/*
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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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#undef LOG_TAG
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#define LOG_TAG "BufferQueueLayer"
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#define ATRACE_TAG ATRACE_TAG_GRAPHICS
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#include <compositionengine/Display.h>
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#include <compositionengine/Layer.h>
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#include <compositionengine/OutputLayer.h>
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#include <compositionengine/impl/LayerCompositionState.h>
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#include <compositionengine/impl/OutputLayerCompositionState.h>
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#include <gui/BufferQueueConsumer.h>
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#include <system/window.h>
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#include "BufferQueueLayer.h"
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#include "LayerRejecter.h"
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#include "SurfaceInterceptor.h"
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#include "TimeStats/TimeStats.h"
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namespace android {
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BufferQueueLayer::BufferQueueLayer(const LayerCreationArgs& args) : BufferLayer(args) {}
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BufferQueueLayer::~BufferQueueLayer() {
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mConsumer->abandon();
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}
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// -----------------------------------------------------------------------
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// Interface implementation for Layer
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// -----------------------------------------------------------------------
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void BufferQueueLayer::onLayerDisplayed(const sp<Fence>& releaseFence) {
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mConsumer->setReleaseFence(releaseFence);
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}
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void BufferQueueLayer::setTransformHint(uint32_t orientation) const {
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mConsumer->setTransformHint(orientation);
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}
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std::vector<OccupancyTracker::Segment> BufferQueueLayer::getOccupancyHistory(bool forceFlush) {
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std::vector<OccupancyTracker::Segment> history;
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status_t result = mConsumer->getOccupancyHistory(forceFlush, &history);
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if (result != NO_ERROR) {
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ALOGW("[%s] Failed to obtain occupancy history (%d)", mName.string(), result);
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return {};
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}
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return history;
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}
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bool BufferQueueLayer::getTransformToDisplayInverse() const {
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return mConsumer->getTransformToDisplayInverse();
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}
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void BufferQueueLayer::releasePendingBuffer(nsecs_t dequeueReadyTime) {
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if (!mConsumer->releasePendingBuffer()) {
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return;
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}
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auto releaseFenceTime = std::make_shared<FenceTime>(mConsumer->getPrevFinalReleaseFence());
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mReleaseTimeline.updateSignalTimes();
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mReleaseTimeline.push(releaseFenceTime);
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Mutex::Autolock lock(mFrameEventHistoryMutex);
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if (mPreviousFrameNumber != 0) {
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mFrameEventHistory.addRelease(mPreviousFrameNumber, dequeueReadyTime,
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std::move(releaseFenceTime));
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}
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}
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void BufferQueueLayer::setDefaultBufferSize(uint32_t w, uint32_t h) {
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mConsumer->setDefaultBufferSize(w, h);
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}
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int32_t BufferQueueLayer::getQueuedFrameCount() const {
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return mQueuedFrames;
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}
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bool BufferQueueLayer::shouldPresentNow(nsecs_t expectedPresentTime) const {
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if (getSidebandStreamChanged() || getAutoRefresh()) {
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return true;
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}
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if (!hasFrameUpdate()) {
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return false;
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}
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Mutex::Autolock lock(mQueueItemLock);
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const int64_t addedTime = mQueueItems[0].mTimestamp;
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// Ignore timestamps more than a second in the future
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const bool isPlausible = addedTime < (expectedPresentTime + s2ns(1));
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ALOGW_IF(!isPlausible,
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"[%s] Timestamp %" PRId64 " seems implausible "
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"relative to expectedPresent %" PRId64,
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mName.string(), addedTime, expectedPresentTime);
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const bool isDue = addedTime < expectedPresentTime;
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return isDue || !isPlausible;
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}
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// -----------------------------------------------------------------------
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// Interface implementation for BufferLayer
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// -----------------------------------------------------------------------
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bool BufferQueueLayer::fenceHasSignaled() const {
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if (latchUnsignaledBuffers()) {
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return true;
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}
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if (!hasFrameUpdate()) {
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return true;
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}
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Mutex::Autolock lock(mQueueItemLock);
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if (mQueueItems[0].mIsDroppable) {
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// Even though this buffer's fence may not have signaled yet, it could
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// be replaced by another buffer before it has a chance to, which means
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// that it's possible to get into a situation where a buffer is never
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// able to be latched. To avoid this, grab this buffer anyway.
