예제 #1
0
void GonkConsumerBase::abandonLocked() {
	ALOGV("abandonLocked");
    for (int i =0; i < GonkBufferQueue::NUM_BUFFER_SLOTS; i++) {
        freeBufferLocked(i);
    }
    // disconnect from the BufferQueue
    mConsumer->consumerDisconnect();
    mConsumer.clear();
}
void ConsumerBase::abandonLocked() {
	CB_LOGV("abandonLocked");
    for (int i =0; i < BufferQueue::NUM_BUFFER_SLOTS; i++) {
        freeBufferLocked(i);
    }
    // disconnect from the BufferQueue
    mBufferQueue->consumerDisconnect();
    mBufferQueue.clear();
}
예제 #3
0
void BufferQueue::freeAllBuffersLocked() {
    ALOGW_IF(!mQueue.isEmpty(),
            "freeAllBuffersLocked called but mQueue is not empty");
    mQueue.clear();
    mBufferHasBeenQueued = false;
    for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
        freeBufferLocked(i);
    }
}
예제 #4
0
void SurfaceTexture::freeAllBuffersLocked() {
    LOGW_IF(!mQueue.isEmpty(),
            "freeAllBuffersLocked called but mQueue is not empty");
    mCurrentTexture = INVALID_BUFFER_SLOT;
    for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
        freeBufferLocked(i);
    }
#ifdef QCOM_HARDWARE
    mGraphicBufferAlloc->freeAllGraphicBuffersExcept(-1);
#endif
}
예제 #5
0
void BufferQueue::freeAllBuffersExceptHeadLocked() {
    int head = -1;
    if (!mQueue.empty()) {
        Fifo::iterator front(mQueue.begin());
        head = *front;
    }
    mBufferHasBeenQueued = false;
    for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
        if (i != head) {
            freeBufferLocked(i);
        }
    }
}
status_t ConsumerBase::releaseBufferLocked(int slot, EGLDisplay display,
       EGLSyncKHR eglFence) {
    CB_LOGV("releaseBufferLocked: slot=%d", slot);
    status_t err = mBufferQueue->releaseBuffer(slot, display, eglFence,
            mSlots[slot].mFence);
    if (err == BufferQueue::STALE_BUFFER_SLOT) {
        freeBufferLocked(slot);
    }

    mSlots[slot].mFence = Fence::NO_FENCE;

    return err;
}
status_t ConsumerBase::detachBuffer(int slot) {
    CB_LOGV("detachBuffer");
    Mutex::Autolock lock(mMutex);

    status_t result = mConsumer->detachBuffer(slot);
    if (result != NO_ERROR) {
        CB_LOGE("Failed to detach buffer: %d", result);
        return result;
    }

    freeBufferLocked(slot);

    return result;
}
void SurfaceTexture::onBuffersReleased() {
    ST_LOGV("onBuffersReleased");

    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        // Nothing to do if we're already abandoned.
        return;
    }

    uint32_t mask = 0;
    mBufferQueue->getReleasedBuffers(&mask);
    for (int i = 0; i < BufferQueue::NUM_BUFFER_SLOTS; i++) {
        if (mask & (1 << i)) {
            freeBufferLocked(i);
        }
    }
}
void SurfaceTexture::abandon() {
    ST_LOGV("abandon");
    Mutex::Autolock lock(mMutex);

    if (!mAbandoned) {
        mAbandoned = true;
        mCurrentTextureBuf.clear();

        // destroy all egl buffers
        for (int i =0; i < BufferQueue::NUM_BUFFER_SLOTS; i++) {
            freeBufferLocked(i);
        }

        // disconnect from the BufferQueue
        mBufferQueue->consumerDisconnect();
        mBufferQueue.clear();
    }
}
예제 #10
0
void SurfaceTexture::freeAllBuffersExceptHeadLocked() {
    LOGW_IF(!mQueue.isEmpty(),
            "freeAllBuffersExceptCurrentLocked called but mQueue is not empty");
    int head = -1;
    if (!mQueue.empty()) {
        Fifo::iterator front(mQueue.begin());
        head = *front;
    }
    mCurrentTexture = INVALID_BUFFER_SLOT;
    for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
        if (i != head) {
            freeBufferLocked(i);
        }
    }
#ifdef QCOM_HARDWARE
    mGraphicBufferAlloc->freeAllGraphicBuffersExcept(head);
#endif
}
예제 #11
0
void GonkConsumerBase::onBuffersReleased() {
    Mutex::Autolock lock(mMutex);

