android_frameworks_base/libs/hwui/DeferredLayerUpdater.h
Greg Daniel 27e1fa257b In Vk DeferredLayerUpdater make sure we releause buffers to foreign queue.
For Vulkan we need to make sure that when we draw AHBs we must
transition them to and from the foreign queue so that the producer is
able to write new data to them and we are able to see the new writes.

Test: Manual running of Lens app
Bug: 178773035
Change-Id: I807709d2b671bf5a01a82237f3b5838734f0d978
2021-05-26 13:38:33 -04:00

162 lines
4.5 KiB
C++

/*
* Copyright (C) 2014 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 <SkColorFilter.h>
#include <SkImage.h>
#include <SkMatrix.h>
#include <android/hardware_buffer.h>
#include <android/surface_texture.h>
#include <cutils/compiler.h>
#include <utils/Errors.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <map>
#include <memory>
#include "Layer.h"
#include "Rect.h"
#include "renderstate/RenderState.h"
namespace android {
namespace uirenderer {
class AutoBackendTextureRelease;
class RenderState;
typedef std::unique_ptr<ASurfaceTexture, decltype(&ASurfaceTexture_release)> AutoTextureRelease;
// Container to hold the properties a layer should be set to at the start
// of a render pass
class DeferredLayerUpdater : public VirtualLightRefBase, public IGpuContextCallback {
public:
// Note that DeferredLayerUpdater assumes it is taking ownership of the layer
// and will not call incrementRef on it as a result.
explicit DeferredLayerUpdater(RenderState& renderState);
~DeferredLayerUpdater();
bool setSize(int width, int height) {
if (mWidth != width || mHeight != height) {
mWidth = width;
mHeight = height;
return true;
}
return false;
}
int getWidth() { return mWidth; }
int getHeight() { return mHeight; }
bool setBlend(bool blend) {
if (blend != mBlend) {
mBlend = blend;
return true;
}
return false;
}
void setSurfaceTexture(AutoTextureRelease&& consumer);
void updateTexImage() { mUpdateTexImage = true; }
void setTransform(const SkMatrix* matrix) {
delete mTransform;
mTransform = matrix ? new SkMatrix(*matrix) : nullptr;
}
SkMatrix* getTransform() { return mTransform; }
void setPaint(const SkPaint* paint);
void apply();
Layer* backingLayer() { return mLayer; }
void detachSurfaceTexture();
void updateLayer(bool forceFilter, const SkMatrix& textureTransform,
const sk_sp<SkImage>& layerImage);
void destroyLayer();
protected:
void onContextDestroyed() override;
private:
/**
* ImageSlot contains the information and object references that
* DeferredLayerUpdater maintains about a slot. Slot id comes from
* ASurfaceTexture_dequeueBuffer. Usually there are at most 3 slots active at a time.
*/
class ImageSlot {
public:
~ImageSlot() {}
sk_sp<SkImage> createIfNeeded(AHardwareBuffer* buffer, android_dataspace dataspace,
bool forceCreate, GrDirectContext* context);
void releaseQueueOwnership(GrDirectContext* context);
void clear(GrDirectContext* context);
private:
// the dataspace associated with the current image
android_dataspace mDataspace = HAL_DATASPACE_UNKNOWN;
AHardwareBuffer* mBuffer = nullptr;
/**
* mTextureRelease may outlive DeferredLayerUpdater, if the last ref is held by an SkImage.
* DeferredLayerUpdater holds one ref to mTextureRelease, which is decremented by "clear".
*/
AutoBackendTextureRelease* mTextureRelease = nullptr;
};
static status_t createReleaseFence(bool useFenceSync, EGLSyncKHR* eglFence, EGLDisplay* display,
int* releaseFence, void* handle);
static status_t fenceWait(int fence, void* handle);
/**
* DeferredLayerUpdater stores the SkImages that have been allocated by the BufferQueue
* for each buffer slot.
*/
std::map<int, ImageSlot> mImageSlots;
RenderState& mRenderState;
// Generic properties
int mWidth = 0;
int mHeight = 0;
bool mBlend = false;
sk_sp<SkColorFilter> mColorFilter;
int mAlpha = 255;
SkBlendMode mMode = SkBlendMode::kSrcOver;
AutoTextureRelease mSurfaceTexture;
SkMatrix* mTransform;
bool mGLContextAttached;
bool mUpdateTexImage;
int mCurrentSlot = -1;
Layer* mLayer;
};
} /* namespace uirenderer */
} /* namespace android */