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return true;
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}
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return mQueueItems[0].mFenceTime->getSignalTime() != Fence::SIGNAL_TIME_PENDING;
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}
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bool BufferQueueLayer::framePresentTimeIsCurrent() const {
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if (!hasFrameUpdate() || isRemovedFromCurrentState()) {
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return true;
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}
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Mutex::Autolock lock(mQueueItemLock);
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return mQueueItems[0].mTimestamp <= mFlinger->mScheduler->expectedPresentTime();
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}
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nsecs_t BufferQueueLayer::getDesiredPresentTime() {
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return mConsumer->getTimestamp();
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}
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std::shared_ptr<FenceTime> BufferQueueLayer::getCurrentFenceTime() const {
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return mConsumer->getCurrentFenceTime();
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}
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void BufferQueueLayer::getDrawingTransformMatrix(float *matrix) {
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return mConsumer->getTransformMatrix(matrix);
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}
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// NOTE: SurfaceFlinger's definitions of "Current" and "Drawing" do not neatly map to BufferQueue's
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// These functions get the fields for the frame that is currently in SurfaceFlinger's Drawing state
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// so the functions start with "getDrawing". The data is retrieved from the BufferQueueConsumer's
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// current buffer so the consumer functions start with "getCurrent".
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//
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// This results in the rather confusing functions below.
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uint32_t BufferQueueLayer::getDrawingTransform() const {
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return mConsumer->getCurrentTransform();
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}
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ui::Dataspace BufferQueueLayer::getDrawingDataSpace() const {
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return mConsumer->getCurrentDataSpace();
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}
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Rect BufferQueueLayer::getDrawingCrop() const {
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return mConsumer->getCurrentCrop();
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}
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uint32_t BufferQueueLayer::getDrawingScalingMode() const {
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return mConsumer->getCurrentScalingMode();
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}
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Region BufferQueueLayer::getDrawingSurfaceDamage() const {
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return mConsumer->getSurfaceDamage();
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}
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const HdrMetadata& BufferQueueLayer::getDrawingHdrMetadata() const {
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return mConsumer->getCurrentHdrMetadata();
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}
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int BufferQueueLayer::getDrawingApi() const {
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return mConsumer->getCurrentApi();
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}
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PixelFormat BufferQueueLayer::getPixelFormat() const {
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return mFormat;
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}
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uint64_t BufferQueueLayer::getFrameNumber() const {
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Mutex::Autolock lock(mQueueItemLock);
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uint64_t frameNumber = mQueueItems[0].mFrameNumber;
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// The head of the queue will be dropped if there are signaled and timely frames behind it
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nsecs_t expectedPresentTime = mFlinger->mScheduler->expectedPresentTime();
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if (isRemovedFromCurrentState()) {
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expectedPresentTime = 0;
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}
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for (int i = 1; i < mQueueItems.size(); i++) {
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const bool fenceSignaled =
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mQueueItems[i].mFenceTime->getSignalTime() != Fence::SIGNAL_TIME_PENDING;
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if (!fenceSignaled) {
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break;
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}
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// We don't drop frames without explicit timestamps
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if (mQueueItems[i].mIsAutoTimestamp) {
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break;
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}
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const nsecs_t desiredPresent = mQueueItems[i].mTimestamp;
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if (desiredPresent < expectedPresentTime - BufferQueueConsumer::MAX_REASONABLE_NSEC ||
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desiredPresent > expectedPresentTime) {
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break;
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}
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frameNumber = mQueueItems[i].mFrameNumber;
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}
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return frameNumber;
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}
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bool BufferQueueLayer::getAutoRefresh() const {
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return mAutoRefresh;
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}
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bool BufferQueueLayer::getSidebandStreamChanged() const {
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return mSidebandStreamChanged;
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}
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bool BufferQueueLayer::latchSidebandStream(bool& recomputeVisibleRegions) {
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bool sidebandStreamChanged = true;
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if (mSidebandStreamChanged.compare_exchange_strong(sidebandStreamChanged, false)) {
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// mSidebandStreamChanged was changed to false
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auto& layerCompositionState = getCompositionLayer()->editState().frontEnd;
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layerCompositionState.sidebandStream = mConsumer->getSidebandStream();
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if (layerCompositionState.sidebandStream != nullptr) {
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setTransactionFlags(eTransactionNeeded);
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mFlinger->setTransactionFlags(eTraversalNeeded);
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}
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recomputeVisibleRegions = true;
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return true;
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}
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return false;
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}
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bool BufferQueueLayer::hasFrameUpdate() const {
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return mQueuedFrames > 0;
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}
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void BufferQueueLayer::setFilteringEnabled(bool enabled) {
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return mConsumer->setFilteringEnabled(enabled);
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}
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status_t BufferQueueLayer::bindTextureImage() {
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return mConsumer->bindTextureImage();
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}
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status_t BufferQueueLayer::updateTexImage(bool& recomputeVisibleRegions, nsecs_t latchTime) {
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// This boolean is used to make sure that SurfaceFlinger's shadow copy
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// of the buffer queue isn't modified when the buffer queue is returning
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// BufferItem's that weren't actually queued. This can happen in shared
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// buffer mode.
