void BufferQueue::cancelBuffer(int buf, const sp<Fence>& fence) {
    ATRACE_CALL();
    ST_LOGV("cancelBuffer: slot=%d", buf);
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ST_LOGW("cancelBuffer: BufferQueue has been abandoned!");
        return;
    }

    int maxBufferCount = getMaxBufferCountLocked();
    if (buf < 0 || buf >= maxBufferCount) {
        ST_LOGE("cancelBuffer: slot index out of range [0, %d]: %d",
                maxBufferCount, buf);
        return;
    } else if (mSlots[buf].mBufferState != BufferSlot::DEQUEUED) {
        ST_LOGE("cancelBuffer: slot %d is not owned by the client (state=%d)",
                buf, mSlots[buf].mBufferState);
        return;
    } else if (fence == NULL) {
        ST_LOGE("cancelBuffer: fence is NULL");
        return;
    }
    mSlots[buf].mBufferState = BufferSlot::FREE;
    mSlots[buf].mFrameNumber = 0;
    mSlots[buf].mFence = fence;
    mDequeueCondition.broadcast();
}
示例#2
0
void BufferQueueDump::onAcquireBuffer(const int slot, const sp<GraphicBuffer>& buffer, const sp<Fence>& fence) {
    if (buffer == NULL) {
        ST_LOGW("onAcquireBuffer: The GraphicBuffer of slot%d is NULL, ignore it", slot);
        return;
    }

    // check this slot in vector
    for (uint32_t i = mAcquiredBufs.size(); i > 0; i--) {
        uint32_t index = i - 1;
        if ((mAcquiredBufs[index]->mSlot == slot) ||
                (mAcquiredBufs[index]->mSlot == BufferQueue::INVALID_BUFFER_SLOT)) {
            // remove the items which are same with slot id or freed
            mAcquiredBufs.removeAt(index);
            ST_LOGD("onAcquireBuffer: find slot%d has been in acquired buffer[%u], remove it",
                    slot, index);
        }
    }

    // push new buffer into vector
    sp<AcquiredBuffer> acquiredBuffer = new AcquiredBuffer(slot, buffer, fence, systemTime());
    if (acquiredBuffer == NULL) {
        XLOGE("[%s] alloc AcquiredBuffer failed", __func__);
        return;
    }
    mAcquiredBufs.push_back(acquiredBuffer);
}
示例#3
0
status_t GLConsumer::acquireBufferLocked(BufferQueue::BufferItem *item,
        nsecs_t presentWhen) {
    status_t err = ConsumerBase::acquireBufferLocked(item, presentWhen);
    if (err != NO_ERROR) {
        return err;
    }

    int slot = item->mBuf;
    bool destroyEglImage = false;

    if (mEglSlots[slot].mEglImage != EGL_NO_IMAGE_KHR) {
        if (item->mGraphicBuffer != NULL) {
            // This buffer has not been acquired before, so we must assume
            // that any EGLImage in mEglSlots is stale.
            destroyEglImage = true;
        } else if (mEglSlots[slot].mCropRect != item->mCrop) {
            // We've already seen this buffer before, but it now has a
            // different crop rect, so we'll need to recreate the EGLImage if
            // we're using the EGL_ANDROID_image_crop extension.
            destroyEglImage = hasEglAndroidImageCrop();
        }
    }

    if (destroyEglImage) {
        if (!eglDestroyImageKHR(mEglDisplay, mEglSlots[slot].mEglImage)) {
            ST_LOGW("acquireBufferLocked: eglDestroyImageKHR failed for slot=%d",
                  slot);
            // keep going
        }
        mEglSlots[slot].mEglImage = EGL_NO_IMAGE_KHR;
    }

    return NO_ERROR;
}
void SurfaceTexture::cancelBuffer(int buf) {
    ST_LOGV("cancelBuffer: slot=%d", buf);
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ST_LOGW("cancelBuffer: SurfaceTexture has been abandoned!");
        return;
    }

    if (buf < 0 || buf >= mBufferCount) {
        ST_LOGE("cancelBuffer: slot index out of range [0, %d]: %d",
                mBufferCount, buf);
        return;
    } else if (mSlots[buf].mBufferState != BufferSlot::DEQUEUED) {
        ST_LOGE("cancelBuffer: slot %d is not owned by the client (state=%d)",
                buf, mSlots[buf].mBufferState);
        return;
    }
    mSlots[buf].mBufferState = BufferSlot::FREE;
    mSlots[buf].mFrameNumber = 0;
    mDequeueCondition.signal();
}
status_t GLConsumer::acquireBufferLocked(BufferQueue::BufferItem *item) {
    status_t err = ConsumerBase::acquireBufferLocked(item);
    if (err != NO_ERROR) {
        return err;
    }

    int slot = item->mBuf;
    if (item->mGraphicBuffer != NULL) {
        // This buffer has not been acquired before, so we must assume
        // that any EGLImage in mEglSlots is stale.
        if (mEglSlots[slot].mEglImage != EGL_NO_IMAGE_KHR) {
            if (!eglDestroyImageKHR(mEglDisplay, mEglSlots[slot].mEglImage)) {
                ST_LOGW("acquireBufferLocked: eglDestroyImageKHR failed for slot=%d",
                        slot);
                // keep going
            }
            mEglSlots[slot].mEglImage = EGL_NO_IMAGE_KHR;
        }
    }

    return NO_ERROR;
}
示例#6
0
status_t GLConsumer::bindTextureImageLocked() {
    if (mEglDisplay == EGL_NO_DISPLAY) {
        ALOGE("bindTextureImage: invalid display");
        return INVALID_OPERATION;
    }

