7b8a808b7d
When closing a namespace a } is sufficient. It doesn't need to be }; like closing a class or enum. Within frameworks/base/libs/hwui there is a mix between } and }; when closing a namespace. There are even mixes between a .h and the corresponding .cpp files. In a separate CL I was asked to not close with };. That was a good comment. I adopted the style from nearby code. This CL cleans up the nearby code. Test: I made sure the code still built as expected. Change-Id: Ieb314a4f48d6e33752463f3be4361fdc9be97482
453 lines
17 KiB
C++
453 lines
17 KiB
C++
/*
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* Copyright (C) 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <gui/BufferQueueDefs.h>
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#include <gui/ConsumerBase.h>
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#include <ui/FenceTime.h>
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#include <ui/GraphicBuffer.h>
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#include <utils/Mutex.h>
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#include <utils/String8.h>
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#include "EGLConsumer.h"
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#include "ImageConsumer.h"
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namespace android {
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namespace uirenderer {
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class RenderState;
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}
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/*
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* SurfaceTexture consumes buffers of graphics data from a BufferQueue,
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* and makes them available to HWUI render thread as a SkImage and to
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* an application GL render thread as an OpenGL texture.
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*
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* When attached to an application GL render thread, a typical usage
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* pattern is to set up the SurfaceTexture with the
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* desired options, and call updateTexImage() when a new frame is desired.
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* If a new frame is available, the texture will be updated. If not,
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* the previous contents are retained.
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*
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* When attached to a HWUI render thread, the TextureView implementation
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* calls dequeueImage, which either pulls a new SkImage or returns the
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* last cached SkImage if BufferQueue is empty.
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* When attached to HWUI render thread, SurfaceTexture is compatible to
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* both Vulkan and GL drawing pipelines.
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*/
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class ANDROID_API SurfaceTexture : public ConsumerBase {
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public:
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enum { TEXTURE_EXTERNAL = 0x8D65 }; // GL_TEXTURE_EXTERNAL_OES
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typedef ConsumerBase::FrameAvailableListener FrameAvailableListener;
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/**
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* SurfaceTexture constructs a new SurfaceTexture object. If the constructor with
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* the tex parameter is used, tex indicates the name of the OpenGL ES
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* texture to which images are to be streamed. texTarget specifies the
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* OpenGL ES texture target to which the texture will be bound in
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* updateTexImage. useFenceSync specifies whether fences should be used to
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* synchronize access to buffers if that behavior is enabled at
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* compile-time.
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*
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* A SurfaceTexture may be detached from one OpenGL ES context and then
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* attached to a different context using the detachFromContext and
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* attachToContext methods, respectively. The intention of these methods is
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* purely to allow a SurfaceTexture to be transferred from one consumer
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* context to another. If such a transfer is not needed there is no
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* requirement that either of these methods be called.
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*
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* If the constructor with the tex parameter is used, the SurfaceTexture is
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* created in a state where it is considered attached to an OpenGL ES
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* context for the purposes of the attachToContext and detachFromContext
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* methods. However, despite being considered "attached" to a context, the
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* specific OpenGL ES context doesn't get latched until the first call to
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* updateTexImage. After that point, all calls to updateTexImage must be
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* made with the same OpenGL ES context current.
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*
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* If the constructor without the tex parameter is used, the SurfaceTexture is
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* created in a detached state, and attachToContext must be called before
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* calls to updateTexImage.
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*/
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SurfaceTexture(const sp<IGraphicBufferConsumer>& bq, uint32_t tex, uint32_t texureTarget,
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bool useFenceSync, bool isControlledByApp);
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SurfaceTexture(const sp<IGraphicBufferConsumer>& bq, uint32_t texureTarget, bool useFenceSync,
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bool isControlledByApp);
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/**
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* updateTexImage acquires the most recently queued buffer, and sets the
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* image contents of the target texture to it.
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*
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* This call may only be made while the OpenGL ES context to which the
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* target texture belongs is bound to the calling thread.
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*
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* This calls doGLFenceWait to ensure proper synchronization.
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*/
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status_t updateTexImage();
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/**
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* releaseTexImage releases the texture acquired in updateTexImage().
