blob: 790f2ece77a3740c6d401fa91ca28b510cce0b02 [file] [log] [blame]
/*
* 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
*
* 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.
*/
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wconversion"
//#define LOG_NDEBUG 0
#undef LOG_TAG
#define LOG_TAG "BufferStateLayer"
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include "BufferStateLayer.h"
#include <limits>
#include <compositionengine/LayerFECompositionState.h>
#include <gui/BufferQueue.h>
#include <private/gui/SyncFeatures.h>
#include <renderengine/Image.h>
#include "EffectLayer.h"
#include "TimeStats/TimeStats.h"
namespace android {
// clang-format off
const std::array<float, 16> BufferStateLayer::IDENTITY_MATRIX{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
// clang-format on
BufferStateLayer::BufferStateLayer(const LayerCreationArgs& args)
: BufferLayer(args), mHwcSlotGenerator(new HwcSlotGenerator()) {
mOverrideScalingMode = NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW;
mCurrentState.dataspace = ui::Dataspace::V0_SRGB;
}
BufferStateLayer::~BufferStateLayer() {
// The original layer and the clone layer share the same texture and buffer. Therefore, only
// one of the layers, in this case the original layer, needs to handle the deletion. The
// original layer and the clone should be removed at the same time so there shouldn't be any
// issue with the clone layer trying to use the texture.
if (mBufferInfo.mBuffer != nullptr && !isClone()) {
// Ensure that mBuffer is uncached from RenderEngine here, as
// RenderEngine may have been using the buffer as an external texture
// after the client uncached the buffer.
auto& engine(mFlinger->getRenderEngine());
engine.unbindExternalTextureBuffer(mBufferInfo.mBuffer->getId());
}
}
// -----------------------------------------------------------------------
// Interface implementation for Layer
// -----------------------------------------------------------------------
void BufferStateLayer::onLayerDisplayed(const sp<Fence>& releaseFence) {
// The previous release fence notifies the client that SurfaceFlinger is done with the previous
// buffer that was presented on this layer. The first transaction that came in this frame that
// replaced the previous buffer on this layer needs this release fence, because the fence will
// let the client know when that previous buffer is removed from the screen.
//
// Every other transaction on this layer does not need a release fence because no other
// Transactions that were set on this layer this frame are going to have their preceeding buffer
// removed from the display this frame.
//
// For example, if we have 3 transactions this frame. The first transaction doesn't contain a
// buffer so it doesn't need a previous release fence because the layer still needs the previous
// buffer. The second transaction contains a buffer so it needs a previous release fence because
// the previous buffer will be released this frame. The third transaction also contains a
// buffer. It replaces the buffer in the second transaction. The buffer in the second
// transaction will now no longer be presented so it is released immediately and the third
// transaction doesn't need a previous release fence.
for (auto& handle : mDrawingState.callbackHandles) {
if (handle->releasePreviousBuffer) {
handle->previousReleaseFence = releaseFence;
break;
}
}
mPreviousReleaseFence = releaseFence;
// Prevent tracing the same release multiple times.
if (mPreviousFrameNumber != mPreviousReleasedFrameNumber) {
mPreviousReleasedFrameNumber = mPreviousFrameNumber;
}
}
void BufferStateLayer::releasePendingBuffer(nsecs_t dequeueReadyTime) {
for (const auto& handle : mDrawingState.callbackHandles) {
handle->transformHint = mTransformHint;
handle->dequeueReadyTime = dequeueReadyTime;
}
mFlinger->getTransactionCompletedThread().finalizePendingCallbackHandles(
mDrawingState.callbackHandles);
mDrawingState.callbackHandles = {};
const sp<Fence>& releaseFence(mPreviousReleaseFence);
std::shared_ptr<FenceTime> releaseFenceTime = std::make_shared<FenceTime>(releaseFence);
{
Mutex::Autolock lock(mFrameEventHistoryMutex);
if (mPreviousFrameNumber != 0) {
mFrameEventHistory.addRelease(mPreviousFrameNumber, dequeueReadyTime,
std::move(releaseFenceTime));
}
}
}
void BufferStateLayer::finalizeFrameEventHistory(const std::shared_ptr<FenceTime>& glDoneFence,
const CompositorTiming& compositorTiming) {
for (const auto& handle : mDrawingState.callbackHandles) {
handle->gpuCompositionDoneFence = glDoneFence;
handle->compositorTiming = compositorTiming;
}
}
bool BufferStateLayer::shouldPresentNow(nsecs_t /*expectedPresentTime*/) const {
if (getSidebandStreamChanged() || getAutoRefresh()) {
return true;
}
return hasFrameUpdate();
}
bool BufferStateLayer::willPresentCurrentTransaction() const {
// Returns true if the most recent Transaction applied to CurrentState will be presented.
