the new TextureMagager class now handle texture creation and upload as well as EGL image creation and binding to GraphicBuffers. This is used indirectly by Layer and directly by LayerBuffer the new BufferManager class handles the set of buffers used for a Layer (Surface), it abstracts how many buffer there is as well as the use of EGLimage vs. regular texture ops (glTexImage2D). Change-Id: I2da1ddcf27758e6731400f6cc4e20bef35c0a39a
649 lines
21 KiB
C++
649 lines
21 KiB
C++
/*
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* Copyright (C) 2007 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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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <cutils/properties.h>
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#include <cutils/native_handle.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <utils/StopWatch.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/PixelFormat.h>
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#include <surfaceflinger/Surface.h>
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#include "clz.h"
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#include "Layer.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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#define DEBUG_RESIZE 0
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namespace android {
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template <typename T> inline T min(T a, T b) {
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return a<b ? a : b;
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}
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// ---------------------------------------------------------------------------
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Layer::Layer(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client, int32_t i)
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: LayerBaseClient(flinger, display, client, i),
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lcblk(NULL),
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mSecure(false),
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mNeedsBlending(true),
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mNeedsDithering(false),
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mTextureManager(mFlags),
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mBufferManager(mTextureManager)
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{
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// no OpenGL operation is possible here, since we might not be
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// in the OpenGL thread.
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lcblk = new SharedBufferServer(
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client->ctrlblk, i, mBufferManager.getBufferCount(),
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getIdentity());
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mBufferManager.setActiveBufferIndex( lcblk->getFrontBuffer() );
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}
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Layer::~Layer()
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{
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destroy();
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// the actual buffers will be destroyed here
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delete lcblk;
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}
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// called with SurfaceFlinger::mStateLock as soon as the layer is entered
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// in the purgatory list
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void Layer::onRemoved()
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{
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// wake up the condition
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lcblk->setStatus(NO_INIT);
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}
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void Layer::destroy()
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{
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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mBufferManager.destroy(dpy);
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mSurface.clear();
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Mutex::Autolock _l(mLock);
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mWidth = mHeight = 0;
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}
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sp<LayerBaseClient::Surface> Layer::createSurface() const
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{
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return mSurface;
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}
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status_t Layer::ditch()
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{
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// the layer is not on screen anymore. free as much resources as possible
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mFreezeLock.clear();
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destroy();
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return NO_ERROR;
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}
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status_t Layer::setBuffers( uint32_t w, uint32_t h,
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PixelFormat format, uint32_t flags)
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{
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// this surfaces pixel format
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PixelFormatInfo info;
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status_t err = getPixelFormatInfo(format, &info);
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if (err) return err;
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// the display's pixel format
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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uint32_t const maxSurfaceDims = min(
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hw.getMaxTextureSize(), hw.getMaxViewportDims());
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// never allow a surface larger than what our underlying GL implementation
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// can handle.
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if ((uint32_t(w)>maxSurfaceDims) || (uint32_t(h)>maxSurfaceDims)) {
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return BAD_VALUE;
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}
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PixelFormatInfo displayInfo;
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getPixelFormatInfo(hw.getFormat(), &displayInfo);
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const uint32_t hwFlags = hw.getFlags();
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mFormat = format;
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mWidth = w;
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mHeight = h;
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mSecure = (flags & ISurfaceComposer::eSecure) ? true : false;
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mNeedsBlending = (info.h_alpha - info.l_alpha) > 0;
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// we use the red index
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int displayRedSize = displayInfo.getSize(PixelFormatInfo::INDEX_RED);
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int layerRedsize = info.getSize(PixelFormatInfo::INDEX_RED);
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mNeedsDithering = layerRedsize > displayRedSize;
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mSurface = new SurfaceLayer(mFlinger, clientIndex(), this);
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return NO_ERROR;
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}
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void Layer::reloadTexture(const Region& dirty)
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{
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sp<GraphicBuffer> buffer(mBufferManager.getActiveBuffer());
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if (buffer == NULL) {
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// this situation can happen if we ran out of memory for instance.
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// not much we can do. continue to use whatever texture was bound
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// to this context.
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return;
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}
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#ifdef EGL_ANDROID_image_native_buffer
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if (mFlags & DisplayHardware::DIRECT_TEXTURE) {
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EGLDisplay dpy(mFlinger->graphicPlane(0).getEGLDisplay());
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if (mBufferManager.initEglImage(dpy, buffer) != NO_ERROR) {
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// not sure what we can do here...
