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* Copyright (C) 2007 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
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* See the License for the specific language governing permissions and
* limitations under the License.
#pragma once
#include <sys/types.h>
* NOTE: Make sure this file doesn't include anything from <gl/ > or <gl2/ >
#include <android-base/thread_annotations.h>
#include <compositionengine/OutputColorSetting.h>
#include <cutils/atomic.h>
#include <cutils/compiler.h>
#include <gui/BufferQueue.h>
#include <gui/FrameTimestamps.h>
#include <gui/ISurfaceComposer.h>
#include <gui/ISurfaceComposerClient.h>
#include <gui/ITransactionCompletedListener.h>
#include <gui/LayerState.h>
#include <gui/OccupancyTracker.h>
#include <input/ISetInputWindowsListener.h>
#include <layerproto/LayerProtoHeader.h>
#include <math/mat4.h>
#include <renderengine/LayerSettings.h>
#include <serviceutils/PriorityDumper.h>
#include <system/graphics.h>
#include <ui/FenceTime.h>
#include <ui/PixelFormat.h>
#include <ui/Size.h>
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/Trace.h>
#include <utils/threads.h>
#include "ClientCache.h"
#include "DisplayDevice.h"
#include "DisplayHardware/HWC2.h"
#include "DisplayHardware/PowerAdvisor.h"
#include "Effects/Daltonizer.h"
#include "FrameTracker.h"
#include "LayerVector.h"
#include "Scheduler/RefreshRateConfigs.h"
#include "Scheduler/RefreshRateStats.h"
#include "Scheduler/Scheduler.h"
#include "Scheduler/VSyncModulator.h"
#include "SurfaceFlingerFactory.h"
#include "SurfaceTracing.h"
#include "TracedOrdinal.h"
#include "TransactionCompletedThread.h"
#include <atomic>
#include <cstdint>
#include <functional>
#include <future>
#include <map>
#include <memory>
#include <mutex>
#include <optional>
#include <queue>
#include <set>
#include <string>
#include <thread>
#include <type_traits>
#include <unordered_map>
#include <unordered_set>
#include <utility>
using namespace android::surfaceflinger;
namespace android {
class Client;
class EventThread;
class HWComposer;
class IGraphicBufferProducer;
class IInputFlinger;
class Layer;
class MessageBase;
class RefreshRateOverlay;
class RegionSamplingThread;
class TimeStats;
class FrameTracer;
namespace compositionengine {
class DisplaySurface;
class OutputLayer;
struct CompositionRefreshArgs;
} // namespace compositionengine
namespace renderengine {
class RenderEngine;
} // namespace renderengine
namespace dvr {
class VrFlinger;
} // namespace dvr
enum {
eTransactionNeeded = 0x01,
eTraversalNeeded = 0x02,
eDisplayTransactionNeeded = 0x04,
eTransformHintUpdateNeeded = 0x08,
eTransactionFlushNeeded = 0x10,
eTransactionMask = 0x1f,
using DisplayColorSetting = compositionengine::OutputColorSetting;
class SurfaceFlingerBE
const std::string mHwcServiceName; // "default" for real use, something else for testing.
FenceTimeline mGlCompositionDoneTimeline;
FenceTimeline mDisplayTimeline;
// protected by mCompositorTimingLock;
mutable std::mutex mCompositorTimingLock;
CompositorTiming mCompositorTiming;
// Only accessed from the main thread.
struct CompositePresentTime {
nsecs_t composite = -1;
std::shared_ptr<FenceTime> display = FenceTime::NO_FENCE;
std::queue<CompositePresentTime> mCompositePresentTimes;
static const size_t NUM_BUCKETS = 8; // < 1-7, 7+
nsecs_t mFrameBuckets[NUM_BUCKETS] = {};
nsecs_t mTotalTime = 0;
std::atomic<nsecs_t> mLastSwapTime = 0;
// Double- vs. triple-buffering stats
struct BufferingStats {
size_t numSegments = 0;
nsecs_t totalTime = 0;
// "Two buffer" means that a third buffer was never used, whereas
// "double-buffered" means that on average the segment only used two
// buffers (though it may have used a third for some part of the
// segment)
nsecs_t twoBufferTime = 0;
nsecs_t doubleBufferedTime = 0;
nsecs_t tripleBufferedTime = 0;
mutable Mutex mBufferingStatsMutex;
std::unordered_map<std::string, BufferingStats> mBufferingStats;
// The composer sequence id is a monotonically increasing integer that we
// use to differentiate callbacks from different hardware composer
// instances. Each hardware composer instance gets a different sequence id.
int32_t mComposerSequenceId = 0;
class SurfaceFlinger : public BnSurfaceComposer,
public PriorityDumper,
public ClientCache::ErasedRecipient,
private IBinder::DeathRecipient,
private HWC2::ComposerCallback,
private ISchedulerCallback {
SurfaceFlingerBE& getBE() { return mBE; }
const SurfaceFlingerBE& getBE() const { return mBE; }
// This is the phase offset in nanoseconds of the software vsync event
// relative to the vsync event reported by HWComposer. The software vsync
// event is when SurfaceFlinger and Choreographer-based applications run each
// frame.
// This phase offset allows adjustment of the minimum latency from application
// wake-up time (by Choreographer) to the time at which the resulting window
// image is displayed. This value may be either positive (after the HW vsync)
// or negative (before the HW vsync). Setting it to 0 will result in a lower
// latency bound of two vsync periods because the app and SurfaceFlinger
// will run just after the HW vsync. Setting it to a positive number will
// result in the minimum latency being:
// (2 * VSYNC_PERIOD - (vsyncPhaseOffsetNs % VSYNC_PERIOD))
// Note that reducing this latency makes it more likely for the applications
// to not have their window content image ready in time. When this happens
// the latency will end up being an additional vsync period, and animations
// will hiccup. Therefore, this latency should be tuned somewhat
// conservatively (or at least with awareness of the trade-off being made).
static int64_t vsyncPhaseOffsetNs;
static int64_t sfVsyncPhaseOffsetNs;
// If fences from sync Framework are supported.
static bool hasSyncFramework;
// The offset in nanoseconds to use when DispSync timestamps present fence
// signaling time.
static int64_t dispSyncPresentTimeOffset;
// Some hardware can do RGB->YUV conversion more efficiently in hardware
// controlled by HWC than in hardware controlled by the video encoder.