return (getSidebandStreamChanged() || getAutoRefresh() ||
(mCurrentState.modified &&
(mCurrentState.buffer != nullptr || mCurrentState.bgColorLayer != nullptr))) &&
!mLayerDetached;
}
/* TODO: vhau uncomment once deferred transaction migration complete in
* WindowManager
void BufferStateLayer::pushPendingState() {
if (!mCurrentState.modified) {
return;
}
mPendingStates.push_back(mCurrentState);
ATRACE_INT(mTransactionName.c_str(), mPendingStates.size());
}
*/
bool BufferStateLayer::applyPendingStates(Layer::State* stateToCommit) {
mCurrentStateModified = mCurrentState.modified;
bool stateUpdateAvailable = Layer::applyPendingStates(stateToCommit);
mCurrentStateModified = stateUpdateAvailable && mCurrentStateModified;
mCurrentState.modified = false;
return stateUpdateAvailable;
}
// Crop that applies to the window
Rect BufferStateLayer::getCrop(const Layer::State& /*s*/) const {
return Rect::INVALID_RECT;
}
bool BufferStateLayer::setTransform(uint32_t transform) {
if (mCurrentState.transform == transform) return false;
mCurrentState.transform = transform;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setTransformToDisplayInverse(bool transformToDisplayInverse) {
if (mCurrentState.transformToDisplayInverse == transformToDisplayInverse) return false;
mCurrentState.sequence++;
mCurrentState.transformToDisplayInverse = transformToDisplayInverse;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setCrop(const Rect& crop) {
Rect c = crop;
if (c.left < 0) {
c.left = 0;
}
if (c.top < 0) {
c.top = 0;
}
// If the width and/or height are < 0, make it [0, 0, -1, -1] so the equality comparision below
// treats all invalid rectangles the same.
if (!c.isValid()) {
c.makeInvalid();
}
if (mCurrentState.crop == c) return false;
mCurrentState.crop = c;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setFrame(const Rect& frame) {
int x = frame.left;
int y = frame.top;
int w = frame.getWidth();
int h = frame.getHeight();
if (x < 0) {
x = 0;
w = frame.right;
}
if (y < 0) {
y = 0;
h = frame.bottom;
}
if (mCurrentState.active.transform.tx() == x && mCurrentState.active.transform.ty() == y &&
mCurrentState.active.w == w && mCurrentState.active.h == h) {
return false;
}
if (!frame.isValid()) {
x = y = w = h = 0;
}
mCurrentState.active.transform.set(x, y);
mCurrentState.active.w = w;
mCurrentState.active.h = h;
mCurrentState.sequence++;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::addFrameEvent(const sp<Fence>& acquireFence, nsecs_t postedTime,
nsecs_t desiredPresentTime) {
Mutex::Autolock lock(mFrameEventHistoryMutex);
mAcquireTimeline.updateSignalTimes();
std::shared_ptr<FenceTime> acquireFenceTime =
std::make_shared<FenceTime>((acquireFence ? acquireFence : Fence::NO_FENCE));
NewFrameEventsEntry newTimestamps = {mCurrentState.frameNumber, postedTime, desiredPresentTime,
acquireFenceTime};
mFrameEventHistory.setProducerWantsEvents();
mFrameEventHistory.addQueue(newTimestamps);
return true;
}
bool BufferStateLayer::setBuffer(const sp<GraphicBuffer>& buffer, const sp<Fence>& acquireFence,
nsecs_t postTime, nsecs_t desiredPresentTime,
const client_cache_t& clientCacheId) {
if (mCurrentState.buffer) {
mReleasePreviousBuffer = true;
}
mCurrentState.frameNumber++;
mCurrentState.buffer = buffer;
mCurrentState.clientCacheId = clientCacheId;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
const int32_t layerId = getSequence();
mFlinger->mTimeStats->setPostTime(layerId, mCurrentState.frameNumber, getName().c_str(),
postTime);
desiredPresentTime = desiredPresentTime <= 0 ? 0 : desiredPresentTime;
mCurrentState.desiredPresentTime = desiredPresentTime;
mFlinger->mScheduler->recordLayerHistory(this, desiredPresentTime,
LayerHistory::LayerUpdateType::Buffer);
addFrameEvent(acquireFence, postTime, desiredPresentTime);
return true;
}
bool BufferStateLayer::setAcquireFence(const sp<Fence>& fence) {
