorMode{ui::ColorMode::NATIVE};
// Current active render intent
ui::RenderIntent renderIntent{ui::RenderIntent::COLORIMETRIC};
// Current active dataspace
ui::Dataspace dataspace{ui::Dataspace::UNKNOWN};
// Current target dataspace
ui::Dataspace targetDataspace{ui::Dataspace::UNKNOWN};
// The earliest time to send the present command to the HAL
std::chrono::steady_clock::time_point earliestPresentTime;
// The previous present fence. Used together with earliestPresentTime
// to prevent an early presentation of a frame.
std::shared_ptr<FenceTime> previousPresentFence;
// Current display brightness
float displayBrightnessNits{-1.f};
// SDR white point
float sdrWhitePointNits{-1.f};
// Debugging
void dump(std::string& result) const;
};
} // namespace compositionengine::impl
} // namespace android