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bool queuedBuffer = false;
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const int32_t layerID = getSequence();
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LayerRejecter r(mDrawingState, getCurrentState(), recomputeVisibleRegions,
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getProducerStickyTransform() != 0, mName.string(), mOverrideScalingMode,
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getTransformToDisplayInverse(), mFreezeGeometryUpdates);
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nsecs_t expectedPresentTime = mFlinger->mScheduler->expectedPresentTime();
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if (isRemovedFromCurrentState()) {
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expectedPresentTime = 0;
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}
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// updateTexImage() below might drop the some buffers at the head of the queue if there is a
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// buffer behind them which is timely to be presented. However this buffer may not be signaled
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// yet. The code below makes sure that this wouldn't happen by setting maxFrameNumber to the
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// last buffer that was signaled.
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uint64_t lastSignaledFrameNumber = mLastFrameNumberReceived;
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{
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Mutex::Autolock lock(mQueueItemLock);
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for (int i = 0; i < mQueueItems.size(); i++) {
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bool fenceSignaled =
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mQueueItems[i].mFenceTime->getSignalTime() != Fence::SIGNAL_TIME_PENDING;
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if (!fenceSignaled) {
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break;
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}
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lastSignaledFrameNumber = mQueueItems[i].mFrameNumber;
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}
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}
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const uint64_t maxFrameNumberToAcquire =
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std::min(mLastFrameNumberReceived.load(), lastSignaledFrameNumber);
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status_t updateResult = mConsumer->updateTexImage(&r, expectedPresentTime, &mAutoRefresh,
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&queuedBuffer, maxFrameNumberToAcquire);
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if (updateResult == BufferQueue::PRESENT_LATER) {
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// Producer doesn't want buffer to be displayed yet. Signal a
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// layer update so we check again at the next opportunity.
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mFlinger->signalLayerUpdate();
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return BAD_VALUE;
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} else if (updateResult == BufferLayerConsumer::BUFFER_REJECTED) {
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// If the buffer has been rejected, remove it from the shadow queue
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// and return early
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if (queuedBuffer) {
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Mutex::Autolock lock(mQueueItemLock);
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mFlinger->mTimeStats->removeTimeRecord(layerID, mQueueItems[0].mFrameNumber);
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mQueueItems.removeAt(0);
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mQueuedFrames--;
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}
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return BAD_VALUE;
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} else if (updateResult != NO_ERROR || mUpdateTexImageFailed) {
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// This can occur if something goes wrong when trying to create the
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// EGLImage for this buffer. If this happens, the buffer has already
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// been released, so we need to clean up the queue and bug out
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// early.
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if (queuedBuffer) {
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Mutex::Autolock lock(mQueueItemLock);
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mQueueItems.clear();
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mQueuedFrames = 0;
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mFlinger->mTimeStats->onDestroy(layerID);
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}
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// Once we have hit this state, the shadow queue may no longer
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// correctly reflect the incoming BufferQueue's contents, so even if
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// updateTexImage starts working, the only safe course of action is
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// to continue to ignore updates.
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mUpdateTexImageFailed = true;
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return BAD_VALUE;
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}
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if (queuedBuffer) {
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// Autolock scope
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auto currentFrameNumber = mConsumer->getFrameNumber();
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Mutex::Autolock lock(mQueueItemLock);
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// Remove any stale buffers that have been dropped during
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// updateTexImage
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while (mQueueItems[0].mFrameNumber != currentFrameNumber) {
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mFlinger->mTimeStats->removeTimeRecord(layerID, mQueueItems[0].mFrameNumber);
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mQueueItems.removeAt(0);
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mQueuedFrames--;
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}
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mFlinger->mTimeStats->setAcquireFence(layerID, currentFrameNumber,
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mQueueItems[0].mFenceTime);
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mFlinger->mTimeStats->setLatchTime(layerID, currentFrameNumber, latchTime);
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mQueueItems.removeAt(0);
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}
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// Decrement the queued-frames count. Signal another event if we
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// have more frames pending.
