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/*
* Copyright 2019 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.
*/
#pragma once
#include <cstdint>
#include <iterator>
#include <optional>
#include <string>
#include <type_traits>
#include <unordered_map>
#include <utility>
#include <vector>
#include <compositionengine/LayerFE.h>
#include <ftl/future.h>
#include <renderengine/LayerSettings.h>
#include <ui/Fence.h>
#include <ui/FenceTime.h>
#include <ui/GraphicTypes.h>
#include <ui/LayerStack.h>
#include <ui/Region.h>
#include <ui/Transform.h>
#include <utils/StrongPointer.h>
#include <utils/Vector.h>
#include <ui/DisplayIdentification.h>
#include "DisplayHardware/HWComposer.h"
namespace android {
namespace HWC2 {
class Layer;
} // namespace HWC2
namespace compositionengine {
class DisplayColorProfile;
class LayerFE;
class RenderSurface;
class OutputLayer;
struct CompositionRefreshArgs;
struct LayerFECompositionState;
namespace impl {
struct OutputCompositionState;
struct GpuCompositionResult;
} // namespace impl
/**
* Encapsulates all the states involved with composing layers for an output
*/
class Output {
public:
using ReleasedLayers = std::vector<wp<LayerFE>>;
using UniqueFELayerStateMap = std::unordered_map<LayerFE*, LayerFECompositionState*>;
// A helper class for enumerating the output layers using a C++11 ranged-based for loop
template <typename T>
class OutputLayersEnumerator {
public:
// TODO(lpique): Consider turning this into a C++20 view when possible.
template <bool IsConstIter>
class IteratorImpl {
public:
// Required definitions to be considered an iterator
using iterator_category = std::forward_iterator_tag;
using value_type = decltype(std::declval<T>().getOutputLayerOrderedByZByIndex(0));
using difference_type = std::ptrdiff_t;
using pointer = std::conditional_t<IsConstIter, const value_type*, value_type*>;
using reference = std::conditional_t<IsConstIter, const value_type&, value_type&>;
IteratorImpl() = default;
IteratorImpl(const T* output, size_t index) : mOutput(output), mIndex(index) {}
value_type operator*() const {
return mOutput->getOutputLayerOrderedByZByIndex(mIndex);
}
value_type operator->() const {
return mOutput->getOutputLayerOrderedByZByIndex(mIndex);
}
bool operator==(const IteratorImpl& other) const {
return mOutput == other.mOutput && mIndex == other.mIndex;
}
bool operator!=(const IteratorImpl& other) const { return !operator==(other); }
IteratorImpl& operator++() {
++mIndex;
return *this;
}
IteratorImpl operator++(int) {
auto prev = *this;
++mIndex;
return prev;
}
private:
const T* mOutput{nullptr};
size_t mIndex{0};
};
using iterator = IteratorImpl<false>;
using const_iterator = IteratorImpl<true>;
explicit OutputLayersEnumerator(const T& output) : mOutput(output) {}
auto begin() const { return iterator(&mOutput, 0); }
auto end() const { return iterator(&mOutput, mOutput.getOutputLayerCount()); }
auto cbegin() const { return const_iterator(&mOutput, 0); }
auto cend() const { return const_iterator(&mOutput, mOutput.getOutputLayerCount()); }
private:
const T& mOutput;
};
struct FrameFences {
sp<Fence> presentFence{Fence::NO_FENCE};
sp<Fence> clientTargetAcquireFence{Fence::NO_FENCE};
std::unordered_map<HWC2::Layer*, sp<Fence>> layerFences;
};
struct ColorProfile {
ui::ColorMode mode{ui::ColorMode::NATIVE};
ui::Dataspace dataspace{ui::Dataspace::UNKNOWN};
ui::RenderIntent renderIntent{ui::RenderIntent::COLORIMETRIC};
};
// Use internally to incrementally compute visibility/coverage
struct CoverageState {
explicit CoverageState(LayerFESet& latchedLayers) : latchedLayers(latchedLayers) {}
// The set of layers that had been latched for the coverage calls, to
// avoid duplicate requests to obtain the same front-end layer state.