    ALOGV("onBuffersReleased");

    if (mAbandoned) {
        // Nothing to do if we're already abandoned.
        return;
    }

    uint32_t mask = 0;
    mConsumer->getReleasedBuffers(&mask);
    for (int i = 0; i < GonkBufferQueue::NUM_BUFFER_SLOTS; i++) {
        if (mask & (1 << i)) {
            freeBufferLocked(i);
        }
    }
}
예제 #12
0
status_t GonkConsumerBase::releaseBufferLocked(int slot, const sp<GraphicBuffer> graphicBuffer) {
    // If consumer no longer tracks this graphicBuffer (we received a new
    // buffer on the same slot), the buffer producer is definitely no longer
    // tracking it.
    if (!stillTracking(slot, graphicBuffer)) {
        return OK;
    }

    ALOGV("releaseBufferLocked: slot=%d/%llu",
            slot, mSlots[slot].mFrameNumber);
    status_t err = mConsumer->releaseBuffer(slot, mSlots[slot].mFrameNumber, mSlots[slot].mFence);
    if (err == GonkBufferQueue::STALE_BUFFER_SLOT) {
        freeBufferLocked(slot);
    }

    mSlots[slot].mFence = Fence::NO_FENCE;

    return err;
}
status_t ConsumerBase::releaseBufferLocked(
        int slot, const sp<GraphicBuffer> graphicBuffer,
        EGLDisplay display, EGLSyncKHR eglFence) {
    // If consumer no longer tracks this graphicBuffer (we received a new
    // buffer on the same slot), the buffer producer is definitely no longer
    // tracking it.
    if (!stillTracking(slot, graphicBuffer)) {
        return OK;
    }

    CB_LOGV("releaseBufferLocked: slot=%d/%" PRIu64,
            slot, mSlots[slot].mFrameNumber);
    status_t err = mConsumer->releaseBuffer(slot, mSlots[slot].mFrameNumber,
            display, eglFence, mSlots[slot].mFence);
    if (err == IGraphicBufferConsumer::STALE_BUFFER_SLOT) {
        freeBufferLocked(slot);
    }

    mSlots[slot].mFence = Fence::NO_FENCE;

    return err;
}
예제 #14
0
void ConsumerBase::onBuffersReleased() {
    Mutex::Autolock lock(mMutex);

    CB_LOGV("onBuffersReleased");

    if (mAbandoned) {
        // Nothing to do if we're already abandoned.
        return;
    }

#ifndef MTK_DEFAULT_AOSP
    // force conversion here for last buffer
    forceAuxConversionLocked();
#endif

    uint32_t mask = 0;
    mConsumer->getReleasedBuffers(&mask);
    for (int i = 0; i < BufferQueue::NUM_BUFFER_SLOTS; i++) {
        if (mask & (1 << i)) {
            freeBufferLocked(i);
        }
    }
}
예제 #15
0
void BufferQueueCoreBF::freeAllBuffersLocked() {
    mBufferHasBeenQueued = false;
    for (int s = 0; s < BufferQueueDefs::NUM_BUFFER_SLOTS; ++s) {
        freeBufferLocked(s);
    }
}
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter) {
    ATRACE_CALL();
    ST_LOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    status_t err = NO_ERROR;

    if (mAbandoned) {
        ST_LOGE("updateTexImage: SurfaceTexture is abandoned!");
        return NO_INIT;
    }

    if (!mAttached) {
        ST_LOGE("updateTexImage: SurfaceTexture is not attached to an OpenGL "
                "ES context");
        return INVALID_OPERATION;
    }

    EGLDisplay dpy = eglGetCurrentDisplay();
    EGLContext ctx = eglGetCurrentContext();

    if ((mEglDisplay != dpy && mEglDisplay != EGL_NO_DISPLAY) ||
            dpy == EGL_NO_DISPLAY) {
        ST_LOGE("updateTexImage: invalid current EGLDisplay");
        return INVALID_OPERATION;
    }

    if ((mEglContext != ctx && mEglContext != EGL_NO_CONTEXT) ||
            ctx == EGL_NO_CONTEXT) {
        ST_LOGE("updateTexImage: invalid current EGLContext");
        return INVALID_OPERATION;
    }

    mEglDisplay = dpy;
    mEglContext = ctx;

    BufferQueue::BufferItem item;

    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    err = mBufferQueue->acquireBuffer(&item);
    if (err == NO_ERROR) {
        int buf = item.mBuf;
        // This buffer was newly allocated, so we need to clean up on our side
        if (item.mGraphicBuffer != NULL) {
            mEGLSlots[buf].mGraphicBuffer = 0;
            if (mEGLSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {
                eglDestroyImageKHR(dpy, mEGLSlots[buf].mEglImage);
                mEGLSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;
            }
            mEGLSlots[buf].mGraphicBuffer = item.mGraphicBuffer;
        }

        // we call the rejecter here, in case the caller has a reason to
        // not accept this buffer. this is used by SurfaceFlinger to
        // reject buffers which have the wrong size
        if (rejecter && rejecter->reject(mEGLSlots[buf].mGraphicBuffer, item)) {
            mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
            mEGLSlots[buf].mFence = EGL_NO_SYNC_KHR;
            glBindTexture(mTexTarget, mTexName);
            return NO_ERROR;
        }