// This instruct VirtualDisplaySurface to use HWC for such conversion on
// GL composition.
static bool useHwcForRgbToYuv;
// Maximum dimension supported by HWC for virtual display.
// Equal to min(max_height, max_width).
static uint64_t maxVirtualDisplaySize;
// Controls the number of buffers SurfaceFlinger will allocate for use in
// FramebufferSurface
static int64_t maxFrameBufferAcquiredBuffers;
// Controls the maximum width and height in pixels that the graphics pipeline can support for
// GPU fallback composition. For example, 8k devices with 4k GPUs, or 4k devices with 2k GPUs.
static uint32_t maxGraphicsWidth;
static uint32_t maxGraphicsHeight;
// Indicate if a device has wide color gamut display. This is typically
// found on devices with wide color gamut (e.g. Display-P3) display.
static bool hasWideColorDisplay;
static ui::Rotation internalDisplayOrientation;
// Indicate if device wants color management on its display.
static bool useColorManagement;
static bool useContextPriority;
// The data space and pixel format that SurfaceFlinger expects hardware composer
// to composite efficiently. Meaning under most scenarios, hardware composer
// will accept layers with the data space and pixel format.
static ui::Dataspace defaultCompositionDataspace;
static ui::PixelFormat defaultCompositionPixelFormat;
// The data space and pixel format that SurfaceFlinger expects hardware composer
// to composite efficiently for wide color gamut surfaces. Meaning under most scenarios,
// hardware composer will accept layers with the data space and pixel format.
static ui::Dataspace wideColorGamutCompositionDataspace;
static ui::PixelFormat wideColorGamutCompositionPixelFormat;
// Whether to use frame rate API when deciding about the refresh rate of the display. This
// variable is caches in SF, so that we can check it with each layer creation, and a void the
// overhead that is caused by reading from sysprop.
static bool useFrameRateApi;
// set main thread scheduling policy
static status_t setSchedFifo(bool enabled) ANDROID_API;
static char const* getServiceName() ANDROID_API {
return "SurfaceFlinger";
struct SkipInitializationTag {};
static constexpr SkipInitializationTag SkipInitialization;
SurfaceFlinger(surfaceflinger::Factory&, SkipInitializationTag) ANDROID_API;
explicit SurfaceFlinger(surfaceflinger::Factory&) ANDROID_API;
// must be called before clients can connect
void init() ANDROID_API;
// starts SurfaceFlinger main loop in the current thread
void run() ANDROID_API;
// Schedule an asynchronous or synchronous task on the main thread.
template <typename F, typename T = std::invoke_result_t<F>>
[[nodiscard]] std::future<T> schedule(F&&);
// force full composition on all displays
void repaintEverything();
surfaceflinger::Factory& getFactory() { return mFactory; }
// The CompositionEngine encapsulates all composition related interfaces and actions.
compositionengine::CompositionEngine& getCompositionEngine() const;
// Obtains a name from the texture pool, or, if the pool is empty, posts a
// synchronous message to the main thread to obtain one on the fly
uint32_t getNewTexture();
// utility function to delete a texture on the main thread
void deleteTextureAsync(uint32_t texture);
// enable/disable h/w composer event
// TODO: this should be made accessible only to EventThread
void setPrimaryVsyncEnabled(bool enabled);
// main thread function to enable/disable h/w composer event
void setPrimaryVsyncEnabledInternal(bool enabled) REQUIRES(mStateLock);
// called on the main thread by MessageQueue when an internal message
// is received
// TODO: this should be made accessible only to MessageQueue
void onMessageReceived(int32_t what, nsecs_t expectedVSyncTime);
renderengine::RenderEngine& getRenderEngine() const;
bool authenticateSurfaceTextureLocked(
const sp<IGraphicBufferProducer>& bufferProducer) const;
void onLayerFirstRef(Layer*);
void onLayerDestroyed(Layer*);
void removeFromOffscreenLayers(Layer* layer);
TransactionCompletedThread& getTransactionCompletedThread() {
return mTransactionCompletedThread;
// Converts from a binder handle to a Layer
// Returns nullptr if the handle does not point to an existing layer.
// Otherwise, returns a weak reference so that callers off the main-thread
// won't accidentally hold onto the last strong reference.
wp<Layer> fromHandle(const sp<IBinder>& handle);
wp<Layer> fromHandleLocked(const sp<IBinder>& handle) REQUIRES(mStateLock);
// Inherit from ClientCache::ErasedRecipient
void bufferErased(const client_cache_t& clientCacheId) override;
// If set, disables reusing client composition buffers. This can be set by
// debug.sf.disable_client_composition_cache
bool mDisableClientCompositionCache = false;
friend class BufferLayer;
friend class BufferQueueLayer;
friend class BufferStateLayer;
friend class Client;
friend class Layer;
friend class MonitoredProducer;
friend class RefreshRateOverlay;
friend class RegionSamplingThread;
friend class SurfaceTracing;
// For unit tests
friend class TestableSurfaceFlinger;
friend class TransactionApplicationTest;
// This value is specified in number of frames. Log frame stats at most
// every half hour.
enum { LOG_FRAME_STATS_PERIOD = 30*60*60 };
static const int MAX_TRACING_MEMORY = 100 * 1024 * 1024; // 100MB
// We're reference counted, never destroy SurfaceFlinger directly
virtual ~SurfaceFlinger();
/* ------------------------------------------------------------------------
* Internal data structures
class State {
explicit State(LayerVector::StateSet set) : stateSet(set), layersSortedByZ(set) {}
State& operator=(const State& other) {
// We explicitly don't copy stateSet so that, e.g., mDrawingState
// always uses the Drawing StateSet.
