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-rw-r--r--cmds/screenrecord/Overlay.cpp399
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diff --git a/cmds/screenrecord/Overlay.cpp b/cmds/screenrecord/Overlay.cpp
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+/*
+ * Copyright 2013 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.
+ */
+
+#define LOG_TAG "ScreenRecord"
+//#define LOG_NDEBUG 0
+#include <utils/Log.h>
+
+#include <gui/BufferQueue.h>
+#include <gui/GraphicBufferAlloc.h>
+#include <gui/Surface.h>
+#include <cutils/properties.h>
+#include <utils/misc.h>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <stdlib.h>
+
+#include "screenrecord.h"
+#include "Overlay.h"
+#include "TextRenderer.h"
+
+using namespace android;
+
+// System properties to look up and display on the info screen.
+const char* Overlay::kPropertyNames[] = {
+ "ro.build.description",
+ // includes ro.build.id, ro.build.product, ro.build.tags, ro.build.type,
+ // and ro.build.version.release
+ "ro.product.manufacturer",
+ "ro.product.model",
+ "ro.board.platform",
+ "ro.revision",
+ "dalvik.vm.heapgrowthlimit",
+ "dalvik.vm.heapsize",
+ "persist.sys.dalvik.vm.lib",
+ //"ro.product.cpu.abi",
+ //"ro.bootloader",
+ //"this-never-appears!",
+};
+
+
+status_t Overlay::start(const sp<IGraphicBufferProducer>& outputSurface,
+ sp<IGraphicBufferProducer>* pBufferProducer) {
+ ALOGV("Overlay::start");
+ mOutputSurface = outputSurface;
+
+ // Grab the current monotonic time and the current wall-clock time so we
+ // can map one to the other. This allows the overlay counter to advance
+ // by the exact delay between frames, but if the wall clock gets adjusted
+ // we won't track it, which means we'll gradually go out of sync with the
+ // times in logcat.
+ mStartMonotonicNsecs = systemTime(CLOCK_MONOTONIC);
+ mStartRealtimeNsecs = systemTime(CLOCK_REALTIME);
+
+ // Start the thread. Traffic begins immediately.
+ run("overlay");
+
+ Mutex::Autolock _l(mMutex);
+ mState = INIT;
+ while (mState == INIT) {
+ mStartCond.wait(mMutex);
+ }
+
+ if (mThreadResult != NO_ERROR) {
+ ALOGE("Failed to start overlay thread: err=%d", mThreadResult);
+ return mThreadResult;
+ }
+ assert(mState == READY);
+
+ ALOGV("Overlay::start successful");
+ *pBufferProducer = mBufferQueue;
+ return NO_ERROR;
+}
+
+status_t Overlay::stop() {
+ ALOGV("Overlay::stop");
+ Mutex::Autolock _l(mMutex);
+ mState = STOPPING;
+ mEventCond.signal();
+ return NO_ERROR;
+}
+
+bool Overlay::threadLoop() {
+ Mutex::Autolock _l(mMutex);
+
+ mThreadResult = setup_l();
+
+ if (mThreadResult != NO_ERROR) {
+ ALOGW("Aborting overlay thread");
+ mState = STOPPED;
+ release_l();
+ mStartCond.broadcast();
+ return false;
+ }
+
+ ALOGV("Overlay thread running");
+ mState = RUNNING;
+ mStartCond.broadcast();
+
+ while (mState == RUNNING) {
+ mEventCond.wait(mMutex);
+ if (mFrameAvailable) {
+ ALOGV("Awake, frame available");
+ processFrame_l();
+ mFrameAvailable = false;
+ } else {
+ ALOGV("Awake, frame not available");
+ }
+ }
+
+ ALOGV("Overlay thread stopping");
+ release_l();
+ mState = STOPPED;
+ return false; // stop
+}
+
+status_t Overlay::setup_l() {
+ status_t err;
+
+ err = mEglWindow.createWindow(mOutputSurface);
+ if (err != NO_ERROR) {
+ return err;
+ }
+ mEglWindow.makeCurrent();
+
+ int width = mEglWindow.getWidth();
+ int height = mEglWindow.getHeight();
+
+ glViewport(0, 0, width, height);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ // Shaders for rendering from different types of textures.