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mFlags &= ~DisplayHardware::DIRECT_TEXTURE;
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goto slowpath;
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}
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} else
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#endif
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{
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slowpath:
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GGLSurface t;
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status_t res = buffer->lock(&t, GRALLOC_USAGE_SW_READ_OFTEN);
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LOGE_IF(res, "error %d (%s) locking buffer %p",
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res, strerror(res), buffer.get());
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if (res == NO_ERROR) {
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mBufferManager.loadTexture(dirty, t);
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buffer->unlock();
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}
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}
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}
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void Layer::onDraw(const Region& clip) const
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{
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Texture tex(mBufferManager.getActiveTexture());
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if (tex.name == -1LU) {
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// the texture has not been created yet, this Layer has
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// in fact never been drawn into. This happens frequently with
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// SurfaceView because the WindowManager can't know when the client
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// has drawn the first time.
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// If there is nothing under us, we paint the screen in black, otherwise
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// we just skip this update.
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// figure out if there is something below us
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Region under;
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const SurfaceFlinger::LayerVector& drawingLayers(mFlinger->mDrawingState.layersSortedByZ);
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const size_t count = drawingLayers.size();
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for (size_t i=0 ; i<count ; ++i) {
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const sp<LayerBase>& layer(drawingLayers[i]);
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if (layer.get() == static_cast<LayerBase const*>(this))
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break;
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under.orSelf(layer->visibleRegionScreen);
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}
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// if not everything below us is covered, we plug the holes!
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Region holes(clip.subtract(under));
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if (!holes.isEmpty()) {
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clearWithOpenGL(holes);
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}
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return;
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}
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drawWithOpenGL(clip, tex);
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}
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sp<GraphicBuffer> Layer::requestBuffer(int index, int usage)
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{
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sp<GraphicBuffer> buffer;
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// this ensures our client doesn't go away while we're accessing
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// the shared area.
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sp<Client> ourClient(client.promote());
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if (ourClient == 0) {
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// oops, the client is already gone
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return buffer;
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}
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/*
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* This is called from the client's Surface::dequeue(). This can happen
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* at any time, especially while we're in the middle of using the
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* buffer 'index' as our front buffer.
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*
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* Make sure the buffer we're resizing is not the front buffer and has been
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* dequeued. Once this condition is asserted, we are guaranteed that this
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* buffer cannot become the front buffer under our feet, since we're called
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* from Surface::dequeue()
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*/
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status_t err = lcblk->assertReallocate(index);
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LOGE_IF(err, "assertReallocate(%d) failed (%s)", index, strerror(-err));
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if (err != NO_ERROR) {
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// the surface may have died
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return buffer;
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}
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uint32_t w, h;
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{ // scope for the lock
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Mutex::Autolock _l(mLock);
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w = mWidth;
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h = mHeight;
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buffer = mBufferManager.detachBuffer(index);
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}
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const uint32_t effectiveUsage = getEffectiveUsage(usage);
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if (buffer!=0 && buffer->getStrongCount() == 1) {
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err = buffer->reallocate(w, h, mFormat, effectiveUsage);
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} else {
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// here we have to reallocate a new buffer because we could have a
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// client in our process with a reference to it (eg: status bar),
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// and we can't release the handle under its feet.
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buffer.clear();
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buffer = new GraphicBuffer(w, h, mFormat, effectiveUsage);
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err = buffer->initCheck();
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}
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if (err || buffer->handle == 0) {
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LOGE_IF(err || buffer->handle == 0,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d failed (%s)",
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this, index, w, h, strerror(-err));
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} else {
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LOGD_IF(DEBUG_RESIZE,
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"Layer::requestBuffer(this=%p), index=%d, w=%d, h=%d, handle=%p",
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this, index, w, h, buffer->handle);
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}
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if (err == NO_ERROR && buffer->handle != 0) {
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Mutex::Autolock _l(mLock);
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if (mWidth && mHeight) {
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mBufferManager.attachBuffer(index, buffer);
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} else {
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// oops we got killed while we were allocating the buffer
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buffer.clear();
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}
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}
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return buffer;
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}
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uint32_t Layer::getEffectiveUsage(uint32_t usage) const
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{
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/*
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* buffers used for software rendering, but h/w composition
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* are allocated with SW_READ_OFTEN | SW_WRITE_OFTEN | HW_TEXTURE
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*
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* buffers used for h/w rendering and h/w composition
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* are allocated with HW_RENDER | HW_TEXTURE
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*
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* buffers used with h/w rendering and either NPOT or no egl_image_ext
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* are allocated with SW_READ_RARELY | HW_RENDER
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*
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*/
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if (mSecure) {
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// secure buffer, don't store it into the GPU
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usage = GraphicBuffer::USAGE_SW_READ_OFTEN |
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GraphicBuffer::USAGE_SW_WRITE_OFTEN;
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} else {
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// it's allowed to modify the usage flags here, but generally
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// the requested flags should be honored.