LayerFESet& latchedLayers;
// The region of the output which is covered by layers
Region aboveCoveredLayers;
// The region of the output which is opaquely covered by layers
Region aboveOpaqueLayers;
// The region of the output which should be considered dirty
Region dirtyRegion;
// The region of the output which is covered by layers, excluding display overlays. This
// only has a value if there's something needing it, like when a TrustedPresentationListener
// is set
std::optional<Region> aboveCoveredLayersExcludingOverlays;
};
virtual ~Output();
// Returns true if the output is valid. This is meant to be checked post-
// construction and prior to use, as not everything is set up by the
// constructor.
virtual bool isValid() const = 0;
// Returns the DisplayId the output represents, if it has one
virtual std::optional<DisplayId> getDisplayId() const = 0;
// Enables (or disables) composition on this output
virtual void setCompositionEnabled(bool) = 0;
// Enables (or disables) layer caching on this output
virtual void setLayerCachingEnabled(bool) = 0;
// Enables (or disables) layer caching texture pool on this output
virtual void setLayerCachingTexturePoolEnabled(bool) = 0;
// Sets the projection state to use
virtual void setProjection(ui::Rotation orientation, const Rect& layerStackSpaceRect,
const Rect& orientedDisplaySpaceRect) = 0;
// Sets the brightness that will take effect next frame.
virtual void setNextBrightness(float brightness) = 0;
// Sets the bounds to use
virtual void setDisplaySize(const ui::Size&) = 0;
// Gets the transform hint used in layers that belong to this output. Used to guide
// composition orientation so that HW overlay can be used when display isn't in its natural
// orientation on some devices. Therefore usually we only use transform hint from display
// output.
virtual ui::Transform::RotationFlags getTransformHint() const = 0;
// Sets the filter for this output. See Output::includesLayer.
virtual void setLayerFilter(ui::LayerFilter) = 0;
// Sets the output color mode
virtual void setColorProfile(const ColorProfile&) = 0;
// Sets current calibrated display brightness information
virtual void setDisplayBrightness(float sdrWhitePointNits, float displayBrightnessNits) = 0;
// Outputs a string with a state dump
virtual void dump(std::string&) const = 0;
// Outputs planner information
virtual void dumpPlannerInfo(const Vector<String16>& args, std::string&) const = 0;
// Gets the debug name for the output
virtual const std::string& getName() const = 0;
// Sets a debug name for the output
virtual void setName(const std::string&) = 0;
// Gets the current render color mode for the output
virtual DisplayColorProfile* getDisplayColorProfile() const = 0;
// Gets the current render surface for the output
virtual RenderSurface* getRenderSurface() const = 0;
using OutputCompositionState = compositionengine::impl::OutputCompositionState;
// Gets the raw composition state data for the output
// TODO(lpique): Make this protected once it is only internally called.
virtual const OutputCompositionState& getState() const = 0;
// Allows mutable access to the raw composition state data for the output.
// This is meant to be used by the various functions that are part of the
// composition process.
// TODO(lpique): Make this protected once it is only internally called.
virtual OutputCompositionState& editState() = 0;
// Gets the dirty region in layer stack space.
virtual Region getDirtyRegion() const = 0;
// Returns whether the output includes a layer, based on their respective filters.
// See Output::setLayerFilter.
virtual bool includesLayer(ui::LayerFilter) const = 0;
virtual bool includesLayer(const sp<LayerFE>&) const = 0;
// Returns a pointer to the output layer corresponding to the given layer on
// this output, or nullptr if the layer does not have one
virtual OutputLayer* getOutputLayerForLayer(const sp<LayerFE>&) const = 0;
// Immediately clears all layers from the output.
virtual void clearOutputLayers() = 0;
// For tests use only. Creates and appends an OutputLayer into the output.
virtual OutputLayer* injectOutputLayerForTest(const sp<LayerFE>&) = 0;
// Gets the count of output layers managed by this output
virtual size_t getOutputLayerCount() const = 0;
// Gets an output layer in Z order given its index
virtual OutputLayer* getOutputLayerOrderedByZByIndex(size_t) const = 0;
// A helper function for enumerating all the output layers in Z order using
// a C++11 range-based for loop.
