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/*
* Copyright (C) 2018 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 <EGL/egl.h>
#include <EGL/eglext.h>
#include <gui/BufferQueueDefs.h>
#include <ui/FenceTime.h>
#include <ui/GraphicBuffer.h>
#include <utils/Mutex.h>
namespace android {
class SurfaceTexture;
/*
* EGLConsumer implements the parts of SurfaceTexture that deal with
* textures attached to an GL context.
*/
class EGLConsumer {
public:
EGLConsumer();
/**
* updateTexImage acquires the most recently queued buffer, and sets the
* image contents of the target texture to it.
*
* This call may only be made while the OpenGL ES context to which the
* target texture belongs is bound to the calling thread.
*
* This calls doGLFenceWait to ensure proper synchronization.
*/
status_t updateTexImage(SurfaceTexture& st);
/*
* releaseTexImage releases the texture acquired in updateTexImage().
* This is intended to be used in single buffer mode.
*
* This call may only be made while the OpenGL ES context to which the
* target texture belongs is bound to the calling thread.
*/
status_t releaseTexImage(SurfaceTexture& st);
/**
* detachFromContext detaches the EGLConsumer from the calling thread's
* current OpenGL ES context. This context must be the same as the context
* that was current for previous calls to updateTexImage.
*
* Detaching a EGLConsumer from an OpenGL ES context will result in the
* deletion of the OpenGL ES texture object into which the images were being
* streamed. After a EGLConsumer has been detached from the OpenGL ES
* context calls to updateTexImage will fail returning INVALID_OPERATION
* until the EGLConsumer is attached to a new OpenGL ES context using the
* attachToContext method.
*/
status_t detachFromContext(SurfaceTexture& st);
/**
* attachToContext attaches a EGLConsumer that is currently in the
* 'detached' state to the current OpenGL ES context. A EGLConsumer is
* in the 'detached' state iff detachFromContext has successfully been
* called and no calls to attachToContext have succeeded since the last
* detachFromContext call. Calls to attachToContext made on a
* EGLConsumer that is not in the 'detached' state will result in an
* INVALID_OPERATION error.
*
* The tex argument specifies the OpenGL ES texture object name in the
* new context into which the image contents will be streamed. A successful
* call to attachToContext will result in this texture object being bound to
* the texture target and populated with the image contents that were
* current at the time of the last call to detachFromContext.
*/
status_t attachToContext(uint32_t tex, SurfaceTexture& st);
/**
* onAcquireBufferLocked amends the ConsumerBase method to update the
* mEglSlots array in addition to the ConsumerBase behavior.
*/
void onAcquireBufferLocked(BufferItem* item, SurfaceTexture& st);
/**
* onReleaseBufferLocked amends the ConsumerBase method to update the
* mEglSlots array in addition to the ConsumerBase.
*/
void onReleaseBufferLocked(int slot);
/**
* onFreeBufferLocked frees up the given buffer slot. If the slot has been
* initialized this will release the reference to the GraphicBuffer in that
* slot and destroy the EGLImage in that slot. Otherwise it has no effect.
*/
void onFreeBufferLocked(int slotIndex);
/**
* onAbandonLocked amends the ConsumerBase method to clear
* mCurrentTextureImage in addition to the ConsumerBase behavior.
*/
void onAbandonLocked();
protected:
struct PendingRelease {
PendingRelease()
: isPending(false),
currentTexture(-1),
graphicBuffer(),
display(nullptr),
fence(nullptr) {}
bool isPending;
int currentTexture;
sp<GraphicBuffer> graphicBuffer;
EGLDisplay display;
EGLSyncKHR fence;
};
/**
* This releases the buffer in the slot referenced by mCurrentTexture,
* then updates state to refer to the BufferItem, which must be a
* newly-acquired buffer. If pendingRelease is not null, the parameters
* which would have been passed to releaseBufferLocked upon the successful
* completion of the method will instead be returned to the caller, so that
* it may call releaseBufferLocked itself later.
*/
status_t updateAndReleaseLocked(const BufferItem& item, PendingRelease* pendingRelease,
SurfaceTexture& st);
/**
* Binds mTexName and the current buffer to mTexTarget. Uses
* mCurrentTexture if it's set, mCurrentTextureImage if not. If the
* bind succeeds, this calls doGLFenceWait.
*/
status_t bindTextureImageLocked(SurfaceTexture& st);
/**
* Gets the current EGLDisplay and EGLContext values, and compares them
* to mEglDisplay and mEglContext. If the fields have been previously
* set, the values must match; if not, the fields are set to the current
* values.
* The contextCheck argument is used to ensure that a GL context is
* properly set; when set to false, the check is not performed.
*/
status_t checkAndUpdateEglStateLocked(SurfaceTexture& st, bool contextCheck = false);
/**
* EglImage is a utility class for tracking and creating EGLImageKHRs. There
* is primarily just one image per slot, but there is also special cases:
* - For releaseTexImage, we use a debug image (mReleasedTexImage)
* - After freeBuffer, we must still keep the current image/buffer
* Reference counting EGLImages lets us handle all these cases easily while
* also only creating new EGLImages from buffers when required.