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if ((queuedBuffer && mQueuedFrames.fetch_sub(1) > 1) || mAutoRefresh) {
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mFlinger->signalLayerUpdate();
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}
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return NO_ERROR;
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}
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status_t BufferQueueLayer::updateActiveBuffer() {
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// update the active buffer
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mActiveBuffer = mConsumer->getCurrentBuffer(&mActiveBufferSlot, &mActiveBufferFence);
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auto& layerCompositionState = getCompositionLayer()->editState().frontEnd;
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layerCompositionState.buffer = mActiveBuffer;
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layerCompositionState.bufferSlot = mActiveBufferSlot;
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if (mActiveBuffer == nullptr) {
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// this can only happen if the very first buffer was rejected.
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return BAD_VALUE;
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}
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return NO_ERROR;
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}
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status_t BufferQueueLayer::updateFrameNumber(nsecs_t latchTime) {
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mPreviousFrameNumber = mCurrentFrameNumber;
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mCurrentFrameNumber = mConsumer->getFrameNumber();
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{
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Mutex::Autolock lock(mFrameEventHistoryMutex);
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mFrameEventHistory.addLatch(mCurrentFrameNumber, latchTime);
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}
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return NO_ERROR;
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}
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void BufferQueueLayer::setHwcLayerBuffer(const sp<const DisplayDevice>& display) {
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const auto outputLayer = findOutputLayerForDisplay(display);
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LOG_FATAL_IF(!outputLayer);
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LOG_FATAL_IF(!outputLayer->getState.hwc);
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auto& hwcLayer = (*outputLayer->getState().hwc).hwcLayer;
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uint32_t hwcSlot = 0;
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sp<GraphicBuffer> hwcBuffer;
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// INVALID_BUFFER_SLOT is used to identify BufferStateLayers. Default to 0
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// for BufferQueueLayers
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int slot = (mActiveBufferSlot == BufferQueue::INVALID_BUFFER_SLOT) ? 0 : mActiveBufferSlot;
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(*outputLayer->editState().hwc)
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.hwcBufferCache.getHwcBuffer(slot, mActiveBuffer, &hwcSlot, &hwcBuffer);
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auto acquireFence = mConsumer->getCurrentFence();
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auto error = hwcLayer->setBuffer(hwcSlot, hwcBuffer, acquireFence);
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if (error != HWC2::Error::None) {
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ALOGE("[%s] Failed to set buffer %p: %s (%d)", mName.string(), mActiveBuffer->handle,
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to_string(error).c_str(), static_cast<int32_t>(error));
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}
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auto& layerCompositionState = getCompositionLayer()->editState().frontEnd;
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layerCompositionState.bufferSlot = mActiveBufferSlot;
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layerCompositionState.buffer = mActiveBuffer;
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layerCompositionState.acquireFence = acquireFence;
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}
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// -----------------------------------------------------------------------
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// Interface implementation for BufferLayerConsumer::ContentsChangedListener
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// -----------------------------------------------------------------------
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void BufferQueueLayer::fakeVsync() {
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mRefreshPending = false;
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bool ignored = false;
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latchBuffer(ignored, systemTime());
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usleep(16000);
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releasePendingBuffer(systemTime());
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}
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void BufferQueueLayer::onFrameAvailable(const BufferItem& item) {
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ATRACE_CALL();
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// Add this buffer from our internal queue tracker
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{ // Autolock scope
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if (mFlinger->mUseSmart90ForVideo) {
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const nsecs_t presentTime = item.mIsAutoTimestamp ? 0 : item.mTimestamp;
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mFlinger->mScheduler->addLayerPresentTimeAndHDR(mSchedulerLayerHandle, presentTime,
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item.mHdrMetadata.validTypes != 0);
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}
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Mutex::Autolock lock(mQueueItemLock);
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// Reset the frame number tracker when we receive the first buffer after
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// a frame number reset
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if (item.mFrameNumber == 1) {
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mLastFrameNumberReceived = 0;
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}
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// Ensure that callbacks are handled in order
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while (item.mFrameNumber != mLastFrameNumberReceived + 1) {
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status_t result = mQueueItemCondition.waitRelative(mQueueItemLock, ms2ns(500));
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if (result != NO_ERROR) {
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ALOGE("[%s] Timed out waiting on callback", mName.string());
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}
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}
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mQueueItems.push_back(item);
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mQueuedFrames++;
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// Wake up any pending callbacks
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mLastFrameNumberReceived = item.mFrameNumber;
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mQueueItemCondition.broadcast();
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}
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mFlinger->mInterceptor->saveBufferUpdate(this, item.mGraphicBuffer->getWidth(),
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item.mGraphicBuffer->getHeight(), item.mFrameNumber);
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// If this layer is orphaned, then we run a fake vsync pulse so that
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// dequeueBuffer doesn't block indefinitely.