        // Update the GL texture object. We may have to do this even when
        // item.mGraphicBuffer == NULL, if we destroyed the EGLImage when
        // detaching from a context but the buffer has not been re-allocated.
        EGLImageKHR image = mEGLSlots[buf].mEglImage;
        if (image == EGL_NO_IMAGE_KHR) {
            if (mEGLSlots[buf].mGraphicBuffer == NULL) {
                ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
                err = BAD_VALUE;
            } else {
                image = createImage(dpy, mEGLSlots[buf].mGraphicBuffer);
                mEGLSlots[buf].mEglImage = image;
                if (image == EGL_NO_IMAGE_KHR) {
                    // NOTE: if dpy was invalid, createImage() is guaranteed to
                    // fail. so we'd end up here.
                    err = UNKNOWN_ERROR;
                }
            }
        }

        if (err == NO_ERROR) {
            GLint error;
            while ((error = glGetError()) != GL_NO_ERROR) {
                ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
            }

            glBindTexture(mTexTarget, mTexName);
            glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);

            while ((error = glGetError()) != GL_NO_ERROR) {
                ST_LOGE("updateTexImage: error binding external texture image %p "
                        "(slot %d): %#04x", image, buf, error);
                err = UNKNOWN_ERROR;
            }

            if (err == NO_ERROR) {
                err = syncForReleaseLocked(dpy);
            }
        }

        if (err != NO_ERROR) {
            // Release the buffer we just acquired.  It's not safe to
            // release the old buffer, so instead we just drop the new frame.
            mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
            mEGLSlots[buf].mFence = EGL_NO_SYNC_KHR;
            return err;
        }

        ST_LOGV("updateTexImage: (slot=%d buf=%p) -> (slot=%d buf=%p)",
                mCurrentTexture,
                mCurrentTextureBuf != NULL ? mCurrentTextureBuf->handle : 0,
                buf, item.mGraphicBuffer != NULL ? item.mGraphicBuffer->handle : 0);

        // release old buffer
        if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
            status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy,
                    mEGLSlots[mCurrentTexture].mFence);

            mEGLSlots[mCurrentTexture].mFence = EGL_NO_SYNC_KHR;
            if (status == BufferQueue::STALE_BUFFER_SLOT) {
                freeBufferLocked(mCurrentTexture);
            } else if (status != NO_ERROR) {
                ST_LOGE("updateTexImage: released invalid buffer");
                err = status;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
        mCurrentTextureBuf = mEGLSlots[buf].mGraphicBuffer;
        mCurrentCrop = item.mCrop;
        mCurrentTransform = item.mTransform;
        mCurrentScalingMode = item.mScalingMode;
        mCurrentTimestamp = item.mTimestamp;
        computeCurrentTransformMatrix();
    } else  {
        if (err < 0) {
            ALOGE("updateTexImage failed on acquire %d", err);
        }
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
        return OK;
    }

    return err;
}
status_t BufferQueue::dequeueBuffer(int *outBuf, sp<Fence>* outFence,
        uint32_t w, uint32_t h, uint32_t format, uint32_t usage) {
    ATRACE_CALL();
    ST_LOGV("dequeueBuffer: w=%d h=%d fmt=%#x usage=%#x", w, h, format, usage);

    if ((w && !h) || (!w && h)) {
        ST_LOGE("dequeueBuffer: invalid size: w=%u, h=%u", w, h);
        return BAD_VALUE;
    }

    status_t returnFlags(OK);
    EGLDisplay dpy = EGL_NO_DISPLAY;
    EGLSyncKHR eglFence = EGL_NO_SYNC_KHR;

    { // Scope for the lock
        Mutex::Autolock lock(mMutex);

        if (format == 0) {
            format = mDefaultBufferFormat;
        }
        // turn on usage bits the consumer requested
        usage |= mConsumerUsageBits;

        int found = -1;
        int dequeuedCount = 0;
        bool tryAgain = true;
        while (tryAgain) {
            if (mAbandoned) {
                ST_LOGE("dequeueBuffer: BufferQueue has been abandoned!");
                return NO_INIT;
            }

            const int maxBufferCount = getMaxBufferCountLocked();

            // Free up any buffers that are in slots beyond the max buffer
            // count.
            for (int i = maxBufferCount; i < NUM_BUFFER_SLOTS; i++) {
                assert(mSlots[i].mBufferState == BufferSlot::FREE);
                if (mSlots[i].mGraphicBuffer != NULL) {
                    freeBufferLocked(i);
                    returnFlags |= IGraphicBufferProducer::RELEASE_ALL_BUFFERS;
                }
            }