// The acquire fences of BufferStateLayers have already signaled before they are set
mCallbackHandleAcquireTime = fence->getSignalTime();
mCurrentState.acquireFence = fence;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setDataspace(ui::Dataspace dataspace) {
if (mCurrentState.dataspace == dataspace) return false;
mCurrentState.dataspace = dataspace;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setHdrMetadata(const HdrMetadata& hdrMetadata) {
if (mCurrentState.hdrMetadata == hdrMetadata) return false;
mCurrentState.hdrMetadata = hdrMetadata;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setSurfaceDamageRegion(const Region& surfaceDamage) {
mCurrentState.surfaceDamageRegion = surfaceDamage;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setApi(int32_t api) {
if (mCurrentState.api == api) return false;
mCurrentState.api = api;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
bool BufferStateLayer::setSidebandStream(const sp<NativeHandle>& sidebandStream) {
if (mCurrentState.sidebandStream == sidebandStream) return false;
mCurrentState.sidebandStream = sidebandStream;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
if (!mSidebandStreamChanged.exchange(true)) {
// mSidebandStreamChanged was false
mFlinger->signalLayerUpdate();
}
return true;
}
bool BufferStateLayer::setTransactionCompletedListeners(
const std::vector<sp<CallbackHandle>>& handles) {
// If there is no handle, we will not send a callback so reset mReleasePreviousBuffer and return
if (handles.empty()) {
mReleasePreviousBuffer = false;
return false;
}
const bool willPresent = willPresentCurrentTransaction();
for (const auto& handle : handles) {
// If this transaction set a buffer on this layer, release its previous buffer
handle->releasePreviousBuffer = mReleasePreviousBuffer;
// If this layer will be presented in this frame
if (willPresent) {
// If this transaction set an acquire fence on this layer, set its acquire time
handle->acquireTime = mCallbackHandleAcquireTime;
// Notify the transaction completed thread that there is a pending latched callback
// handle
mFlinger->getTransactionCompletedThread().registerPendingCallbackHandle(handle);
// Store so latched time and release fence can be set
mCurrentState.callbackHandles.push_back(handle);
} else { // If this layer will NOT need to be relatched and presented this frame
// Notify the transaction completed thread this handle is done
mFlinger->getTransactionCompletedThread().registerUnpresentedCallbackHandle(handle);
}
}
mReleasePreviousBuffer = false;
mCallbackHandleAcquireTime = -1;
return willPresent;
}
void BufferStateLayer::forceSendCallbacks() {
mFlinger->getTransactionCompletedThread().finalizePendingCallbackHandles(
mCurrentState.callbackHandles);
}
bool BufferStateLayer::setTransparentRegionHint(const Region& transparent) {
mCurrentState.transparentRegionHint = transparent;
mCurrentState.modified = true;
setTransactionFlags(eTransactionNeeded);
return true;
}
Rect BufferStateLayer::getBufferSize(const State& s) const {
// for buffer state layers we use the display frame size as the buffer size.
if (getActiveWidth(s) < UINT32_MAX && getActiveHeight(s) < UINT32_MAX) {
return Rect(getActiveWidth(s), getActiveHeight(s));
}
// if the display frame is not defined, use the parent bounds as the buffer size.
const auto& p = mDrawingParent.promote();
if (p != nullptr) {
Rect parentBounds = Rect(p->getBounds(Region()));
if (!parentBounds.isEmpty()) {
return parentBounds;
}
}
return Rect::INVALID_RECT;
}
FloatRect BufferStateLayer::computeSourceBounds(const FloatRect& parentBounds) const {
const State& s(getDrawingState());
// for buffer state layers we use the display frame size as the buffer size.
if (getActiveWidth(s) < UINT32_MAX && getActiveHeight(s) < UINT32_MAX) {
return FloatRect(0, 0, getActiveWidth(s), getActiveHeight(s));
}
// if the display frame is not defined, use the parent bounds as the buffer size.