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// request EGLImage for all buffers
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usage |= GraphicBuffer::USAGE_HW_TEXTURE;
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}
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return usage;
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}
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uint32_t Layer::doTransaction(uint32_t flags)
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{
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const Layer::State& front(drawingState());
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const Layer::State& temp(currentState());
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if ((front.requested_w != temp.requested_w) ||
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(front.requested_h != temp.requested_h)) {
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// the size changed, we need to ask our client to request a new buffer
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LOGD_IF(DEBUG_RESIZE,
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"resize (layer=%p), requested (%dx%d), drawing (%d,%d)",
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this,
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int(temp.requested_w), int(temp.requested_h),
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int(front.requested_w), int(front.requested_h));
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// we're being resized and there is a freeze display request,
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// acquire a freeze lock, so that the screen stays put
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// until we've redrawn at the new size; this is to avoid
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// glitches upon orientation changes.
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if (mFlinger->hasFreezeRequest()) {
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// if the surface is hidden, don't try to acquire the
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// freeze lock, since hidden surfaces may never redraw
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if (!(front.flags & ISurfaceComposer::eLayerHidden)) {
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mFreezeLock = mFlinger->getFreezeLock();
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}
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}
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// this will make sure LayerBase::doTransaction doesn't update
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// the drawing state's size
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Layer::State& editDraw(mDrawingState);
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editDraw.requested_w = temp.requested_w;
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editDraw.requested_h = temp.requested_h;
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// record the new size, form this point on, when the client request a
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// buffer, it'll get the new size.
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setDrawingSize(temp.requested_w, temp.requested_h);
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// all buffers need reallocation
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lcblk->reallocate();
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}
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if (temp.sequence != front.sequence) {
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if (temp.flags & ISurfaceComposer::eLayerHidden || temp.alpha == 0) {
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// this surface is now hidden, so it shouldn't hold a freeze lock
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// (it may never redraw, which is fine if it is hidden)
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mFreezeLock.clear();
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}
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}
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return LayerBase::doTransaction(flags);
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}
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void Layer::setDrawingSize(uint32_t w, uint32_t h) {
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Mutex::Autolock _l(mLock);
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mWidth = w;
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mHeight = h;
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}
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// ----------------------------------------------------------------------------
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// pageflip handling...
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// ----------------------------------------------------------------------------
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void Layer::lockPageFlip(bool& recomputeVisibleRegions)
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{
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ssize_t buf = lcblk->retireAndLock();
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if (buf == NOT_ENOUGH_DATA) {
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// NOTE: This is not an error, it simply means there is nothing to
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// retire. The buffer is locked because we will use it
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// for composition later in the loop
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return;
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}
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if (buf < NO_ERROR) {
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LOGE("retireAndLock() buffer index (%d) out of range", buf);
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mPostedDirtyRegion.clear();
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return;
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}
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// we retired a buffer, which becomes the new front buffer
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if (mBufferManager.setActiveBufferIndex(buf) < NO_ERROR) {
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LOGE("retireAndLock() buffer index (%d) out of range", buf);
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mPostedDirtyRegion.clear();
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return;
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}
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// get the dirty region
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sp<GraphicBuffer> newFrontBuffer(getBuffer(buf));
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if (newFrontBuffer != NULL) {
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// compute the posted region
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const Region dirty(lcblk->getDirtyRegion(buf));
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mPostedDirtyRegion = dirty.intersect( newFrontBuffer->getBounds() );
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// update the layer size and release freeze-lock
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const Layer::State& front(drawingState());
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if (newFrontBuffer->getWidth() == front.requested_w &&
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newFrontBuffer->getHeight() == front.requested_h)
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{
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if ((front.w != front.requested_w) ||
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(front.h != front.requested_h))
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{
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// Here we pretend the transaction happened by updating the
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// current and drawing states. Drawing state is only accessed
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// in this thread, no need to have it locked
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Layer::State& editDraw(mDrawingState);
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editDraw.w = editDraw.requested_w;
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editDraw.h = editDraw.requested_h;
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// We also need to update the current state so that we don't
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// end-up doing too much work during the next transaction.