+ err = mTexProgram.setup(Program::PROGRAM_TEXTURE_2D);
+ if (err != NO_ERROR) {
+ return err;
+ }
+ err = mExtTexProgram.setup(Program::PROGRAM_EXTERNAL_TEXTURE);
+ if (err != NO_ERROR) {
+ return err;
+ }
+
+ err = mTextRenderer.loadIntoTexture();
+ if (err != NO_ERROR) {
+ return err;
+ }
+ mTextRenderer.setScreenSize(width, height);
+
+ // Input side (buffers from virtual display).
+ glGenTextures(1, &mExtTextureName);
+ if (mExtTextureName == 0) {
+ ALOGE("glGenTextures failed: %#x", glGetError());
+ return UNKNOWN_ERROR;
+ }
+
+ mBufferQueue = new BufferQueue(/*new GraphicBufferAlloc()*/);
+ mGlConsumer = new GLConsumer(mBufferQueue, mExtTextureName,
+ GL_TEXTURE_EXTERNAL_OES);
+ mGlConsumer->setName(String8("virtual display"));
+ mGlConsumer->setDefaultBufferSize(width, height);
+ mGlConsumer->setDefaultMaxBufferCount(5);
+ mGlConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_TEXTURE);
+
+ mGlConsumer->setFrameAvailableListener(this);
+
+ return NO_ERROR;
+}
+
+
+void Overlay::release_l() {
+ ALOGV("Overlay::release_l");
+ mOutputSurface.clear();
+ mGlConsumer.clear();
+ mBufferQueue.clear();
+
+ mTexProgram.release();
+ mExtTexProgram.release();
+ mEglWindow.release();
+}
+
+void Overlay::processFrame_l() {
+ float texMatrix[16];
+
+ mGlConsumer->updateTexImage();
+ mGlConsumer->getTransformMatrix(texMatrix);
+ nsecs_t monotonicNsec = mGlConsumer->getTimestamp();
+ nsecs_t frameNumber = mGlConsumer->getFrameNumber();
+ int64_t droppedFrames = 0;
+
+ if (mLastFrameNumber > 0) {
+ mTotalDroppedFrames += size_t(frameNumber - mLastFrameNumber) - 1;
+ }
+ mLastFrameNumber = frameNumber;
+
+ mTextRenderer.setProportionalScale(35);
+
+ if (false) { // DEBUG - full blue background
+ glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ }
+
+ int width = mEglWindow.getWidth();
+ int height = mEglWindow.getHeight();
+ if (false) { // DEBUG - draw inset
+ mExtTexProgram.blit(mExtTextureName, texMatrix,
+ 100, 100, width-200, height-200);
+ } else {
+ mExtTexProgram.blit(mExtTextureName, texMatrix,
+ 0, 0, width, height);
+ }
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ if (false) { // DEBUG - show entire font bitmap
+ mTexProgram.blit(mTextRenderer.getTextureName(), Program::kIdentity,
+ 100, 100, width-200, height-200);
+ }
+
+ char textBuf[64];
+ getTimeString_l(monotonicNsec, textBuf, sizeof(textBuf));
+ String8 timeStr(String8::format("%s f=%lld (%zd)",
+ textBuf, frameNumber, mTotalDroppedFrames));
+ mTextRenderer.drawString(mTexProgram, Program::kIdentity, 0, 0, timeStr);
+
+ glDisable(GL_BLEND);
+
+ if (false) { // DEBUG - add red rectangle in lower-left corner
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, 0, 200, 200);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+ mEglWindow.presentationTime(monotonicNsec);
+ mEglWindow.swapBuffers();
+}
+
+void Overlay::getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen) {
+ //const char* format = "%m-%d %T"; // matches log output
+ const char* format = "%T";
+ struct tm tm;
+
+ // localtime/strftime is not the fastest way to do this, but a trivial
+ // benchmark suggests that the cost is negligible.
+ int64_t realTime = mStartRealtimeNsecs +
+ (monotonicNsec - mStartMonotonicNsecs);
+ time_t secs = (time_t) (realTime / 1000000000);
+ localtime_r(&secs, &tm);
+ strftime(buf, bufLen, format, &tm);
+
+ int32_t msec = (int32_t) ((realTime % 1000000000) / 1000000);
+ char tmpBuf[5];
+ snprintf(tmpBuf, sizeof(tmpBuf), ".%03d", msec);
+ strlcat(buf, tmpBuf, bufLen);
+}
+
+// Callback; executes on arbitrary thread.