layersSortedByZ = other.layersSortedByZ;
displays = other.displays;
colorMatrixChanged = other.colorMatrixChanged;
if (colorMatrixChanged) {
colorMatrix = other.colorMatrix;
globalShadowSettings = other.globalShadowSettings;
return *this;
const LayerVector::StateSet stateSet = LayerVector::StateSet::Invalid;
LayerVector layersSortedByZ;
DefaultKeyedVector< wp<IBinder>, DisplayDeviceState> displays;
bool colorMatrixChanged = true;
mat4 colorMatrix;
renderengine::ShadowSettings globalShadowSettings;
void traverse(const LayerVector::Visitor& visitor) const;
void traverseInZOrder(const LayerVector::Visitor& visitor) const;
void traverseInReverseZOrder(const LayerVector::Visitor& visitor) const;
/* ------------------------------------------------------------------------
* IBinder interface
status_t onTransact(uint32_t code, const Parcel& data, Parcel* reply, uint32_t flags) override;
status_t dump(int fd, const Vector<String16>& args) override { return priorityDump(fd, args); }
bool callingThreadHasUnscopedSurfaceFlingerAccess(bool usePermissionCache = true)
/* ------------------------------------------------------------------------
* ISurfaceComposer interface
sp<ISurfaceComposerClient> createConnection() override;
sp<IBinder> createDisplay(const String8& displayName, bool secure) override;
void destroyDisplay(const sp<IBinder>& displayToken) override;
std::vector<PhysicalDisplayId> getPhysicalDisplayIds() const override;
sp<IBinder> getPhysicalDisplayToken(PhysicalDisplayId displayId) const override;
void setTransactionState(const Vector<ComposerState>& state,
const Vector<DisplayState>& displays, uint32_t flags,
const sp<IBinder>& applyToken,
const InputWindowCommands& inputWindowCommands,
int64_t desiredPresentTime, const client_cache_t& uncacheBuffer,
bool hasListenerCallbacks,
const std::vector<ListenerCallbacks>& listenerCallbacks) override;
void bootFinished() override;
bool authenticateSurfaceTexture(
const sp<IGraphicBufferProducer>& bufferProducer) const override;
status_t getSupportedFrameTimestamps(std::vector<FrameEvent>* outSupported) const override;
sp<IDisplayEventConnection> createDisplayEventConnection(
ISurfaceComposer::VsyncSource vsyncSource = eVsyncSourceApp,
ISurfaceComposer::ConfigChanged configChanged =
ISurfaceComposer::eConfigChangedSuppress) override;
status_t captureScreen(const sp<IBinder>& displayToken, sp<GraphicBuffer>* outBuffer,
bool& outCapturedSecureLayers, ui::Dataspace reqDataspace,
ui::PixelFormat reqPixelFormat, const Rect& sourceCrop,
uint32_t reqWidth, uint32_t reqHeight, bool useIdentityTransform,
ui::Rotation rotation, bool captureSecureLayers) override;
status_t captureScreen(uint64_t displayOrLayerStack, ui::Dataspace* outDataspace,
sp<GraphicBuffer>* outBuffer) override;
status_t captureLayers(
const sp<IBinder>& parentHandle, sp<GraphicBuffer>* outBuffer,
const ui::Dataspace reqDataspace, const ui::PixelFormat reqPixelFormat,
const Rect& sourceCrop,
const std::unordered_set<sp<IBinder>, ISurfaceComposer::SpHash<IBinder>>& exclude,
float frameScale, bool childrenOnly) override;
status_t getDisplayStats(const sp<IBinder>& displayToken, DisplayStatInfo* stats) override;
status_t getDisplayState(const sp<IBinder>& displayToken, ui::DisplayState*) override;
status_t getDisplayInfo(const sp<IBinder>& displayToken, DisplayInfo*) override;
status_t getDisplayConfigs(const sp<IBinder>& displayToken, Vector<DisplayConfig>*) override;
int getActiveConfig(const sp<IBinder>& displayToken) override;
status_t getDisplayColorModes(const sp<IBinder>& displayToken, Vector<ui::ColorMode>*) override;
status_t getDisplayNativePrimaries(const sp<IBinder>& displayToken,
ui::DisplayPrimaries&) override;
ui::ColorMode getActiveColorMode(const sp<IBinder>& displayToken) override;
status_t setActiveColorMode(const sp<IBinder>& displayToken, ui::ColorMode colorMode) override;
status_t getAutoLowLatencyModeSupport(const sp<IBinder>& displayToken,
bool* outSupported) const override;
void setAutoLowLatencyMode(const sp<IBinder>& displayToken, bool on) override;
status_t getGameContentTypeSupport(const sp<IBinder>& displayToken,
bool* outSupported) const override;
void setGameContentType(const sp<IBinder>& displayToken, bool on) override;
void setPowerMode(const sp<IBinder>& displayToken, int mode) override;
status_t clearAnimationFrameStats() override;
status_t getAnimationFrameStats(FrameStats* outStats) const override;
status_t getHdrCapabilities(const sp<IBinder>& displayToken,
HdrCapabilities* outCapabilities) const override;
status_t enableVSyncInjections(bool enable) override;
status_t injectVSync(nsecs_t when) override;
status_t getLayerDebugInfo(std::vector<LayerDebugInfo>* outLayers) override;
status_t getColorManagement(bool* outGetColorManagement) const override;
status_t getCompositionPreference(ui::Dataspace* outDataspace, ui::PixelFormat* outPixelFormat,
ui::Dataspace* outWideColorGamutDataspace,
ui::PixelFormat* outWideColorGamutPixelFormat) const override;
status_t getDisplayedContentSamplingAttributes(const sp<IBinder>& displayToken,
ui::PixelFormat* outFormat,
ui::Dataspace* outDataspace,
uint8_t* outComponentMask) const override;
status_t setDisplayContentSamplingEnabled(const sp<IBinder>& displayToken, bool enable,
uint8_t componentMask, uint64_t maxFrames) override;
status_t getDisplayedContentSample(const sp<IBinder>& displayToken, uint64_t maxFrames,
uint64_t timestamp,
DisplayedFrameStats* outStats) const override;
status_t getProtectedContentSupport(bool* outSupported) const override;
status_t isWideColorDisplay(const sp<IBinder>& displayToken,
bool* outIsWideColorDisplay) const override;
status_t addRegionSamplingListener(const Rect& samplingArea, const sp<IBinder>& stopLayerHandle,
const sp<IRegionSamplingListener>& listener) override;
status_t removeRegionSamplingListener(const sp<IRegionSamplingListener>& listener) override;
status_t setDesiredDisplayConfigSpecs(const sp<IBinder>& displayToken, int32_t displayModeId,
float primaryRefreshRateMin, float primaryRefreshRateMax,
float appRequestRefreshRateMin,
float appRequestRefreshRateMax) override;
status_t getDesiredDisplayConfigSpecs(const sp<IBinder>& displayToken,
int32_t* outDefaultConfig,
float* outPrimaryRefreshRateMin,
float* outPrimaryRefreshRateMax,
float* outAppRequestRefreshRateMin,
float* outAppRequestRefreshRateMax) override;
status_t getDisplayBrightnessSupport(const sp<IBinder>& displayToken,
bool* outSupport) const override;
status_t setDisplayBrightness(const sp<IBinder>& displayToken, float brightness) override;
status_t notifyPowerHint(int32_t hintId) override;
status_t setGlobalShadowSettings(const half4& ambientColor, const half4& spotColor,
float lightPosY, float lightPosZ, float lightRadius) override;
status_t setFrameRate(const sp<IGraphicBufferProducer>& surface, float frameRate,
int8_t compatibility) override;
status_t acquireFrameRateFlexibilityToken(sp<IBinder>* outToken) override;
/* ------------------------------------------------------------------------
* DeathRecipient interface
void binderDied(const wp<IBinder>& who) override;
/* ------------------------------------------------------------------------
* RefBase interface
void onFirstRef() override;
/* ------------------------------------------------------------------------
* HWC2::ComposerCallback / HWComposer::EventHandler interface
void onVsyncReceived(int32_t sequenceId, hal::HWDisplayId hwcDisplayId, int64_t timestamp,
std::optional<hal::VsyncPeriodNanos> vsyncPeriod) override;
void onHotplugReceived(int32_t sequenceId, hal::HWDisplayId hwcDisplayId,
hal::Connection connection) override;
void onRefreshReceived(int32_t sequenceId, hal::HWDisplayId hwcDisplayId) override;
void onVsyncPeriodTimingChangedReceived(
int32_t sequenceId, hal::HWDisplayId display,
const hal::VsyncPeriodChangeTimeline& updatedTimeline) override;
void onSeamlessPossible(int32_t sequenceId, hal::HWDisplayId display) override;
/* ------------------------------------------------------------------------
* ISchedulerCallback
void changeRefreshRate(const Scheduler::RefreshRate&, Scheduler::ConfigEvent) override;
// force full composition on all displays without resetting the scheduler idle timer.