return parentBounds;
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Interface implementation for BufferLayer
// -----------------------------------------------------------------------
bool BufferStateLayer::fenceHasSignaled() const {
if (latchUnsignaledBuffers()) {
return true;
}
const bool fenceSignaled =
getDrawingState().acquireFence->getStatus() == Fence::Status::Signaled;
if (!fenceSignaled) {
mFlinger->mTimeStats->incrementLatchSkipped(getSequence(),
TimeStats::LatchSkipReason::LateAcquire);
}
return fenceSignaled;
}
bool BufferStateLayer::framePresentTimeIsCurrent(nsecs_t expectedPresentTime) const {
if (!hasFrameUpdate() || isRemovedFromCurrentState()) {
return true;
}
return mCurrentState.desiredPresentTime <= expectedPresentTime;
}
bool BufferStateLayer::onPreComposition(nsecs_t refreshStartTime) {
for (const auto& handle : mDrawingState.callbackHandles) {
handle->refreshStartTime = refreshStartTime;
}
return BufferLayer::onPreComposition(refreshStartTime);
}
uint64_t BufferStateLayer::getFrameNumber(nsecs_t /*expectedPresentTime*/) const {
return mDrawingState.frameNumber;
}
/**
* This is the frameNumber used for deferred transaction signalling. We need to use this because
* of cases where we defer a transaction for a surface to itself. In the BLAST world this
* may not make a huge amount of sense (Why not just merge the Buffer transaction with the
* deferred transaction?) but this is an important legacy use case, for example moving
* a window at the same time it draws makes use of this kind of technique. So anyway
* imagine we have something like this:
*
* Transaction { // containing
* Buffer -> frameNumber = 2
* DeferTransactionUntil -> frameNumber = 2
* Random other stuff
* }
* Now imagine getHeadFrameNumber returned mDrawingState.mFrameNumber (or mCurrentFrameNumber).
* Prior to doTransaction SurfaceFlinger will call notifyAvailableFrames, but because we
* haven't swapped mCurrentState to mDrawingState yet we will think the sync point
* is not ready. So we will return false from applyPendingState and not swap
* current state to drawing state. But because we don't swap current state
* to drawing state the number will never update and we will be stuck. This way
* we can see we need to return the frame number for the buffer we are about
* to apply.
*/
uint64_t BufferStateLayer::getHeadFrameNumber(nsecs_t /* expectedPresentTime */) const {
return mCurrentState.frameNumber;
}
bool BufferStateLayer::getAutoRefresh() const {
// TODO(marissaw): support shared buffer mode
return false;
}
bool BufferStateLayer::getSidebandStreamChanged() const {
return mSidebandStreamChanged.load();
}
bool BufferStateLayer::latchSidebandStream(bool& recomputeVisibleRegions) {
if (mSidebandStreamChanged.exchange(false)) {
const State& s(getDrawingState());
// mSidebandStreamChanged was true
mSidebandStream = s.sidebandStream;
editCompositionState()->sidebandStream = mSidebandStream;
if (mSidebandStream != nullptr) {
setTransactionFlags(eTransactionNeeded);
mFlinger->setTransactionFlags(eTraversalNeeded);
}
recomputeVisibleRegions = true;
return true;
}
return false;
}
bool BufferStateLayer::hasFrameUpdate() const {
const State& c(getCurrentState());
return mCurrentStateModified && (c.buffer != nullptr || c.bgColorLayer != nullptr);
}
status_t BufferStateLayer::bindTextureImage() {
const State& s(getDrawingState());
auto& engine(mFlinger->getRenderEngine());
return engine.bindExternalTextureBuffer(mTextureName, s.buffer, s.acquireFence);
}
status_t BufferStateLayer::updateTexImage(bool& /*recomputeVisibleRegions*/, nsecs_t latchTime,
nsecs_t /*expectedPresentTime*/) {
const State& s(getDrawingState());
if (!s.buffer) {
if (s.bgColorLayer) {
for (auto& handle : mDrawingState.callbackHandles) {
handle->latchTime = latchTime;
}
}
return NO_ERROR;
}
const int32_t layerId = getSequence();
// Reject if the layer is invalid
uint32_t bufferWidth = s.buffer->width;
uint32_t bufferHeight = s.buffer->height;
if (s.transform & ui::Transform::ROT_90) {
std::swap(bufferWidth, bufferHeight);
}
if (s.transformToDisplayInverse) {
uint32_t invTransform = DisplayDevice::getPrimaryDisplayRotationFlags();
if (invTransform & ui::Transform::ROT_90) {
std::swap(bufferWidth, bufferHeight);
}
}
if (getEffectiveScalingMode() == NATIVE_WINDOW_SCALING_MODE_FREEZE &&
(s.active.w != bufferWidth || s.active.h != bufferHeight)) {
ALOGE("[%s] rejecting buffer: "
"bufferWidth=%d, bufferHeight=%d, front.active.{w=%d, h=%d}",
getDebugName(), bufferWidth, bufferHeight, s.active.w, s.active.h);
mFlinger->mTimeStats->removeTimeRecord(layerId, mDrawingState.frameNumber);
return BAD_VALUE;
}
for (auto& handle : mDrawingState.callbackHandles) {
handle->latchTime = latchTime;
handle->frameNumber = mDrawingState.frameNumber;
}
if (!SyncFeatures::getInstance().useNativeFenceSync()) {
// Bind the new buffer to the GL texture.