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// NOTE: We actually don't need hold the transaction lock here
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// because State::w and State::h are only accessed from
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// this thread
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Layer::State& editTemp(currentState());
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editTemp.w = editDraw.w;
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editTemp.h = editDraw.h;
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// recompute visible region
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recomputeVisibleRegions = true;
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}
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// we now have the correct size, unfreeze the screen
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mFreezeLock.clear();
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}
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} else {
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// this should not happen unless we ran out of memory while
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// allocating the buffer. we're hoping that things will get back
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// to normal the next time the app tries to draw into this buffer.
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// meanwhile, pretend the screen didn't update.
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mPostedDirtyRegion.clear();
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}
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if (lcblk->getQueuedCount()) {
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// signal an event if we have more buffers waiting
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mFlinger->signalEvent();
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}
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/* a buffer was posted, so we need to call reloadTexture(), which
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* will update our internal data structures (eg: EGLImageKHR or
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* texture names). we need to do this even if mPostedDirtyRegion is
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* empty -- it's orthogonal to the fact that a new buffer was posted,
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* for instance, a degenerate case could be that the user did an empty
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* update but repainted the buffer with appropriate content (after a
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* resize for instance).
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*/
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reloadTexture( mPostedDirtyRegion );
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}
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void Layer::unlockPageFlip(
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const Transform& planeTransform, Region& outDirtyRegion)
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{
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Region dirtyRegion(mPostedDirtyRegion);
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if (!dirtyRegion.isEmpty()) {
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mPostedDirtyRegion.clear();
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// The dirty region is given in the layer's coordinate space
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// transform the dirty region by the surface's transformation
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// and the global transformation.
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const Layer::State& s(drawingState());
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const Transform tr(planeTransform * s.transform);
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dirtyRegion = tr.transform(dirtyRegion);
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// At this point, the dirty region is in screen space.
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// Make sure it's constrained by the visible region (which
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// is in screen space as well).
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dirtyRegion.andSelf(visibleRegionScreen);
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outDirtyRegion.orSelf(dirtyRegion);
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}
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if (visibleRegionScreen.isEmpty()) {
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// an invisible layer should not hold a freeze-lock
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// (because it may never be updated and therefore never release it)
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mFreezeLock.clear();
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}
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}
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void Layer::finishPageFlip()
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{
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int buf = mBufferManager.getActiveBufferIndex();
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status_t err = lcblk->unlock( buf );
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LOGE_IF(err!=NO_ERROR, "layer %p, buffer=%d wasn't locked!", this, buf);
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}