void repaintEverythingForHWC() override;
// Called when kernel idle timer has expired. Used to update the refresh rate overlay.
void kernelTimerChanged(bool expired) override;
// Toggles the kernel idle timer on or off depending the policy decisions around refresh rates.
void toggleKernelIdleTimer();
// Keeps track of whether the kernel idle timer is currently enabled, so we don't have to
// make calls to sys prop each time.
bool mKernelIdleTimerEnabled = false;
// Keeps track of whether the kernel timer is supported on the SF side.
bool mSupportKernelIdleTimer = false;
/* ------------------------------------------------------------------------
* Message handling
// Can only be called from the main thread or with mStateLock held
void signalTransaction();
// Can only be called from the main thread or with mStateLock held
void signalLayerUpdate();
void signalRefresh();
using RefreshRate = scheduler::RefreshRateConfigs::RefreshRate;
struct ActiveConfigInfo {
HwcConfigIndexType configId;
Scheduler::ConfigEvent event = Scheduler::ConfigEvent::None;
bool operator!=(const ActiveConfigInfo& other) const {
return configId != other.configId || event != other.event;
// called on the main thread in response to initializeDisplays()
void onInitializeDisplays() REQUIRES(mStateLock);
// Sets the desired active config bit. It obtains the lock, and sets mDesiredActiveConfig.
void setDesiredActiveConfig(const ActiveConfigInfo& info) REQUIRES(mStateLock);
status_t setActiveConfig(const sp<IBinder>& displayToken, int id);
// Once HWC has returned the present fence, this sets the active config and a new refresh
// rate in SF.
void setActiveConfigInternal() REQUIRES(mStateLock);
// Calls to setActiveConfig on the main thread if there is a pending config
// that needs to be applied.
void performSetActiveConfig() REQUIRES(mStateLock);
// Called when active config is no longer is progress
void desiredActiveConfigChangeDone() REQUIRES(mStateLock);
// called on the main thread in response to setPowerMode()
void setPowerModeInternal(const sp<DisplayDevice>& display, hal::PowerMode mode)
// Sets the desired display configs.
status_t setDesiredDisplayConfigSpecsInternal(
const sp<DisplayDevice>& display,
const std::optional<scheduler::RefreshRateConfigs::Policy>& policy, bool overridePolicy)
// Handle the INVALIDATE message queue event, latching new buffers and applying
// incoming transactions
void onMessageInvalidate(nsecs_t expectedVSyncTime);
// Returns whether the transaction actually modified any state
bool handleMessageTransaction();
// Handle the REFRESH message queue event, sending the current frame down to RenderEngine and
// the Composer HAL for presentation
void onMessageRefresh();
// Returns whether a new buffer has been latched (see handlePageFlip())
bool handleMessageInvalidate();
void handleTransaction(uint32_t transactionFlags);
void handleTransactionLocked(uint32_t transactionFlags) REQUIRES(mStateLock);
void updateInputFlinger();
void updateInputWindowInfo();
void commitInputWindowCommands() REQUIRES(mStateLock);
void setInputWindowsFinished();
void updateCursorAsync();
void initScheduler(DisplayId primaryDisplayId);
/* handlePageFlip - latch a new buffer if available and compute the dirty
* region. Returns whether a new buffer has been latched, i.e., whether it
* is necessary to perform a refresh during this vsync.
bool handlePageFlip();
/* ------------------------------------------------------------------------
* Transactions
void applyTransactionState(const Vector<ComposerState>& state,
const Vector<DisplayState>& displays, uint32_t flags,
const InputWindowCommands& inputWindowCommands,
const int64_t desiredPresentTime,
const client_cache_t& uncacheBuffer, const int64_t postTime,
bool privileged, bool hasListenerCallbacks,
const std::vector<ListenerCallbacks>& listenerCallbacks,
bool isMainThread = false) REQUIRES(mStateLock);
// Returns true if at least one transaction was flushed
bool flushTransactionQueues();
// Returns true if there is at least one transaction that needs to be flushed
bool transactionFlushNeeded();
uint32_t getTransactionFlags(uint32_t flags);
uint32_t peekTransactionFlags();
// Can only be called from the main thread or with mStateLock held
uint32_t setTransactionFlags(uint32_t flags);
// Indicate SF should call doTraversal on layers, but don't trigger a wakeup! We use this cases
// where there are still pending transactions but we know they won't be ready until a frame
// arrives from a different layer. So we need to ensure we performTransaction from invalidate
// but there is no need to try and wake up immediately to do it. Rather we rely on
// onFrameAvailable or another layer update to wake us up.
