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/*
**
** Copyright 2012 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.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <errno.h>
#include <cutils/log.h>
#include <utils/String8.h>
#include <ui/Rect.h>
#include <EGL/egl.h>
#include <hardware/hardware.h>
#include <gui/SurfaceTextureClient.h>
#include <ui/GraphicBuffer.h>
#include "DisplayHardware/FramebufferSurface.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
sp<FramebufferSurface> FramebufferSurface::create() {
sp<FramebufferSurface> result = new FramebufferSurface();
if (result->fbDev == NULL) {
result = NULL;
}
return result;
}
// ----------------------------------------------------------------------------
class GraphicBufferAlloc : public BnGraphicBufferAlloc {
public:
GraphicBufferAlloc() { };
virtual ~GraphicBufferAlloc() { };
virtual sp<GraphicBuffer> createGraphicBuffer(uint32_t w, uint32_t h,
PixelFormat format, uint32_t usage, status_t* error) {
sp<GraphicBuffer> graphicBuffer(new GraphicBuffer(w, h, format, usage));
return graphicBuffer;
}
};
/*
* This implements the (main) framebuffer management. This class is used
* mostly by SurfaceFlinger, but also by command line GL application.
*
*/
FramebufferSurface::FramebufferSurface():
ConsumerBase(new BufferQueue(true, NUM_FRAME_BUFFERS,
new GraphicBufferAlloc())),
fbDev(0),
mCurrentBufferSlot(-1),
mCurrentBuffer(0)
{
hw_module_t const* module;
if (hw_get_module(GRALLOC_HARDWARE_MODULE_ID, &module) == 0) {
int stride;
int err;
int i;
err = framebuffer_open(module, &fbDev);
ALOGE_IF(err, "couldn't open framebuffer HAL (%s)", strerror(-err));
// bail out if we can't initialize the modules
if (!fbDev)
return;
mName = "FramebufferSurface";
mBufferQueue->setConsumerName(mName);
mBufferQueue->setConsumerUsageBits(GRALLOC_USAGE_HW_FB |
GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER);
mBufferQueue->setDefaultBufferFormat(fbDev->format);
mBufferQueue->setDefaultBufferSize(fbDev->width, fbDev->height);
mBufferQueue->setSynchronousMode(true);
mBufferQueue->setBufferCountServer(NUM_FRAME_BUFFERS);
} else {
ALOGE("Couldn't get gralloc module");
}
}
status_t FramebufferSurface::nextBuffer(sp<GraphicBuffer>* buffer) {
Mutex::Autolock lock(mMutex);
BufferQueue::BufferItem item;
status_t err = acquireBufferLocked(&item);
if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
if (buffer != NULL) {
*buffer = mCurrentBuffer;
}
return NO_ERROR;
} else if (err != NO_ERROR) {
ALOGE("error acquiring buffer: %s (%d)", strerror(-err), err);
return err;
}
// If the BufferQueue has freed and reallocated a buffer in mCurrentSlot
// then we may have acquired the slot we already own. If we had released
// our current buffer before we call acquireBuffer then that release call
// would have returned STALE_BUFFER_SLOT, and we would have called
// freeBufferLocked on that slot. Because the buffer slot has already
// been overwritten with the new buffer all we have to do is skip the
// releaseBuffer call and we should be in the same state we'd be in if we
// had released the old buffer first.
if (mCurrentBufferSlot != BufferQueue::INVALID_BUFFER_SLOT &&
item.mBuf != mCurrentBufferSlot) {
// Release the previous buffer.
err = releaseBufferLocked(mCurrentBufferSlot, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR, Fence::NO_FENCE);
if (err != NO_ERROR && err != BufferQueue::STALE_BUFFER_SLOT) {
ALOGE("error releasing buffer: %s (%d)", strerror(-err), err);
return err;
}
}
mCurrentBufferSlot = item.mBuf;
mCurrentBuffer = mSlots[mCurrentBufferSlot].mGraphicBuffer;
if (item.mFence != NULL) {
item.mFence->wait(Fence::TIMEOUT_NEVER);
}
if (buffer != NULL) {
*buffer = mCurrentBuffer;
}
return NO_ERROR;
}
FramebufferSurface::~FramebufferSurface() {
if (fbDev) {
framebuffer_close(fbDev);
}
}
void FramebufferSurface::onFrameAvailable() {
// XXX: The following code is here temporarily as part of the transition
// away from the framebuffer HAL.
sp<GraphicBuffer> buf;
status_t err = nextBuffer(&buf);
if (err != NO_ERROR) {
ALOGE("error latching next FramebufferSurface buffer: %s (%d)",
strerror(-err), err);
return;
}
err = fbDev->post(fbDev, buf->handle);
if (err != NO_ERROR) {
ALOGE("error posting framebuffer: %d", err);
}
}
void FramebufferSurface::freeBufferLocked(int slotIndex) {
ConsumerBase::freeBufferLocked(slotIndex);
if (slotIndex == mCurrentBufferSlot) {
mCurrentBufferSlot = BufferQueue::INVALID_BUFFER_SLOT;
}
}
status_t FramebufferSurface::setUpdateRectangle(const Rect& r)
{
return INVALID_OPERATION;
}
status_t FramebufferSurface::compositionComplete()
{
if (fbDev->compositionComplete) {
return fbDev->compositionComplete(fbDev);
}
return INVALID_OPERATION;
}
void FramebufferSurface::dump(String8& result) {
if (fbDev->common.version >= 1 && fbDev->dump) {
const size_t SIZE = 4096;
char buffer[SIZE];
fbDev->dump(fbDev, buffer, SIZE);
result.append(buffer);
}
ConsumerBase::dump(result);
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
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