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* This is intended to be used in single buffer mode.
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*
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* This call may only be made while the OpenGL ES context to which the
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* target texture belongs is bound to the calling thread.
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*/
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status_t releaseTexImage();
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/**
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* getTransformMatrix retrieves the 4x4 texture coordinate transform matrix
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* associated with the texture image set by the most recent call to
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* updateTexImage.
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*
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* This transform matrix maps 2D homogeneous texture coordinates of the form
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* (s, t, 0, 1) with s and t in the inclusive range [0, 1] to the texture
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* coordinate that should be used to sample that location from the texture.
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* Sampling the texture outside of the range of this transform is undefined.
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*
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* This transform is necessary to compensate for transforms that the stream
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* content producer may implicitly apply to the content. By forcing users of
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* a SurfaceTexture to apply this transform we avoid performing an extra
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* copy of the data that would be needed to hide the transform from the
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* user.
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*
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* The matrix is stored in column-major order so that it may be passed
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* directly to OpenGL ES via the glLoadMatrixf or glUniformMatrix4fv
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* functions.
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*/
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void getTransformMatrix(float mtx[16]);
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/**
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* Computes the transform matrix documented by getTransformMatrix
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* from the BufferItem sub parts.
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*/
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static void computeTransformMatrix(float outTransform[16], const sp<GraphicBuffer>& buf,
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const Rect& cropRect, uint32_t transform, bool filtering);
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/**
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* Scale the crop down horizontally or vertically such that it has the
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* same aspect ratio as the buffer does.
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*/
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static Rect scaleDownCrop(const Rect& crop, uint32_t bufferWidth, uint32_t bufferHeight);
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/**
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* getTimestamp retrieves the timestamp associated with the texture image
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* set by the most recent call to updateTexImage.
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*
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* The timestamp is in nanoseconds, and is monotonically increasing. Its
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* other semantics (zero point, etc) are source-dependent and should be
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* documented by the source.
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*/
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int64_t getTimestamp();
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/**
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* getDataSpace retrieves the DataSpace associated with the texture image
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* set by the most recent call to updateTexImage.
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*/
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android_dataspace getCurrentDataSpace();
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/**
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* getFrameNumber retrieves the frame number associated with the texture
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* image set by the most recent call to updateTexImage.
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*
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* The frame number is an incrementing counter set to 0 at the creation of
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* the BufferQueue associated with this consumer.
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*/
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uint64_t getFrameNumber();
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/**
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* setDefaultBufferSize is used to set the size of buffers returned by
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* requestBuffers when a with and height of zero is requested.
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* A call to setDefaultBufferSize() may trigger requestBuffers() to
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* be called from the client.
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* The width and height parameters must be no greater than the minimum of
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* GL_MAX_VIEWPORT_DIMS and GL_MAX_TEXTURE_SIZE (see: glGetIntegerv).
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* An error due to invalid dimensions might not be reported until
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* updateTexImage() is called.
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*/
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status_t setDefaultBufferSize(uint32_t width, uint32_t height);
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/**
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* setFilteringEnabled sets whether the transform matrix should be computed
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* for use with bilinear filtering.
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*/
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void setFilteringEnabled(bool enabled);
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/**
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* getCurrentTextureTarget returns the texture target of the current
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* texture as returned by updateTexImage().
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*/
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uint32_t getCurrentTextureTarget() const;
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/**
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* getCurrentCrop returns the cropping rectangle of the current buffer.
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*/
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Rect getCurrentCrop() const;
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/**
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* getCurrentTransform returns the transform of the current buffer.
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*/
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uint32_t getCurrentTransform() const;
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/**
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* getCurrentScalingMode returns the scaling mode of the current buffer.
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*/
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uint32_t getCurrentScalingMode() const;
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/**
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* getCurrentFence returns the fence indicating when the current buffer is
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* ready to be read from.
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*/
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sp<Fence> getCurrentFence() const;
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/**
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* getCurrentFence returns the FenceTime indicating when the current
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* buffer is ready to be read from.
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*/
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std::shared_ptr<FenceTime> getCurrentFenceTime() const;
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/**
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* setConsumerUsageBits overrides the ConsumerBase method to OR
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* DEFAULT_USAGE_FLAGS to usage.