void setTraversalNeeded();
uint32_t setTransactionFlags(uint32_t flags, Scheduler::TransactionStart transactionStart);
void commitTransaction() REQUIRES(mStateLock);
void commitOffscreenLayers();
bool transactionIsReadyToBeApplied(int64_t desiredPresentTime,
const Vector<ComposerState>& states);
uint32_t setDisplayStateLocked(const DisplayState& s) REQUIRES(mStateLock);
uint32_t addInputWindowCommands(const InputWindowCommands& inputWindowCommands)
virtual uint32_t setClientStateLocked(
const ComposerState& composerState, int64_t desiredPresentTime, int64_t postTime,
bool privileged,
std::unordered_set<ListenerCallbacks, ListenerCallbacksHash>& listenerCallbacks)
virtual void commitTransactionLocked();
// Used internally by computeLayerBounds() to gets the clip rectangle to use for the
// root layers on a particular display in layer-coordinate space. The
// layers (and effectively their children) will be clipped against this
// rectangle. The base behavior is to clip to the visible region of the
// display.
virtual FloatRect getLayerClipBoundsForDisplay(const DisplayDevice&) const;
/* ------------------------------------------------------------------------
* Layer management
status_t createLayer(const String8& name, const sp<Client>& client, uint32_t w, uint32_t h,
PixelFormat format, uint32_t flags, LayerMetadata metadata,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp,
const sp<IBinder>& parentHandle, const sp<Layer>& parentLayer = nullptr,
uint32_t* outTransformHint = nullptr);
status_t createBufferQueueLayer(const sp<Client>& client, std::string name, uint32_t w,
uint32_t h, uint32_t flags, LayerMetadata metadata,
PixelFormat& format, sp<IBinder>* outHandle,
sp<IGraphicBufferProducer>* outGbp, sp<Layer>* outLayer);
status_t createBufferStateLayer(const sp<Client>& client, std::string name, uint32_t w,
uint32_t h, uint32_t flags, LayerMetadata metadata,
sp<IBinder>* outHandle, sp<Layer>* outLayer);
status_t createEffectLayer(const sp<Client>& client, std::string name, uint32_t w, uint32_t h,
uint32_t flags, LayerMetadata metadata, sp<IBinder>* outHandle,
sp<Layer>* outLayer);
status_t createContainerLayer(const sp<Client>& client, std::string name, uint32_t w,
uint32_t h, uint32_t flags, LayerMetadata metadata,
sp<IBinder>* outHandle, sp<Layer>* outLayer);
status_t mirrorLayer(const sp<Client>& client, const sp<IBinder>& mirrorFromHandle,
sp<IBinder>* outHandle);
std::string getUniqueLayerName(const char* name);
// called when all clients have released all their references to
// this layer meaning it is entirely safe to destroy all
// resources associated to this layer.
void onHandleDestroyed(sp<Layer>& layer);
void markLayerPendingRemovalLocked(const sp<Layer>& layer);
// add a layer to SurfaceFlinger
status_t addClientLayer(const sp<Client>& client, const sp<IBinder>& handle,
const sp<IGraphicBufferProducer>& gbc, const sp<Layer>& lbc,
const sp<IBinder>& parentHandle, const sp<Layer>& parentLayer,
bool addToCurrentState, uint32_t* outTransformHint);
// Traverse through all the layers and compute and cache its bounds.
void computeLayerBounds();
/* ------------------------------------------------------------------------
* Boot animation, on/off animations and screen capture
void startBootAnim();
using TraverseLayersFunction = std::function<void(const LayerVector::Visitor&)>;
void renderScreenImplLocked(const RenderArea& renderArea, TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
bool regionSampling, int* outSyncFd);
status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
sp<GraphicBuffer>* outBuffer, const ui::PixelFormat reqPixelFormat,
bool useIdentityTransform, bool& outCapturedSecureLayers);
status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
const sp<GraphicBuffer>& buffer, bool useIdentityTransform,
bool regionSampling, bool& outCapturedSecureLayers);
sp<DisplayDevice> getDisplayByIdOrLayerStack(uint64_t displayOrLayerStack) REQUIRES(mStateLock);
sp<DisplayDevice> getDisplayByLayerStack(uint64_t layerStack) REQUIRES(mStateLock);
status_t captureScreenImplLocked(const RenderArea& renderArea,
TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
bool forSystem, int* outSyncFd, bool regionSampling,
bool& outCapturedSecureLayers);
void traverseLayersInDisplay(const sp<const DisplayDevice>& display,
const LayerVector::Visitor& visitor);
sp<StartPropertySetThread> mStartPropertySetThread;
/* ------------------------------------------------------------------------
* Properties
void readPersistentProperties();
/* ------------------------------------------------------------------------
size_t getMaxTextureSize() const;
size_t getMaxViewportDims() const;
/* ------------------------------------------------------------------------
* Display and layer stack management
// called when starting, or restarting after system_server death
void initializeDisplays();
sp<const DisplayDevice> getDisplayDeviceLocked(const wp<IBinder>& displayToken) const
REQUIRES(mStateLock) {
return const_cast<SurfaceFlinger*>(this)->getDisplayDeviceLocked(displayToken);
sp<DisplayDevice> getDisplayDeviceLocked(const wp<IBinder>& displayToken) REQUIRES(mStateLock) {
const auto it = mDisplays.find(displayToken);
return it == mDisplays.end() ? nullptr : it->second;
sp<const DisplayDevice> getDefaultDisplayDeviceLocked() const REQUIRES(mStateLock) {
return const_cast<SurfaceFlinger*>(this)->getDefaultDisplayDeviceLocked();
sp<DisplayDevice> getDefaultDisplayDeviceLocked() REQUIRES(mStateLock) {
if (const auto token = getInternalDisplayTokenLocked()) {
return getDisplayDeviceLocked(token);
return nullptr;
sp<const DisplayDevice> getDefaultDisplayDevice() EXCLUDES(mStateLock) {
Mutex::Autolock lock(mStateLock);
return getDefaultDisplayDeviceLocked();
std::optional<DeviceProductInfo> getDeviceProductInfoLocked(const DisplayDevice&) const;
// mark a region of a layer stack dirty. this updates the dirty
// region of all screens presenting this layer stack.
void invalidateLayerStack(const sp<const Layer>& layer, const Region& dirty);
/* ------------------------------------------------------------------------
* H/W composer
// The current hardware composer interface.
// The following thread safety rules apply when accessing mHwc, either
// directly or via getHwComposer():
// 1. When recreating mHwc, acquire mStateLock. We currently recreate mHwc
// only when switching into and out of vr. Recreating mHwc must only be
// done on the main thread.