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if (isRemovedFromCurrentState()) {
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fakeVsync();
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} else {
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mFlinger->signalLayerUpdate();
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}
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mConsumer->onBufferAvailable(item);
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}
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void BufferQueueLayer::onFrameReplaced(const BufferItem& item) {
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ATRACE_CALL();
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{ // Autolock scope
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Mutex::Autolock lock(mQueueItemLock);
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// Ensure that callbacks are handled in order
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while (item.mFrameNumber != mLastFrameNumberReceived + 1) {
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status_t result = mQueueItemCondition.waitRelative(mQueueItemLock, ms2ns(500));
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if (result != NO_ERROR) {
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ALOGE("[%s] Timed out waiting on callback", mName.string());
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}
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}
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if (!hasFrameUpdate()) {
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ALOGE("Can't replace a frame on an empty queue");
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return;
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}
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mQueueItems.editItemAt(mQueueItems.size() - 1) = item;
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// Wake up any pending callbacks
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mLastFrameNumberReceived = item.mFrameNumber;
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mQueueItemCondition.broadcast();
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}
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mConsumer->onBufferAvailable(item);
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}
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void BufferQueueLayer::onSidebandStreamChanged() {
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bool sidebandStreamChanged = false;
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if (mSidebandStreamChanged.compare_exchange_strong(sidebandStreamChanged, true)) {
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// mSidebandStreamChanged was changed to true
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mFlinger->signalLayerUpdate();
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}
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}
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// -----------------------------------------------------------------------
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void BufferQueueLayer::onFirstRef() {
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BufferLayer::onFirstRef();
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// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
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sp<IGraphicBufferProducer> producer;
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sp<IGraphicBufferConsumer> consumer;
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BufferQueue::createBufferQueue(&producer, &consumer, true);
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mProducer = new MonitoredProducer(producer, mFlinger, this);
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{
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// Grab the SF state lock during this since it's the only safe way to access RenderEngine
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Mutex::Autolock lock(mFlinger->mStateLock);
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mConsumer =
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new BufferLayerConsumer(consumer, mFlinger->getRenderEngine(), mTextureName, this);
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}
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mConsumer->setConsumerUsageBits(getEffectiveUsage(0));
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mConsumer->setContentsChangedListener(this);
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mConsumer->setName(mName);
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// BufferQueueCore::mMaxDequeuedBufferCount is default to 1
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if (!mFlinger->isLayerTripleBufferingDisabled()) {
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mProducer->setMaxDequeuedBufferCount(2);
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}
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if (const auto display = mFlinger->getDefaultDisplayDevice()) {
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updateTransformHint(display);
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}
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}
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status_t BufferQueueLayer::setDefaultBufferProperties(uint32_t w, uint32_t h, PixelFormat format) {
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uint32_t const maxSurfaceDims =
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std::min(mFlinger->getMaxTextureSize(), mFlinger->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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ALOGE("dimensions too large %u x %u", uint32_t(w), uint32_t(h));
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return BAD_VALUE;
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}
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mFormat = format;
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setDefaultBufferSize(w, h);
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mConsumer->setDefaultBufferFormat(format);
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mConsumer->setConsumerUsageBits(getEffectiveUsage(0));
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return NO_ERROR;
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}
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sp<IGraphicBufferProducer> BufferQueueLayer::getProducer() const {
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return mProducer;
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}
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uint32_t BufferQueueLayer::getProducerStickyTransform() const {
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int producerStickyTransform = 0;
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int ret = mProducer->query(NATIVE_WINDOW_STICKY_TRANSFORM, &producerStickyTransform);
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if (ret != OK) {
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ALOGW("%s: Error %s (%d) while querying window sticky transform.", __FUNCTION__,
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strerror(-ret), ret);
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return 0;
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}
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return static_cast<uint32_t>(producerStickyTransform);
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}
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} // namespace android
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