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void Layer::dump(String8& result, char* buffer, size_t SIZE) const
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{
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LayerBaseClient::dump(result, buffer, SIZE);
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SharedBufferStack::Statistics stats = lcblk->getStats();
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result.append( lcblk->dump(" ") );
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sp<const GraphicBuffer> buf0(getBuffer(0));
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sp<const GraphicBuffer> buf1(getBuffer(1));
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uint32_t w0=0, h0=0, s0=0;
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uint32_t w1=0, h1=0, s1=0;
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if (buf0 != 0) {
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w0 = buf0->getWidth();
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h0 = buf0->getHeight();
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s0 = buf0->getStride();
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}
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if (buf1 != 0) {
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w1 = buf1->getWidth();
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h1 = buf1->getHeight();
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s1 = buf1->getStride();
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}
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snprintf(buffer, SIZE,
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" "
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"format=%2d, [%3ux%3u:%3u] [%3ux%3u:%3u],"
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|
" freezeLock=%p, dq-q-time=%u us\n",
|
|
pixelFormat(),
|
|
w0, h0, s0, w1, h1, s1,
|
|
getFreezeLock().get(), stats.totalTime);
|
|
|
|
result.append(buffer);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Layer::BufferManager::BufferManager(TextureManager& tm)
|
|
: mTextureManager(tm), mActiveBuffer(0), mFailover(false)
|
|
{
|
|
}
|
|
|
|
size_t Layer::BufferManager::getBufferCount() const {
|
|
return NUM_BUFFERS;
|
|
}
|
|
|
|
// only for debugging
|
|
sp<GraphicBuffer> Layer::BufferManager::getBuffer(size_t index) const {
|
|
return mBufferData[index].buffer;
|
|
}
|
|
|
|
status_t Layer::BufferManager::setActiveBufferIndex(size_t index) {
|
|
// TODO: need to validate 'index'
|
|
mActiveBuffer = index;
|
|
return NO_ERROR;
|
|
}
|
|
|
|
size_t Layer::BufferManager::getActiveBufferIndex() const {
|
|
return mActiveBuffer;
|
|
}
|
|
|
|
Texture Layer::BufferManager::getActiveTexture() const {
|
|
return mFailover ? mFailoverTexture : mBufferData[mActiveBuffer].texture;
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::BufferManager::getActiveBuffer() const {
|
|
Mutex::Autolock _l(mLock);
|
|
return mBufferData[mActiveBuffer].buffer;
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::BufferManager::detachBuffer(size_t index)
|
|
{
|
|
sp<GraphicBuffer> buffer;
|
|
Mutex::Autolock _l(mLock);
|
|
buffer = mBufferData[index].buffer;
|
|
mBufferData[index].buffer = 0;
|
|
return buffer;
|
|
}
|
|
|
|
status_t Layer::BufferManager::attachBuffer(size_t index,
|
|
const sp<GraphicBuffer>& buffer)
|
|
{
|
|
Mutex::Autolock _l(mLock);
|
|
mBufferData[index].buffer = buffer;
|
|
mBufferData[index].texture.dirty = true;
|
|
return NO_ERROR;
|
|
}
|
|
|
|
status_t Layer::BufferManager::destroyTexture(Texture* tex, EGLDisplay dpy)
|
|
{
|
|
if (tex->name != -1U) {
|
|
glDeleteTextures(1, &tex->name);
|
|
tex->name = -1U;
|
|
}
|
|
if (tex->image != EGL_NO_IMAGE_KHR) {
|
|
eglDestroyImageKHR(dpy, tex->image);
|
|
tex->image = EGL_NO_IMAGE_KHR;
|
|
}
|
|
return NO_ERROR;
|
|
}
|
|
|
|
status_t Layer::BufferManager::destroy(EGLDisplay dpy)
|
|
{
|
|
Mutex::Autolock _l(mLock);
|
|
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
|
|
destroyTexture(&mBufferData[i].texture, dpy);
|
|
mBufferData[i].buffer = 0;
|
|
}
|
|
destroyTexture(&mFailoverTexture, dpy);
|
|
return NO_ERROR;
|
|
}
|
|
|
|
status_t Layer::BufferManager::initEglImage(EGLDisplay dpy,
|
|
const sp<GraphicBuffer>& buffer)
|
|
{
|
|
size_t index = mActiveBuffer;
|
|
Texture& texture(mBufferData[index].texture);
|
|
status_t err = mTextureManager.initEglImage(&texture, dpy, buffer);
|
|
// if EGLImage fails, we switch to regular texture mode, and we
|
|
// free all resources associated with using EGLImages.
|
|
if (err == NO_ERROR) {
|
|
mFailover = false;
|
|
destroyTexture(&mFailoverTexture, dpy);
|
|
} else {
|
|
mFailover = true;
|
|
for (size_t i=0 ; i<NUM_BUFFERS ; i++) {
|
|
destroyTexture(&mBufferData[i].texture, dpy);
|
|
}
|
|
}
|
|
return err;
|
|
}
|
|
|
|
status_t Layer::BufferManager::loadTexture(
|
|
const Region& dirty, const GGLSurface& t)
|
|
{
|
|
return mTextureManager.loadTexture(&mFailoverTexture, dirty, t);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Layer::SurfaceLayer::SurfaceLayer(const sp<SurfaceFlinger>& flinger,
|
|
SurfaceID id, const sp<Layer>& owner)
|
|
: Surface(flinger, id, owner->getIdentity(), owner)
|
|
{
|
|
}
|
|
|
|
Layer::SurfaceLayer::~SurfaceLayer()
|
|
{
|
|
}
|
|
|
|
sp<GraphicBuffer> Layer::SurfaceLayer::requestBuffer(int index, int usage)
|
|
{
|
|
sp<GraphicBuffer> buffer;
|
|
sp<Layer> owner(getOwner());
|
|
if (owner != 0) {
|
|
buffer = owner->requestBuffer(index, usage);
|
|
}
|
|
return buffer;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
}; // namespace android
|