// 2. When accessing mHwc on the main thread, it's not necessary to acquire
// mStateLock.
// 3. When accessing mHwc on a thread other than the main thread, we always
// need to acquire mStateLock. This is because the main thread could be
// in the process of destroying the current mHwc instance.
// The above thread safety rules only apply to SurfaceFlinger.cpp. In
// SurfaceFlinger_hwc1.cpp we create mHwc at surface flinger init and never
// destroy it, so it's always safe to access mHwc from any thread without
// acquiring mStateLock.
HWComposer& getHwComposer() const;
/* ------------------------------------------------------------------------
* Compositing
void invalidateHwcGeometry();
void postComposition();
void getCompositorTiming(CompositorTiming* compositorTiming);
void updateCompositorTiming(const DisplayStatInfo& stats, nsecs_t compositeTime,
std::shared_ptr<FenceTime>& presentFenceTime);
void setCompositorTimingSnapped(const DisplayStatInfo& stats,
nsecs_t compositeToPresentLatency);
void postFrame();
/* ------------------------------------------------------------------------
* Display management
sp<DisplayDevice> setupNewDisplayDeviceInternal(
const wp<IBinder>& displayToken,
std::shared_ptr<compositionengine::Display> compositionDisplay,
const DisplayDeviceState& state,
const sp<compositionengine::DisplaySurface>& displaySurface,
const sp<IGraphicBufferProducer>& producer) REQUIRES(mStateLock);
void processDisplayChangesLocked() REQUIRES(mStateLock);
void processDisplayAdded(const wp<IBinder>& displayToken, const DisplayDeviceState&)
void processDisplayRemoved(const wp<IBinder>& displayToken) REQUIRES(mStateLock);
void processDisplayChanged(const wp<IBinder>& displayToken,
const DisplayDeviceState& currentState,
const DisplayDeviceState& drawingState) REQUIRES(mStateLock);
void processDisplayHotplugEventsLocked() REQUIRES(mStateLock);
void dispatchDisplayHotplugEvent(PhysicalDisplayId displayId, bool connected);
/* ------------------------------------------------------------------------
* VSync
nsecs_t getVsyncPeriod() const REQUIRES(mStateLock);
// Sets the refresh rate by switching active configs, if they are available for
// the desired refresh rate.
void changeRefreshRateLocked(const RefreshRate&, Scheduler::ConfigEvent event)
bool isDisplayConfigAllowed(HwcConfigIndexType configId) const REQUIRES(mStateLock);
// Gets the fence for the previous frame.
// Must be called on the main thread.
sp<Fence> previousFrameFence();
// Whether the previous frame has not yet been presented to the display.
// If graceTimeMs is positive, this method waits for at most the provided
// grace period before reporting if the frame missed.
// Must be called on the main thread.
bool previousFramePending(int graceTimeMs = 0);
// Returns the previous time that the frame was presented. If the frame has
// not been presented yet, then returns Fence::SIGNAL_TIME_PENDING. If there
// is no pending frame, then returns Fence::SIGNAL_TIME_INVALID.
// Must be called on the main thread.
nsecs_t previousFramePresentTime();
// Calculates the expected present time for this frame. For negative offsets, performs a
// correction using the predicted vsync for the next frame instead.
nsecs_t calculateExpectedPresentTime(nsecs_t now) const;
* Display identification
sp<IBinder> getPhysicalDisplayTokenLocked(DisplayId displayId) const REQUIRES(mStateLock) {
const auto it = mPhysicalDisplayTokens.find(displayId);
return it != mPhysicalDisplayTokens.end() ? it->second : nullptr;
std::optional<DisplayId> getPhysicalDisplayIdLocked(const sp<IBinder>& displayToken) const
REQUIRES(mStateLock) {
for (const auto& [id, token] : mPhysicalDisplayTokens) {
if (token == displayToken) {
return id;
return {};
// TODO(b/74619554): Remove special cases for primary display.
sp<IBinder> getInternalDisplayTokenLocked() const REQUIRES(mStateLock) {
const auto displayId = getInternalDisplayIdLocked();
return displayId ? getPhysicalDisplayTokenLocked(*displayId) : nullptr;
std::optional<DisplayId> getInternalDisplayIdLocked() const REQUIRES(mStateLock) {
const auto hwcDisplayId = getHwComposer().getInternalHwcDisplayId();
return hwcDisplayId ? getHwComposer().toPhysicalDisplayId(*hwcDisplayId) : std::nullopt;
* Debugging & dumpsys
using DumpArgs = Vector<String16>;
using Dumper = std::function<void(const DumpArgs&, bool asProto, std::string&)>;
template <typename F, std::enable_if_t<!std::is_member_function_pointer_v<F>>* = nullptr>
static Dumper dumper(F&& dump) {
using namespace std::placeholders;
return std::bind(std::forward<F>(dump), _3);
template <typename F, std::enable_if_t<std::is_member_function_pointer_v<F>>* = nullptr>
Dumper dumper(F dump) {
using namespace std::placeholders;
return std::bind(dump, this, _3);
template <typename F>
Dumper argsDumper(F dump) {
using namespace std::placeholders;
return std::bind(dump, this, _1, _3);
template <typename F>
Dumper protoDumper(F dump) {
using namespace std::placeholders;
return std::bind(dump, this, _1, _2, _3);
void dumpAllLocked(const DumpArgs& args, std::string& result) const REQUIRES(mStateLock);
void appendSfConfigString(std::string& result) const;
void listLayersLocked(std::string& result) const;
void dumpStatsLocked(const DumpArgs& args, std::string& result) const REQUIRES(mStateLock);
void clearStatsLocked(const DumpArgs& args, std::string& result);
void dumpTimeStats(const DumpArgs& args, bool asProto, std::string& result) const;
void logFrameStats();
void dumpVSync(std::string& result) const REQUIRES(mStateLock);
void dumpStaticScreenStats(std::string& result) const;
// Not const because each Layer needs to query Fences and cache timestamps.
