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* Copyright (C) 2017 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 "BufferLayerConsumer.h"
#include "Client.h"
#include "Layer.h"
#include "DisplayHardware/HWComposer.h"
#include "DisplayHardware/HWComposerBufferCache.h"
#include "FrameTracker.h"
#include "LayerVector.h"
#include "MonitoredProducer.h"
#include "RenderEngine/Mesh.h"
#include "RenderEngine/Texture.h"
#include "SurfaceFlinger.h"
#include "Transform.h"
#include <gui/ISurfaceComposerClient.h>
#include <gui/LayerState.h>
#include <ui/FrameStats.h>
#include <ui/GraphicBuffer.h>
#include <ui/PixelFormat.h>
#include <ui/Region.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <utils/Timers.h>
#include <stdint.h>
#include <sys/types.h>
#include <list>
namespace android {
* A new BufferQueue and a new BufferLayerConsumer are created when the
* BufferLayer is first referenced.
* This also implements onFrameAvailable(), which notifies SurfaceFlinger
* that new data has arrived.
class BufferLayer : public Layer, public BufferLayerConsumer::ContentsChangedListener {
BufferLayer(SurfaceFlinger* flinger, const sp<Client>& client, const String8& name, uint32_t w,
uint32_t h, uint32_t flags);
~BufferLayer() override;
// 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();
// -----------------------------------------------------------------------
// Overriden from Layer
// -----------------------------------------------------------------------
* getTypeId - Provide unique string for each class type in the Layer
* hierarchy
const char* getTypeId() const override { return "BufferLayer"; }
* isProtected - true if the layer may contain protected content in the
bool isProtected() const;
* isVisible - true if this layer is visible, false otherwise
bool isVisible() const override;
* isFixedSize - true if content has a fixed size
bool isFixedSize() const override;
// the this layer's size and format
status_t setBuffers(uint32_t w, uint32_t h, PixelFormat format, uint32_t flags);
* onDraw - draws the surface.
void onDraw(const RenderArea& renderArea, const Region& clip,
bool useIdentityTransform) const override;
void onLayerDisplayed(const sp<Fence>& releaseFence) override;
void abandon() override;
bool shouldPresentNow(const DispSync& dispSync) const override;
void setTransformHint(uint32_t orientation) const override;
bool onPostComposition(const std::shared_ptr<FenceTime>& glDoneFence,
const std::shared_ptr<FenceTime>& presentFence,
const CompositorTiming& compositorTiming) override;
std::vector<OccupancyTracker::Segment> getOccupancyHistory(bool forceFlush) override;
bool getTransformToDisplayInverse() const override;
bool onPreComposition(nsecs_t refreshStartTime) override;
// If a buffer was replaced this frame, release the former buffer
void releasePendingBuffer(nsecs_t dequeueReadyTime);
* latchBuffer - called each time the screen is redrawn and returns whether
* the visible regions need to be recomputed (this is a fairly heavy
* 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.
Region latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime) override;
bool isBufferLatched() const override { return mRefreshPending; }
void setDefaultBufferSize(uint32_t w, uint32_t h) override;
bool isHdrY410() const override;
void setPerFrameData(const sp<const DisplayDevice>& displayDevice) override;
bool isOpaque(const Layer::State& s) const override;
void onFirstRef() override;
// Interface implementation for
// BufferLayerConsumer::ContentsChangedListener
void onFrameAvailable(const BufferItem& item) override;
void onFrameReplaced(const BufferItem& item) override;
void onSidebandStreamChanged() override;
// needsLinearFiltering - true if this surface's state requires filtering
bool needsFiltering(const RenderArea& renderArea) const;
static bool getOpacityForFormat(uint32_t format);
// drawing
void drawWithOpenGL(const RenderArea& renderArea, bool useIdentityTransform) const;
// Temporary - Used only for LEGACY camera mode.
uint32_t getProducerStickyTransform() const;
// Loads the corresponding system property once per process
static bool latchUnsignaledBuffers();
uint64_t getHeadFrameNumber() const;
bool headFenceHasSignaled() const;
// Returns the current scaling mode, unless mOverrideScalingMode
// is set, in which case, it returns mOverrideScalingMode
uint32_t getEffectiveScalingMode() const override;
void notifyAvailableFrames() override;
PixelFormat getPixelFormat() const override { return mFormat; }
sp<IGraphicBufferProducer> getProducer() const;
sp<BufferLayerConsumer> mConsumer;
// Check all of the local sync points to ensure that all transactions
// which need to have been applied prior to the frame which is about to
// be latched have signaled
bool allTransactionsSignaled();
sp<IGraphicBufferProducer> mProducer;
// constants
uint32_t mTextureName; // from GLES
PixelFormat mFormat;
// main thread
uint32_t mCurrentScalingMode;
bool mBufferLatched = false; // TODO: Use mActiveBuffer?
uint64_t mPreviousFrameNumber; // Only accessed on the main thread.
// The texture used to draw the layer in GLES composition mode
mutable Texture mTexture;
bool mUpdateTexImageFailed; // This is only accessed on the main thread.
bool mRefreshPending;
} // namespace android