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*/
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status_t setConsumerUsageBits(uint64_t usage);
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/**
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* detachFromContext detaches the SurfaceTexture from the calling thread's
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* current OpenGL ES context. This context must be the same as the context
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* that was current for previous calls to updateTexImage.
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*
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* Detaching a SurfaceTexture from an OpenGL ES context will result in the
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* deletion of the OpenGL ES texture object into which the images were being
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* streamed. After a SurfaceTexture has been detached from the OpenGL ES
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* context calls to updateTexImage will fail returning INVALID_OPERATION
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* until the SurfaceTexture is attached to a new OpenGL ES context using the
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* attachToContext method.
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*/
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status_t detachFromContext();
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/**
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* attachToContext attaches a SurfaceTexture that is currently in the
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* 'detached' state to the current OpenGL ES context. A SurfaceTexture is
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* in the 'detached' state iff detachFromContext has successfully been
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* called and no calls to attachToContext have succeeded since the last
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* detachFromContext call. Calls to attachToContext made on a
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* SurfaceTexture that is not in the 'detached' state will result in an
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* INVALID_OPERATION error.
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*
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* The tex argument specifies the OpenGL ES texture object name in the
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* new context into which the image contents will be streamed. A successful
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* call to attachToContext will result in this texture object being bound to
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* the texture target and populated with the image contents that were
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* current at the time of the last call to detachFromContext.
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*/
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status_t attachToContext(uint32_t tex);
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sk_sp<SkImage> dequeueImage(SkMatrix& transformMatrix, bool* queueEmpty,
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uirenderer::RenderState& renderState);
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/**
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* attachToView attaches a SurfaceTexture that is currently in the
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* 'detached' state to HWUI View system.
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*/
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void attachToView();
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/**
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* detachFromView detaches a SurfaceTexture from HWUI View system.
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*/
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void detachFromView();
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protected:
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/**
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* abandonLocked overrides the ConsumerBase method to clear
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* mCurrentTextureImage in addition to the ConsumerBase behavior.
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*/
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virtual void abandonLocked();
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/**
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* dumpLocked overrides the ConsumerBase method to dump SurfaceTexture-
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* specific info in addition to the ConsumerBase behavior.
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*/
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virtual void dumpLocked(String8& result, const char* prefix) const override;
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/**
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* acquireBufferLocked overrides the ConsumerBase method to update the
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* mEglSlots array in addition to the ConsumerBase behavior.
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*/
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virtual status_t acquireBufferLocked(BufferItem* item, nsecs_t presentWhen,
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uint64_t maxFrameNumber = 0) override;
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/**
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* releaseBufferLocked overrides the ConsumerBase method to update the
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* mEglSlots array in addition to the ConsumerBase.
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*/
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virtual status_t releaseBufferLocked(int slot, const sp<GraphicBuffer> graphicBuffer,
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EGLDisplay display, EGLSyncKHR eglFence) override;
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/**
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* freeBufferLocked frees up the given buffer slot. If the slot has been
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* initialized this will release the reference to the GraphicBuffer in that
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* slot and destroy the EGLImage in that slot. Otherwise it has no effect.
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*
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* This method must be called with mMutex locked.
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*/
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virtual void freeBufferLocked(int slotIndex);
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/**
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* computeCurrentTransformMatrixLocked computes the transform matrix for the
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* current texture. It uses mCurrentTransform and the current GraphicBuffer
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* to compute this matrix and stores it in mCurrentTransformMatrix.
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* mCurrentTextureImage must not be NULL.
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*/
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void computeCurrentTransformMatrixLocked();
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/**
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* The default consumer usage flags that SurfaceTexture always sets on its
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* BufferQueue instance; these will be OR:d with any additional flags passed
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* from the SurfaceTexture user. In particular, SurfaceTexture will always
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* consume buffers as hardware textures.
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*/
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static const uint64_t DEFAULT_USAGE_FLAGS = GraphicBuffer::USAGE_HW_TEXTURE;
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/**
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* mCurrentCrop is the crop rectangle that applies to the current texture.
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* It gets set each time updateTexImage is called.