//
// Older devices require the "implicit" synchronization provided
// by glEGLImageTargetTexture2DOES, which this method calls. Newer
// devices will either call this in Layer::onDraw, or (if it's not
// a GL-composited layer) not at all.
status_t err = bindTextureImage();
if (err != NO_ERROR) {
mFlinger->mTimeStats->onDestroy(layerId);
return BAD_VALUE;
}
}
mFlinger->mTimeStats->setAcquireFence(layerId, mDrawingState.frameNumber,
std::make_shared<FenceTime>(mDrawingState.acquireFence));
mFlinger->mTimeStats->setLatchTime(layerId, mDrawingState.frameNumber, latchTime);
mCurrentStateModified = false;
return NO_ERROR;
}
status_t BufferStateLayer::updateActiveBuffer() {
const State& s(getDrawingState());
if (s.buffer == nullptr) {
return BAD_VALUE;
}
mPreviousBufferId = getCurrentBufferId();
mBufferInfo.mBuffer = s.buffer;
mBufferInfo.mFence = s.acquireFence;
return NO_ERROR;
}
status_t BufferStateLayer::updateFrameNumber(nsecs_t latchTime) {
// TODO(marissaw): support frame history events
mPreviousFrameNumber = mCurrentFrameNumber;
mCurrentFrameNumber = mDrawingState.frameNumber;
{
Mutex::Autolock lock(mFrameEventHistoryMutex);
mFrameEventHistory.addLatch(mCurrentFrameNumber, latchTime);
}
return NO_ERROR;
}
void BufferStateLayer::HwcSlotGenerator::bufferErased(const client_cache_t& clientCacheId) {
std::lock_guard lock(mMutex);
if (!clientCacheId.isValid()) {
ALOGE("invalid process, failed to erase buffer");
return;
}
eraseBufferLocked(clientCacheId);
}
uint32_t BufferStateLayer::HwcSlotGenerator::getHwcCacheSlot(const client_cache_t& clientCacheId) {
std::lock_guard<std::mutex> lock(mMutex);
auto itr = mCachedBuffers.find(clientCacheId);
if (itr == mCachedBuffers.end()) {
return addCachedBuffer(clientCacheId);
}
auto& [hwcCacheSlot, counter] = itr->second;
counter = mCounter++;
return hwcCacheSlot;
}
uint32_t BufferStateLayer::HwcSlotGenerator::addCachedBuffer(const client_cache_t& clientCacheId)
REQUIRES(mMutex) {
if (!clientCacheId.isValid()) {
ALOGE("invalid process, returning invalid slot");
return BufferQueue::INVALID_BUFFER_SLOT;
}
ClientCache::getInstance().registerErasedRecipient(clientCacheId, wp<ErasedRecipient>(this));
uint32_t hwcCacheSlot = getFreeHwcCacheSlot();
mCachedBuffers[clientCacheId] = {hwcCacheSlot, mCounter++};
return hwcCacheSlot;
}
uint32_t BufferStateLayer::HwcSlotGenerator::getFreeHwcCacheSlot() REQUIRES(mMutex) {
if (mFreeHwcCacheSlots.empty()) {
evictLeastRecentlyUsed();
}
uint32_t hwcCacheSlot = mFreeHwcCacheSlots.top();
mFreeHwcCacheSlots.pop();
return hwcCacheSlot;
}
void BufferStateLayer::HwcSlotGenerator::evictLeastRecentlyUsed() REQUIRES(mMutex) {
uint64_t minCounter = UINT_MAX;
client_cache_t minClientCacheId = {};
for (const auto& [clientCacheId, slotCounter] : mCachedBuffers) {
const auto& [hwcCacheSlot, counter] = slotCounter;
if (counter < minCounter) {
minCounter = counter;
minClientCacheId = clientCacheId;
}
}
eraseBufferLocked(minClientCacheId);
ClientCache::getInstance().unregisterErasedRecipient(minClientCacheId, this);
}
void BufferStateLayer::HwcSlotGenerator::eraseBufferLocked(const client_cache_t& clientCacheId)
REQUIRES(mMutex) {
auto itr = mCachedBuffers.find(clientCacheId);
if (itr == mCachedBuffers.end()) {
return;
}
auto& [hwcCacheSlot, counter] = itr->second;