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

    glBindTexture(mTexTarget, mTexName);
    if (mCurrentTexture == BufferQueue::INVALID_BUFFER_SLOT) {
        if (mCurrentTextureBuf == NULL) {
            ST_LOGE("bindTextureImage: no currently-bound texture");
            return NO_INIT;
        }
        status_t err = bindUnslottedBufferLocked(mEglDisplay);
        if (err != NO_ERROR) {
            return err;
        }
    } else {
        EGLImageKHR image = mEglSlots[mCurrentTexture].mEglImage;

        glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);

        while ((error = glGetError()) != GL_NO_ERROR) {
            ST_LOGE("bindTextureImage: error binding external texture image %p"
                    ": %#04x", image, error);
            return UNKNOWN_ERROR;
        }
    }

    // Wait for the new buffer to be ready.
    return doGLFenceWaitLocked();

}
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter, bool skipSync) {
#else
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter, bool skipSync, bool deferConversion) {
#endif
    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 = acquireBufferLocked(&item);
    if (err == NO_ERROR) {
        int buf = item.mBuf;

#ifdef STE_HARDWARE
        EGLImageKHR image;
        if (conversionIsNeeded(mSlots[buf].mGraphicBuffer)) {
            mNeedsConversion = deferConversion;
            // If color conversion is needed we can't use the graphic buffers
            // located in mSlots for the textures (wrong color format). Instead
            // color convert it into a buffer in mBlitSlots and use that instead.
            image = mBlitSlots[mNextBlitSlot].mEglImage;

            // If there exists an image already, make sure that
            // the dimensions match the current source buffer.
            // Otherwise, destroy the buffer and let a new one be allocated.
            if (image != EGL_NO_IMAGE_KHR &&
                    mSlots[buf].mGraphicBuffer != NULL &&
                    mBlitSlots[mNextBlitSlot].mGraphicBuffer != NULL) {
                sp<GraphicBuffer> &srcBuf = mSlots[buf].mGraphicBuffer;
                sp<GraphicBuffer> &bltBuf =
                    mBlitSlots[mNextBlitSlot].mGraphicBuffer;
                if (srcBuf->getWidth() != bltBuf->getWidth() ||
                        srcBuf->getHeight() != bltBuf->getHeight()) {
                    eglDestroyImageKHR(mBlitSlots[mNextBlitSlot].mEglDisplay,
                        image);
                    mBlitSlots[mNextBlitSlot].mEglImage = EGL_NO_IMAGE_KHR;
                    mBlitSlots[mNextBlitSlot].mGraphicBuffer = NULL;
                    image = EGL_NO_IMAGE_KHR;
                }
            }
            if (image == EGL_NO_IMAGE_KHR) {
                sp<GraphicBuffer> &srcBuf = mSlots[buf].mGraphicBuffer;
                status_t res = 0;

                sp<GraphicBuffer> blitBuffer(
                        mGraphicBufferAlloc->createGraphicBuffer(
                                srcBuf->getWidth(), srcBuf->getHeight(),
                                PIXEL_FORMAT_RGBA_8888, srcBuf->getUsage(),
                                &res));
                if (blitBuffer == 0) {
                    ST_LOGE("updateTexImage: SurfaceComposer::createGraphicBuffer failed");
                    return NO_MEMORY;
                }
                if (res != NO_ERROR) {
                    ST_LOGW("updateTexImage: SurfaceComposer::createGraphicBuffer error=%#04x", res);
                }
                mBlitSlots[mNextBlitSlot].mGraphicBuffer = blitBuffer;

                EGLDisplay dpy = eglGetCurrentDisplay();
                image = createImage(dpy, blitBuffer);
                mBlitSlots[mNextBlitSlot].mEglImage = image;
                mBlitSlots[mNextBlitSlot].mEglDisplay = dpy;
            }