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*/
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Rect mCurrentCrop;
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/**
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* mCurrentTransform is the transform identifier for the current texture. It
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* gets set each time updateTexImage is called.
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*/
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uint32_t mCurrentTransform;
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/**
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* mCurrentScalingMode is the scaling mode for the current texture. It gets
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* set each time updateTexImage is called.
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*/
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uint32_t mCurrentScalingMode;
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/**
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* mCurrentFence is the fence received from BufferQueue in updateTexImage.
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*/
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sp<Fence> mCurrentFence;
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/**
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* The FenceTime wrapper around mCurrentFence.
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*/
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std::shared_ptr<FenceTime> mCurrentFenceTime{FenceTime::NO_FENCE};
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/**
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* mCurrentTransformMatrix is the transform matrix for the current texture.
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* It gets computed by computeTransformMatrix each time updateTexImage is
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* called.
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*/
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float mCurrentTransformMatrix[16];
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/**
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* mCurrentTimestamp is the timestamp for the current texture. It
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* gets set each time updateTexImage is called.
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*/
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int64_t mCurrentTimestamp;
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/**
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* mCurrentDataSpace is the dataspace for the current texture. It
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* gets set each time updateTexImage is called.
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*/
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android_dataspace mCurrentDataSpace;
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/**
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* mCurrentFrameNumber is the frame counter for the current texture.
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* It gets set each time updateTexImage is called.
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*/
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uint64_t mCurrentFrameNumber;
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uint32_t mDefaultWidth, mDefaultHeight;
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/**
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* mFilteringEnabled indicates whether the transform matrix is computed for
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* use with bilinear filtering. It defaults to true and is changed by
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* setFilteringEnabled().
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*/
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bool mFilteringEnabled;
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/**
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* mTexName is the name of the OpenGL texture to which streamed images will
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* be bound when updateTexImage is called. It is set at construction time
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* and can be changed with a call to attachToContext.
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*/
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uint32_t mTexName;
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/**
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* mUseFenceSync indicates whether creation of the EGL_KHR_fence_sync
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* extension should be used to prevent buffers from being dequeued before
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* it's safe for them to be written. It gets set at construction time and
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* never changes.
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*/
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const bool mUseFenceSync;
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/**
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* mTexTarget is the GL texture target with which the GL texture object is
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* associated. It is set in the constructor and never changed. It is
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* almost always GL_TEXTURE_EXTERNAL_OES except for one use case in Android
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* Browser. In that case it is set to GL_TEXTURE_2D to allow
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* glCopyTexSubImage to read from the texture. This is a hack to work
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* around a GL driver limitation on the number of FBO attachments, which the
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* browser's tile cache exceeds.
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*/
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const uint32_t mTexTarget;
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/**
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* mCurrentTexture is the buffer slot index of the buffer that is currently
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* bound to the OpenGL texture. It is initialized to INVALID_BUFFER_SLOT,
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* indicating that no buffer slot is currently bound to the texture. Note,
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* however, that a value of INVALID_BUFFER_SLOT does not necessarily mean
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* that no buffer is bound to the texture. A call to setBufferCount will
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* reset mCurrentTexture to INVALID_BUFFER_SLOT.
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*/
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int mCurrentTexture;
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enum class OpMode { detached, attachedToView, attachedToGL };
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/**
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* mOpMode indicates whether the SurfaceTexture is currently attached to
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* an OpenGL ES context or the HWUI view system. For legacy reasons, this is initialized to,
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* "attachedToGL" indicating that the SurfaceTexture is considered to be attached to
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* whatever GL context is current at the time of the first updateTexImage call.
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* It is set to "detached" by detachFromContext, and then set to "attachedToGL" again by
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* attachToContext.
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* attachToView/detachFromView are used to attach/detach from HWUI view system.
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*/
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OpMode mOpMode;
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/**
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* mEGLConsumer has SurfaceTexture logic used when attached to GL context.
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*/
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EGLConsumer mEGLConsumer;
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/**
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* mImageConsumer has SurfaceTexture logic used when attached to HWUI view system.
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*/
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ImageConsumer mImageConsumer;
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friend class ImageConsumer;
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friend class EGLConsumer;
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};
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// ----------------------------------------------------------------------------
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} // namespace android
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