+void Overlay::onFrameAvailable() {
+ ALOGV("Overlay::onFrameAvailable");
+ Mutex::Autolock _l(mMutex);
+ mFrameAvailable = true;
+ mEventCond.signal();
+}
+
+
+/*static*/ status_t Overlay::drawInfoPage(
+ const sp<IGraphicBufferProducer>& outputSurface) {
+ status_t err;
+
+ EglWindow window;
+ err = window.createWindow(outputSurface);
+ if (err != NO_ERROR) {
+ return err;
+ }
+ window.makeCurrent();
+
+ int width = window.getWidth();
+ int height = window.getHeight();
+ glViewport(0, 0, width, height);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ // Shaders for rendering.
+ Program texProgram;
+ err = texProgram.setup(Program::PROGRAM_TEXTURE_2D);
+ if (err != NO_ERROR) {
+ return err;
+ }
+ TextRenderer textRenderer;
+ err = textRenderer.loadIntoTexture();
+ if (err != NO_ERROR) {
+ return err;
+ }
+ textRenderer.setScreenSize(width, height);
+
+ doDrawInfoPage(window, texProgram, textRenderer);
+
+ // Destroy the surface. This causes a disconnect.
+ texProgram.release();
+ window.release();
+
+ return NO_ERROR;
+}
+
+/*static*/ void Overlay::doDrawInfoPage(const EglWindow& window,
+ const Program& texProgram, TextRenderer& textRenderer) {
+ const nsecs_t holdTime = 250000000LL;
+
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ int width = window.getWidth();
+ int height = window.getHeight();
+
+ // Draw a thin border around the screen. Some players, e.g. browser
+ // plugins, make it hard to see where the edges are when the device
+ // is using a black background, so this gives the viewer a frame of
+ // reference.
+ //
+ // This is a clumsy way to do it, but we're only doing it for one frame,
+ // and it's easier than actually drawing lines.
+ const int lineWidth = 4;
+ glEnable(GL_SCISSOR_TEST);
+ glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
+ glScissor(0, 0, width, lineWidth);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glScissor(0, height - lineWidth, width, lineWidth);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glScissor(0, 0, lineWidth, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glScissor(width - lineWidth, 0, lineWidth, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ //glEnable(GL_BLEND);
+ //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ textRenderer.setProportionalScale(30);
+
+ float xpos = 0;
+ float ypos = 0;
+ ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos,
+ String8::format("Android screenrecord v%d.%d",
+ kVersionMajor, kVersionMinor));
+
+ // Show date/time
+ time_t now = time(0);
+ struct tm tm;
+ localtime_r(&now, &tm);
+ char timeBuf[64];
+ strftime(timeBuf, sizeof(timeBuf), "%a, %d %b %Y %T %z", &tm);
+ String8 header("Started ");
+ header += timeBuf;
+ ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, header);
+ ypos += 8 * textRenderer.getScale(); // slight padding
+
+ // Show selected system property values
+ for (int i = 0; i < NELEM(kPropertyNames); i++) {
+ char valueBuf[PROPERTY_VALUE_MAX];
+
+ property_get(kPropertyNames[i], valueBuf, "");
+ if (valueBuf[0] == '\0') {
+ continue;
+ }
+ String8 str(String8::format("%s: [%s]", kPropertyNames[i], valueBuf));
+ ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, str);
+ }
+ ypos += 8 * textRenderer.getScale(); // slight padding
+
+ // Show GL info
+ String8 glStr("OpenGL: ");
+ glStr += (char*) glGetString(GL_VENDOR);
+ glStr += " / ";
+ glStr += (char*) glGetString(GL_RENDERER);
+ glStr += ", ";
+ glStr += (char*) glGetString(GL_VERSION);
+ ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, glStr);
+
+ //glDisable(GL_BLEND);
+
+ // Set a presentation time slightly in the past. This will cause the
+ // player to hold the frame on screen.
+ window.presentationTime(systemTime(CLOCK_MONOTONIC) - holdTime);
+ window.swapBuffers();
+}