// TODO send to hwc cache and resources
mFreeHwcCacheSlots.push(hwcCacheSlot);
mCachedBuffers.erase(clientCacheId);
}
void BufferStateLayer::gatherBufferInfo() {
BufferLayer::gatherBufferInfo();
const State& s(getDrawingState());
mBufferInfo.mDesiredPresentTime = s.desiredPresentTime;
mBufferInfo.mFenceTime = std::make_shared<FenceTime>(s.acquireFence);
mBufferInfo.mFence = s.acquireFence;
mBufferInfo.mTransform = s.transform;
mBufferInfo.mDataspace = translateDataspace(s.dataspace);
mBufferInfo.mCrop = computeCrop(s);
mBufferInfo.mScaleMode = NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW;
mBufferInfo.mSurfaceDamage = s.surfaceDamageRegion;
mBufferInfo.mHdrMetadata = s.hdrMetadata;
mBufferInfo.mApi = s.api;
mBufferInfo.mTransformToDisplayInverse = s.transformToDisplayInverse;
mBufferInfo.mBufferSlot = mHwcSlotGenerator->getHwcCacheSlot(s.clientCacheId);
}
Rect BufferStateLayer::computeCrop(const State& s) {
if (s.crop.isEmpty() && s.buffer) {
return s.buffer->getBounds();
} else if (s.buffer) {
Rect crop = s.crop;
crop.left = std::max(crop.left, 0);
crop.top = std::max(crop.top, 0);
uint32_t bufferWidth = s.buffer->getWidth();
uint32_t bufferHeight = s.buffer->getHeight();
if (bufferHeight <= std::numeric_limits<int32_t>::max() &&
bufferWidth <= std::numeric_limits<int32_t>::max()) {
crop.right = std::min(crop.right, static_cast<int32_t>(bufferWidth));
crop.bottom = std::min(crop.bottom, static_cast<int32_t>(bufferHeight));
}
if (!crop.isValid()) {
// Crop rect is out of bounds, return whole buffer
return s.buffer->getBounds();
}
return crop;
}
return s.crop;
}
sp<Layer> BufferStateLayer::createClone() {
LayerCreationArgs args(mFlinger.get(), nullptr, mName + " (Mirror)", 0, 0, 0, LayerMetadata());
args.textureName = mTextureName;
sp<BufferStateLayer> layer = mFlinger->getFactory().createBufferStateLayer(args);
layer->mHwcSlotGenerator = mHwcSlotGenerator;
layer->setInitialValuesForClone(this);
return layer;
}
Layer::RoundedCornerState BufferStateLayer::getRoundedCornerState() const {
const auto& p = mDrawingParent.promote();
if (p != nullptr) {
RoundedCornerState parentState = p->getRoundedCornerState();
if (parentState.radius > 0) {
ui::Transform t = getActiveTransform(getDrawingState());
t = t.inverse();
parentState.cropRect = t.transform(parentState.cropRect);
// The rounded corners shader only accepts 1 corner radius for performance reasons,
// but a transform matrix can define horizontal and vertical scales.
// Let's take the average between both of them and pass into the shader, practically we
// never do this type of transformation on windows anyway.
parentState.radius *= (t[0][0] + t[1][1]) / 2.0f;
return parentState;
}
}
const float radius = getDrawingState().cornerRadius;
const State& s(getDrawingState());
if (radius <= 0 || (getActiveWidth(s) == UINT32_MAX && getActiveHeight(s) == UINT32_MAX))
return RoundedCornerState();
return RoundedCornerState(FloatRect(static_cast<float>(s.active.transform.tx()),
static_cast<float>(s.active.transform.ty()),
static_cast<float>(s.active.transform.tx() + s.active.w),
static_cast<float>(s.active.transform.ty() + s.active.h)),
radius);
}
} // namespace android
// TODO(b/129481165): remove the #pragma below and fix conversion issues
#pragma clang diagnostic pop // ignored "-Wconversion"