            // look for a free buffer to give to the client
            found = INVALID_BUFFER_SLOT;
            dequeuedCount = 0;
            for (int i = 0; i < maxBufferCount; i++) {
                const int state = mSlots[i].mBufferState;
                if (state == BufferSlot::DEQUEUED) {
                    dequeuedCount++;
                }

                if (state == BufferSlot::FREE) {
                    /* We return the oldest of the free buffers to avoid
                     * stalling the producer if possible.  This is because
                     * the consumer may still have pending reads of the
                     * buffers in flight.
                     */
                    if ((found < 0) ||
                            mSlots[i].mFrameNumber < mSlots[found].mFrameNumber) {
                        found = i;
                    }
                }
            }

            // clients are not allowed to dequeue more than one buffer
            // if they didn't set a buffer count.
            if (!mOverrideMaxBufferCount && dequeuedCount) {
                ST_LOGE("dequeueBuffer: can't dequeue multiple buffers without "
                        "setting the buffer count");
                return -EINVAL;
            }

            // See whether a buffer has been queued since the last
            // setBufferCount so we know whether to perform the min undequeued
            // buffers check below.
            if (mBufferHasBeenQueued) {
                // make sure the client is not trying to dequeue more buffers
                // than allowed.
                const int newUndequeuedCount = maxBufferCount - (dequeuedCount+1);
                const int minUndequeuedCount = getMinUndequeuedBufferCountLocked();
                if (newUndequeuedCount < minUndequeuedCount) {
                    ST_LOGE("dequeueBuffer: min undequeued buffer count (%d) "
                            "exceeded (dequeued=%d undequeudCount=%d)",
                            minUndequeuedCount, dequeuedCount,
                            newUndequeuedCount);
                    return -EBUSY;
                }
            }

            // If no buffer is found, wait for a buffer to be released or for
            // the max buffer count to change.
            tryAgain = found == INVALID_BUFFER_SLOT;
            if (tryAgain) {
                mDequeueCondition.wait(mMutex);
            }
        }


        if (found == INVALID_BUFFER_SLOT) {
            // This should not happen.
            ST_LOGE("dequeueBuffer: no available buffer slots");
            return -EBUSY;
        }

        const int buf = found;
        *outBuf = found;

        ATRACE_BUFFER_INDEX(buf);

        const bool useDefaultSize = !w && !h;
        if (useDefaultSize) {
            // use the default size
            w = mDefaultWidth;
            h = mDefaultHeight;
        }

        mSlots[buf].mBufferState = BufferSlot::DEQUEUED;

        const sp<GraphicBuffer>& buffer(mSlots[buf].mGraphicBuffer);
        if ((buffer == NULL) ||
            (uint32_t(buffer->width)  != w) ||
            (uint32_t(buffer->height) != h) ||
            (uint32_t(buffer->format) != format) ||
            ((uint32_t(buffer->usage) & usage) != usage))
        {
            mSlots[buf].mAcquireCalled = false;
            mSlots[buf].mGraphicBuffer = NULL;
            mSlots[buf].mRequestBufferCalled = false;
            mSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
            mSlots[buf].mFence = Fence::NO_FENCE;
            mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;

            returnFlags |= IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION;
        }

        dpy = mSlots[buf].mEglDisplay;
        eglFence = mSlots[buf].mEglFence;
        *outFence = mSlots[buf].mFence;
        mSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
        mSlots[buf].mFence = Fence::NO_FENCE;
    }  // end lock scope

    if (returnFlags & IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION) {
        status_t error;
        sp<GraphicBuffer> graphicBuffer(
                mGraphicBufferAlloc->createGraphicBuffer(
                        w, h, format, usage, &error));
        if (graphicBuffer == 0) {
            ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "
                    "failed");
            return error;
        }

        { // Scope for the lock
            Mutex::Autolock lock(mMutex);

            if (mAbandoned) {
                ST_LOGE("dequeueBuffer: BufferQueue has been abandoned!");
                return NO_INIT;
            }

            mSlots[*outBuf].mGraphicBuffer = graphicBuffer;
        }
    }

    if (eglFence != EGL_NO_SYNC_KHR) {
        EGLint result = eglClientWaitSyncKHR(dpy, eglFence, 0, 1000000000);
        // If something goes wrong, log the error, but return the buffer without
        // synchronizing access to it.  It's too late at this point to abort the
        // dequeue operation.
        if (result == EGL_FALSE) {
            ST_LOGE("dequeueBuffer: error waiting for fence: %#x", eglGetError());
        } else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
            ST_LOGE("dequeueBuffer: timeout waiting for fence");
        }
        eglDestroySyncKHR(dpy, eglFence);
    }

    ST_LOGV("dequeueBuffer: returning slot=%d buf=%p flags=%#x", *outBuf,
            mSlots[*outBuf].mGraphicBuffer->handle, returnFlags);

    return returnFlags;
}