*/
class EglImage : public LightRefBase<EglImage> {
public:
EglImage(sp<GraphicBuffer> graphicBuffer);
/**
* createIfNeeded creates an EGLImage if required (we haven't created
* one yet, or the EGLDisplay or crop-rect has changed).
*/
status_t createIfNeeded(EGLDisplay display, bool forceCreate = false);
/**
* This calls glEGLImageTargetTexture2DOES to bind the image to the
* texture in the specified texture target.
*/
void bindToTextureTarget(uint32_t texTarget);
const sp<GraphicBuffer>& graphicBuffer() { return mGraphicBuffer; }
const native_handle* graphicBufferHandle() {
return mGraphicBuffer == nullptr ? nullptr : mGraphicBuffer->handle;
}
private:
// Only allow instantiation using ref counting.
friend class LightRefBase<EglImage>;
virtual ~EglImage();
// createImage creates a new EGLImage from a GraphicBuffer.
EGLImageKHR createImage(EGLDisplay dpy, const sp<GraphicBuffer>& graphicBuffer);
// Disallow copying
EglImage(const EglImage& rhs);
void operator=(const EglImage& rhs);
// mGraphicBuffer is the buffer that was used to create this image.
sp<GraphicBuffer> mGraphicBuffer;
// mEglImage is the EGLImage created from mGraphicBuffer.
EGLImageKHR mEglImage;
// mEGLDisplay is the EGLDisplay that was used to create mEglImage.
EGLDisplay mEglDisplay;
// mCropRect is the crop rectangle passed to EGL when mEglImage
// was created.
Rect mCropRect;
};
/**
* doGLFenceWaitLocked inserts a wait command into the OpenGL ES command
* stream to ensure that it is safe for future OpenGL ES commands to
* access the current texture buffer.
*/
status_t doGLFenceWaitLocked(SurfaceTexture& st) const;
/**
* syncForReleaseLocked performs the synchronization needed to release the
* current slot from an OpenGL ES context. If needed it will set the
* current slot's fence to guard against a producer accessing the buffer
* before the outstanding accesses have completed.
*/
status_t syncForReleaseLocked(EGLDisplay dpy, SurfaceTexture& st);
/**
* returns a graphic buffer used when the texture image has been released
*/
static sp<GraphicBuffer> getDebugTexImageBuffer();
/**
* The default consumer usage flags that EGLConsumer always sets on its
* BufferQueue instance; these will be OR:d with any additional flags passed
* from the EGLConsumer user. In particular, EGLConsumer will always
* consume buffers as hardware textures.
*/
static const uint64_t DEFAULT_USAGE_FLAGS = GraphicBuffer::USAGE_HW_TEXTURE;
/**
* mCurrentTextureImage is the EglImage/buffer of the current texture. It's
* possible that this buffer is not associated with any buffer slot, so we
* must track it separately in order to support the getCurrentBuffer method.
*/
sp<EglImage> mCurrentTextureImage;
/**
* EGLSlot contains the information and object references that
* EGLConsumer maintains about a BufferQueue buffer slot.
*/
struct EglSlot {
EglSlot() : mEglFence(EGL_NO_SYNC_KHR) {}
/**
* mEglImage is the EGLImage created from mGraphicBuffer.
*/
sp<EglImage> mEglImage;
/**
* mFence is the EGL sync object that must signal before the buffer
* associated with this buffer slot may be dequeued. It is initialized
* to EGL_NO_SYNC_KHR when the buffer is created and (optionally, based
* on a compile-time option) set to a new sync object in updateTexImage.
*/
EGLSyncKHR mEglFence;
};
/**
* mEglDisplay is the EGLDisplay with which this EGLConsumer is currently
* associated. It is intialized to EGL_NO_DISPLAY and gets set to the
* current display when updateTexImage is called for the first time and when
* attachToContext is called.
*/
EGLDisplay mEglDisplay;
/**
* mEglContext is the OpenGL ES context with which this EGLConsumer is
* currently associated. It is initialized to EGL_NO_CONTEXT and gets set
* to the current GL context when updateTexImage is called for the first
* time and when attachToContext is called.
*/
EGLContext mEglContext;
/**
* mEGLSlots stores the buffers that have been allocated by the BufferQueue
* for each buffer slot. It is initialized to null pointers, and gets
* filled in with the result of BufferQueue::acquire when the
* client dequeues a buffer from a
* slot that has not yet been used. The buffer allocated to a slot will also
* be replaced if the requested buffer usage or geometry differs from that
* of the buffer allocated to a slot.
*/
EglSlot mEglSlots[BufferQueueDefs::NUM_BUFFER_SLOTS];
/**
* protects static initialization
*/
static Mutex sStaticInitLock;
/**
* mReleasedTexImageBuffer is a dummy buffer used when in single buffer
* mode and releaseTexImage() has been called
*/
static sp<GraphicBuffer> sReleasedTexImageBuffer;
sp<EglImage> mReleasedTexImage;
};
} // namespace android