void dumpFrameEventsLocked(std::string& result);
void recordBufferingStats(const std::string& layerName,
std::vector<OccupancyTracker::Segment>&& history);
void dumpBufferingStats(std::string& result) const;
void dumpDisplayIdentificationData(std::string& result) const REQUIRES(mStateLock);
void dumpRawDisplayIdentificationData(const DumpArgs&, std::string& result) const;
void dumpWideColorInfo(std::string& result) const REQUIRES(mStateLock);
LayersProto dumpDrawingStateProto(uint32_t traceFlags) const;
void dumpOffscreenLayersProto(LayersProto& layersProto,
uint32_t traceFlags = SurfaceTracing::TRACE_ALL) const;
// Dumps state from HW Composer
void dumpHwc(std::string& result) const;
LayersProto dumpProtoFromMainThread(uint32_t traceFlags = SurfaceTracing::TRACE_ALL)
void dumpOffscreenLayers(std::string& result) EXCLUDES(mStateLock);
bool isLayerTripleBufferingDisabled() const {
return this->mLayerTripleBufferingDisabled;
status_t doDump(int fd, const DumpArgs& args, bool asProto);
status_t dumpCritical(int fd, const DumpArgs&, bool asProto);
status_t dumpAll(int fd, const DumpArgs& args, bool asProto) override {
return doDump(fd, args, asProto);
void onFrameRateFlexibilityTokenReleased();
/* ------------------------------------------------------------------------
* VrFlinger
void resetDisplayState() REQUIRES(mStateLock);
// Check to see if we should handoff to vr flinger.
void updateVrFlinger();
void updateColorMatrixLocked();
/* ------------------------------------------------------------------------
* Attributes
surfaceflinger::Factory& mFactory;
// access must be protected by mStateLock
mutable Mutex mStateLock;
State mCurrentState{LayerVector::StateSet::Current};
std::atomic<int32_t> mTransactionFlags = 0;
Condition mTransactionCV;
bool mTransactionPending = false;
bool mAnimTransactionPending = false;
SortedVector<sp<Layer>> mLayersPendingRemoval;
bool mForceTraversal = false;
// global color transform states
Daltonizer mDaltonizer;
float mGlobalSaturationFactor = 1.0f;
mat4 mClientColorMatrix;
// Can't be unordered_set because wp<> isn't hashable
std::set<wp<IBinder>> mGraphicBufferProducerList;
size_t mMaxGraphicBufferProducerListSize = ISurfaceComposer::MAX_LAYERS;
void removeGraphicBufferProducerAsync(const wp<IBinder>&);
// protected by mStateLock (but we could use another lock)
bool mLayersRemoved = false;
bool mLayersAdded = false;
std::atomic<bool> mRepaintEverything = false;
// constant members (no synchronization needed for access)
const nsecs_t mBootTime = systemTime();
bool mGpuToCpuSupported = false;
bool mIsUserBuild = true;
// Can only accessed from the main thread, these members
// don't need synchronization
State mDrawingState{LayerVector::StateSet::Drawing};
bool mVisibleRegionsDirty = false;
// Set during transaction commit stage to track if the input info for a layer has changed.
bool mInputInfoChanged = false;
bool mGeometryInvalid = false;
bool mAnimCompositionPending = false;
std::vector<sp<Layer>> mLayersWithQueuedFrames;
// Tracks layers that need to update a display's dirty region.
std::vector<sp<Layer>> mLayersPendingRefresh;
std::array<sp<Fence>, 2> mPreviousPresentFences = {Fence::NO_FENCE, Fence::NO_FENCE};
// True if in the previous frame at least one layer was composed via the GPU.
bool mHadClientComposition = false;
// True if in the previous frame at least one layer was composed via HW Composer.
// Note that it is possible for a frame to be composed via both client and device
// composition, for example in the case of overlays.
bool mHadDeviceComposition = false;
// True if in the previous frame, the client composition was skipped by reusing the buffer
// used in a previous composition. This can happed if the client composition requests
// did not change.
bool mReusedClientComposition = false;
enum class BootStage {
BootStage mBootStage = BootStage::BOOTLOADER;
struct HotplugEvent {
hal::HWDisplayId hwcDisplayId;
hal::Connection connection = hal::Connection::INVALID;
std::vector<HotplugEvent> mPendingHotplugEvents GUARDED_BY(mStateLock);
// this may only be written from the main thread with mStateLock held
// it may be read from other threads with mStateLock held
std::map<wp<IBinder>, sp<DisplayDevice>> mDisplays GUARDED_BY(mStateLock);
std::unordered_map<DisplayId, sp<IBinder>> mPhysicalDisplayTokens GUARDED_BY(mStateLock);
std::unordered_map<BBinder*, wp<Layer>> mLayersByLocalBinderToken GUARDED_BY(mStateLock);
// don't use a lock for these, we don't care
int mDebugRegion = 0;
bool mDebugDisableHWC = false;
bool mDebugDisableTransformHint = false;
volatile nsecs_t mDebugInTransaction = 0;
bool mForceFullDamage = false;
bool mPropagateBackpressure = true;
bool mPropagateBackpressureClientComposition = false;
std::unique_ptr<SurfaceInterceptor> mInterceptor;
SurfaceTracing mTracing{*this};
std::mutex mTracingLock;
bool mTracingEnabled = false;
bool mAddCompositionStateToTrace = false;
std::atomic<bool> mTracingEnabledChanged = false;
const std::shared_ptr<TimeStats> mTimeStats;
const std::unique_ptr<FrameTracer> mFrameTracer;
bool mUseHwcVirtualDisplays = false;
// If blurs should be enabled on this device.
bool mSupportsBlur = false;
// Disable blurs, for debugging
std::atomic<bool> mDisableBlurs = false;
// If blurs are considered expensive and should require high GPU frequency.
bool mBlursAreExpensive = false;
std::atomic<uint32_t> mFrameMissedCount = 0;
std::atomic<uint32_t> mHwcFrameMissedCount = 0;
std::atomic<uint32_t> mGpuFrameMissedCount = 0;
TransactionCompletedThread mTransactionCompletedThread;
// Restrict layers to use two buffers in their bufferqueues.
bool mLayerTripleBufferingDisabled = false;
// these are thread safe
std::unique_ptr<MessageQueue> mEventQueue;
FrameTracker mAnimFrameTracker;
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
Vector<Layer const *> mDestroyedLayers;
nsecs_t mRefreshStartTime = 0;
std::atomic<bool> mRefreshPending = false;
// We maintain a pool of pre-generated texture names to hand out to avoid
// layer creation needing to run on the main thread (which it would
// otherwise need to do to access RenderEngine).
