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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.
+ */
+
+#ifndef SCREENRECORD_OVERLAY_H
+#define SCREENRECORD_OVERLAY_H
+
+#include "Program.h"
+#include "TextRenderer.h"
+#include "EglWindow.h"
+
+#include <gui/BufferQueue.h>
+#include <gui/GLConsumer.h>
+#include <utils/Thread.h>
+
+#include <EGL/egl.h>
+
+namespace android {
+
+/*
+ * Overlay "filter". This sits between the virtual display and the video
+ * encoder.
+ *
+ * Most functions run on a thread created by start().
+ */
+class Overlay : public GLConsumer::FrameAvailableListener, Thread {
+public:
+ Overlay() : Thread(false),
+ mThreadResult(UNKNOWN_ERROR),
+ mState(UNINITIALIZED),
+ mFrameAvailable(false),
+ mExtTextureName(0),
+ mStartMonotonicNsecs(0),
+ mStartRealtimeNsecs(0),
+ mLastFrameNumber(-1),
+ mTotalDroppedFrames(0)
+ {}
+ virtual ~Overlay() { assert(mState == UNINITIALIZED || mState == STOPPED); }
+
+ // Creates a thread that performs the overlay. Pass in the surface that
+ // output will be sent to.
+ //
+ // This creates a dedicated thread for processing frames.
+ //
+ // Returns a reference to the producer side of a new BufferQueue that will
+ // be used by the virtual display.
+ status_t start(const sp<IGraphicBufferProducer>& outputSurface,
+ sp<IGraphicBufferProducer>* pBufferProducer);
+
+ // Stops the thread and releases resources. It's okay to call this even
+ // if start() was never called.
+ status_t stop();
+
+ // This creates an EGL context and window surface, draws some informative
+ // text on it, swaps the buffer, and then tears the whole thing down.
+ static status_t drawInfoPage(const sp<IGraphicBufferProducer>& outputSurface);
+
+private:
+ Overlay(const Overlay&);
+ Overlay& operator=(const Overlay&);
+
+ // Draw the initial info screen.
+ static void doDrawInfoPage(const EglWindow& window,
+ const Program& texRender, TextRenderer& textRenderer);
+
+ // (overrides GLConsumer::FrameAvailableListener method)
+ virtual void onFrameAvailable();
+
+ // (overrides Thread method)
+ virtual bool threadLoop();
+
+ // One-time setup (essentially object construction on the overlay thread).
+ status_t setup_l();
+
+ // Release all resources held.
+ void release_l();
+
+ // Release EGL display, context, surface.
+ void eglRelease_l();
+
+ // Process a frame received from the virtual display.
+ void processFrame_l();
+
+ // Convert a monotonic time stamp into a string with the current time.
+ void getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen);
+
+ // Guards all fields below.
+ Mutex mMutex;
+
+ // Initialization gate.
+ Condition mStartCond;
+
+ // Thread status, mostly useful during startup.
+ status_t mThreadResult;
+
+ // Overlay thread state. States advance from left to right; object may
+ // not be restarted.
+ enum { UNINITIALIZED, INIT, RUNNING, STOPPING, STOPPED } mState;
+
+ // Event notification. Overlay thread sleeps on this until a frame
+ // arrives or it's time to shut down.
+ Condition mEventCond;
+
+ // Set by the FrameAvailableListener callback.
+ bool mFrameAvailable;
+
+ // The surface we send our output to, i.e. the video encoder's input
+ // surface.
+ sp<IGraphicBufferProducer> mOutputSurface;
+
+ // Our queue. The producer side is passed to the virtual display, the
+ // consumer side feeds into our GLConsumer.
+ sp<BufferQueue> mBufferQueue;
+
+ // This receives frames from the virtual display and makes them available
+ // as an external texture.
+ sp<GLConsumer> mGlConsumer;
+
+ // EGL display / context / surface.
+ EglWindow mEglWindow;
+
+ // GL rendering support.
+ Program mExtTexProgram;
+ Program mTexProgram;
+
+ // Text rendering.
+ TextRenderer mTextRenderer;
+
+ // External texture, updated by GLConsumer.
+ GLuint mExtTextureName;
+
+ // Start time, used to map monotonic to wall-clock time.
+ nsecs_t mStartMonotonicNsecs;
+ nsecs_t mStartRealtimeNsecs;
+
+ // Used for tracking dropped frames.
+ nsecs_t mLastFrameNumber;
+ size_t mTotalDroppedFrames;
+
+ static const char* kPropertyNames[];
+};
+
+}; // namespace android
+
+#endif /*SCREENRECORD_OVERLAY_H*/