auto getOutputLayersOrderedByZ() const { return OutputLayersEnumerator(*this); }
// Sets the new set of layers being released this frame
virtual void setReleasedLayers(ReleasedLayers&&) = 0;
// Prepare the output, updating the OutputLayers used in the output
virtual void prepare(const CompositionRefreshArgs&, LayerFESet&) = 0;
// Presents the output, finalizing all composition details. This may happen
// asynchronously, in which case the returned future must be waited upon.
virtual ftl::Future<std::monostate> present(const CompositionRefreshArgs&) = 0;
// Whether this output can be presented from another thread.
virtual bool supportsOffloadPresent() const = 0;
// Make the next call to `present` run asynchronously.
virtual void offloadPresentNextFrame() = 0;
// Enables predicting composition strategy to run client composition earlier
virtual void setPredictCompositionStrategy(bool) = 0;
// Enables overriding the 170M trasnfer function as sRGB
virtual void setTreat170mAsSrgb(bool) = 0;
protected:
virtual void setDisplayColorProfile(std::unique_ptr<DisplayColorProfile>) = 0;
virtual void setRenderSurface(std::unique_ptr<RenderSurface>) = 0;
virtual void uncacheBuffers(const std::vector<uint64_t>&) = 0;
virtual void rebuildLayerStacks(const CompositionRefreshArgs&, LayerFESet&) = 0;
virtual void collectVisibleLayers(const CompositionRefreshArgs&, CoverageState&) = 0;
virtual void ensureOutputLayerIfVisible(sp<LayerFE>&, CoverageState&) = 0;
virtual void setReleasedLayers(const CompositionRefreshArgs&) = 0;
virtual void updateCompositionState(const CompositionRefreshArgs&) = 0;
virtual void planComposition() = 0;
virtual void writeCompositionState(const CompositionRefreshArgs&) = 0;
virtual void setColorTransform(const CompositionRefreshArgs&) = 0;
virtual void updateColorProfile(const CompositionRefreshArgs&) = 0;
virtual void beginFrame() = 0;
virtual void prepareFrame() = 0;
using GpuCompositionResult = compositionengine::impl::GpuCompositionResult;
// Runs prepare frame in another thread while running client composition using
// the previous frame's composition strategy.
virtual GpuCompositionResult prepareFrameAsync() = 0;
virtual void devOptRepaintFlash(const CompositionRefreshArgs&) = 0;
virtual void finishFrame(GpuCompositionResult&&) = 0;
virtual std::optional<base::unique_fd> composeSurfaces(
const Region&, std::shared_ptr<renderengine::ExternalTexture>, base::unique_fd&) = 0;
virtual void presentFrameAndReleaseLayers() = 0;
virtual void renderCachedSets(const CompositionRefreshArgs&) = 0;
virtual bool chooseCompositionStrategy(
std::optional<android::HWComposer::DeviceRequestedChanges>*) = 0;
virtual void applyCompositionStrategy(
const std::optional<android::HWComposer::DeviceRequestedChanges>& changes) = 0;
virtual bool getSkipColorTransform() const = 0;
virtual FrameFences presentFrame() = 0;
virtual std::vector<LayerFE::LayerSettings> generateClientCompositionRequests(
bool supportsProtectedContent, ui::Dataspace outputDataspace,
std::vector<LayerFE*> &outLayerRef) = 0;
virtual void appendRegionFlashRequests(
const Region& flashRegion,
std::vector<LayerFE::LayerSettings>& clientCompositionLayers) = 0;
virtual void setExpensiveRenderingExpected(bool enabled) = 0;
virtual void setHintSessionGpuFence(std::unique_ptr<FenceTime>&& gpuFence) = 0;
virtual bool isPowerHintSessionEnabled() = 0;
virtual void cacheClientCompositionRequests(uint32_t cacheSize) = 0;
virtual bool canPredictCompositionStrategy(const CompositionRefreshArgs&) = 0;
};
} // namespace compositionengine
} // namespace android
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