std::mutex mTexturePoolMutex;
uint32_t mTexturePoolSize = 0;
std::vector<uint32_t> mTexturePool;
struct TransactionState {
TransactionState(const Vector<ComposerState>& composerStates,
const Vector<DisplayState>& displayStates, uint32_t transactionFlags,
int64_t desiredPresentTime, const client_cache_t& uncacheBuffer,
int64_t postTime, bool privileged, bool hasListenerCallbacks,
std::vector<ListenerCallbacks> listenerCallbacks)
: states(composerStates),
listenerCallbacks(listenerCallbacks) {}
Vector<ComposerState> states;
Vector<DisplayState> displays;
uint32_t flags;
const int64_t desiredPresentTime;
client_cache_t buffer;
const int64_t postTime;
bool privileged;
bool hasListenerCallbacks;
std::vector<ListenerCallbacks> listenerCallbacks;
std::unordered_map<sp<IBinder>, std::queue<TransactionState>, IListenerHash> mTransactionQueues;
/* ------------------------------------------------------------------------
* Feature prototyping
// Static screen stats
bool mHasPoweredOff = false;
std::atomic<size_t> mNumLayers = 0;
// Verify that transaction is being called by an approved process:
status_t CheckTransactCodeCredentials(uint32_t code);
// to linkToDeath
sp<IBinder> mWindowManager;
// We want to avoid multiple calls to BOOT_FINISHED as they come in on
// different threads without a lock and could trigger unsynchronized writes to
// to mWindowManager or mInputFlinger
std::atomic<bool> mBootFinished = false;
std::unique_ptr<dvr::VrFlinger> mVrFlinger;
std::atomic<bool> mVrFlingerRequestsDisplay = false;
static bool useVrFlinger;
std::thread::id mMainThreadId = std::this_thread::get_id();
DisplayColorSetting mDisplayColorSetting = DisplayColorSetting::kEnhanced;
// Color mode forced by setting persist.sys.sf.color_mode, it must:
// 1. not be NATIVE color mode, NATIVE color mode means no forced color mode;
// 2. be one of the supported color modes returned by hardware composer, otherwise
// it will not be respected.
// persist.sys.sf.color_mode will only take effect when persist.sys.sf.native_mode
// is not set to 1.
// This property can be used to force SurfaceFlinger to always pick a certain color mode.
ui::ColorMode mForceColorMode = ui::ColorMode::NATIVE;
ui::Dataspace mDefaultCompositionDataspace;
ui::Dataspace mWideColorGamutCompositionDataspace;
ui::Dataspace mColorSpaceAgnosticDataspace;
SurfaceFlingerBE mBE;
std::unique_ptr<compositionengine::CompositionEngine> mCompositionEngine;
/* ------------------------------------------------------------------------
* Scheduler
std::unique_ptr<Scheduler> mScheduler;
scheduler::ConnectionHandle mAppConnectionHandle;
scheduler::ConnectionHandle mSfConnectionHandle;
// Stores phase offsets configured per refresh rate.
std::unique_ptr<scheduler::PhaseConfiguration> mPhaseConfiguration;
// Optional to defer construction until scheduler connections are created.
std::optional<scheduler::VSyncModulator> mVSyncModulator;
std::unique_ptr<scheduler::RefreshRateConfigs> mRefreshRateConfigs;
std::unique_ptr<scheduler::RefreshRateStats> mRefreshRateStats;
std::atomic<nsecs_t> mExpectedPresentTime = 0;
hal::Vsync mHWCVsyncPendingState = hal::Vsync::DISABLE;
/* ------------------------------------------------------------------------
* Generic Layer Metadata
const std::unordered_map<std::string, uint32_t>& getGenericLayerMetadataKeyMap() const;
/* ------------------------------------------------------------------------
* Misc
std::optional<ActiveConfigInfo> getDesiredActiveConfig() EXCLUDES(mActiveConfigLock) {
std::lock_guard<std::mutex> lock(mActiveConfigLock);
if (mDesiredActiveConfigChanged) return mDesiredActiveConfig;
return std::nullopt;
std::mutex mActiveConfigLock;
// This bit is set once we start setting the config. We read from this bit during the
// process. If at the end, this bit is different than mDesiredActiveConfig, we restart
// the process.
ActiveConfigInfo mUpcomingActiveConfig; // Always read and written on the main thread.
// This bit can be set at any point in time when the system wants the new config.
ActiveConfigInfo mDesiredActiveConfig GUARDED_BY(mActiveConfigLock);
// below flags are set by main thread only
TracedOrdinal<bool> mDesiredActiveConfigChanged
GUARDED_BY(mActiveConfigLock) = {"DesiredActiveConfigChanged", false};
bool mSetActiveConfigPending = false;
bool mLumaSampling = true;
sp<RegionSamplingThread> mRegionSamplingThread;
ui::DisplayPrimaries mInternalDisplayPrimaries;
const float mInternalDisplayDensity;
const float mEmulatedDisplayDensity;
sp<IInputFlinger> mInputFlinger;
InputWindowCommands mPendingInputWindowCommands GUARDED_BY(mStateLock);
// Should only be accessed by the main thread.
InputWindowCommands mInputWindowCommands;
struct SetInputWindowsListener : BnSetInputWindowsListener {
explicit SetInputWindowsListener(sp<SurfaceFlinger> flinger)
: mFlinger(std::move(flinger)) {}
void onSetInputWindowsFinished() override;
const sp<SurfaceFlinger> mFlinger;
const sp<SetInputWindowsListener> mSetInputWindowsListener = new SetInputWindowsListener(this);
bool mPendingSyncInputWindows GUARDED_BY(mStateLock) = false;
Hwc2::impl::PowerAdvisor mPowerAdvisor;
// This should only be accessed on the main thread.
nsecs_t mFrameStartTime = 0;
void enableRefreshRateOverlay(bool enable);
std::unique_ptr<RefreshRateOverlay> mRefreshRateOverlay GUARDED_BY(mStateLock);
// Flag used to set override allowed display configs from backdoor
bool mDebugDisplayConfigSetByBackdoor = false;
// A set of layers that have no parent so they are not drawn on screen.
// Should only be accessed by the main thread.
// The Layer pointer is removed from the set when the destructor is called so there shouldn't
// be any issues with a raw pointer referencing an invalid object.
std::unordered_set<Layer*> mOffscreenLayers;
// Fields tracking the current jank event: when it started and how many
// janky frames there are.
nsecs_t mMissedFrameJankStart = 0;
int32_t mMissedFrameJankCount = 0;
// Positive if jank should be uploaded in postComposition
nsecs_t mLastJankDuration = -1;
int mFrameRateFlexibilityTokenCount = 0;
sp<IBinder> mDebugFrameRateFlexibilityToken;
} // namespace android