            if (deferConversion) {
                item.mGraphicBuffer = mSlots[buf].mGraphicBuffer;
                mConversionSrcSlot = buf;
                mConversionBltSlot = mNextBlitSlot;
                // At this point item.mGraphicBuffer and image do not point
                // at matching buffers. This is intentional as this
                // surface might end up being taken care of by HWComposer,
                // which needs access to the original buffer.
                // GL however, is fed an EGLImage that is created from
                // a conversion buffer. It will have its
                // content updated once the surface is actually drawn
                // in Layer::onDraw()
            } else {
                if (convert(mSlots[buf].mGraphicBuffer,
                        mBlitSlots[mNextBlitSlot].mGraphicBuffer) != OK) {
                    ALOGE("updateTexImage: convert failed");
                    return UNKNOWN_ERROR;
                }
                item.mGraphicBuffer = mBlitSlots[mNextBlitSlot].mGraphicBuffer;
            }
            // mBlitSlots contains several buffers (NUM_BLIT_BUFFER_SLOTS),
            // advance (potentially wrap) the index
            mNextBlitSlot = (mNextBlitSlot + 1) % BufferQueue::NUM_BLIT_BUFFER_SLOTS;
        } else {
            mNeedsConversion = false;
            image = mEglSlots[buf].mEglImage;
            item.mGraphicBuffer = mSlots[buf].mGraphicBuffer;
            if (image == EGL_NO_IMAGE_KHR) {
                EGLDisplay dpy = eglGetCurrentDisplay();
                if (item.mGraphicBuffer == 0) {
                    ST_LOGE("buffer at slot %d is null", buf);
                    return BAD_VALUE;
                }
                image = createImage(dpy, item.mGraphicBuffer);
                mEglSlots[buf].mEglImage = image;
                mEglDisplay = dpy;
                if (image == EGL_NO_IMAGE_KHR) {
                    // NOTE: if dpy was invalid, createImage() is guaranteed to
                    // fail. so we'd end up here.
                    return -EINVAL;
                }
            }
        }
#endif

        // 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
#ifdef STE_HARDWARE
        if (rejecter && rejecter->reject(item.mGraphicBuffer, item)) {
#else
        if (rejecter && rejecter->reject(mSlots[buf].mGraphicBuffer, item)) {
#endif
            releaseBufferLocked(buf, dpy, EGL_NO_SYNC_KHR);
            glBindTexture(mTexTarget, mTexName);
            return NO_ERROR;
        }

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

#ifndef STE_HARDWARE
        EGLImageKHR image = mEglSlots[buf].mEglImage;
#endif
        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.
            releaseBufferLocked(buf, dpy, EGL_NO_SYNC_KHR);
            return err;
        }

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

        // release old buffer
        if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
            status_t status = releaseBufferLocked(mCurrentTexture, dpy,
                    mEglSlots[mCurrentTexture].mEglFence);
            if (status != NO_ERROR && status != BufferQueue::STALE_BUFFER_SLOT) {
                ST_LOGE("updateTexImage: failed to release buffer: %s (%d)",
                       strerror(-status), status);
                err = status;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
#ifndef STE_HARDWARE
        mCurrentTextureBuf = mSlots[buf].mGraphicBuffer;
#else
        mCurrentTextureBuf = item.mGraphicBuffer;
#endif
        mCurrentCrop = item.mCrop;
        mCurrentTransform = item.mTransform;
        mCurrentScalingMode = item.mScalingMode;
        mCurrentTimestamp = item.mTimestamp;
        mCurrentFence = item.mFence;
        if (!skipSync) {
            // SurfaceFlinger needs to lazily perform GLES synchronization
            // only when it's actually going to use GLES for compositing.
            // Eventually SurfaceFlinger should have its own consumer class,
            // but for now we'll just hack it in to SurfaceTexture.
            // SurfaceFlinger is responsible for calling doGLFenceWait before
            // texturing from this SurfaceTexture.
            doGLFenceWaitLocked();
        }
        computeCurrentTransformMatrixLocked();
    } else  {
        if (err < 0) {
            ST_LOGE("updateTexImage: acquire failed: %s (%d)",
                strerror(-err), err);
            return err;
        }
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
        return OK;
    }

    return err;
}

void SurfaceTexture::setReleaseFence(int fenceFd) {
    sp<Fence> fence(new Fence(fenceFd));
    if (fenceFd == -1 || mCurrentTexture == BufferQueue::INVALID_BUFFER_SLOT)
        return;
    status_t err = addReleaseFence(mCurrentTexture, fence);
    if (err != OK) {
        ST_LOGE("setReleaseFence: failed to add the fence: %s (%d)",
                strerror(-err), err);
    }
}
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 SurfaceTexture::updateTexImage() {
    ST_LOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ST_LOGE("calling updateTexImage() on an abandoned SurfaceTexture");
        return NO_INIT;
    }

    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    if (!mQueue.empty()) {
        Fifo::iterator front(mQueue.begin());
        int buf = *front;

        // Update the GL texture object.
        EGLImageKHR image = mSlots[buf].mEglImage;
        EGLDisplay dpy = eglGetCurrentDisplay();
#ifdef QCOM_HARDWARE
	if (isGPUSupportedFormat(mSlots[buf].mGraphicBuffer->format)) {
            // Update the GL texture object.
            EGLImageKHR image = mSlots[buf].mEglImage;
#else
        if (image == EGL_NO_IMAGE_KHR) {
            if (mSlots[buf].mGraphicBuffer == 0) {
                ST_LOGE("buffer at slot %d is null", buf);
                return BAD_VALUE;
            }
            image = createImage(dpy, mSlots[buf].mGraphicBuffer);
            mSlots[buf].mEglImage = image;
            mSlots[buf].mEglDisplay = dpy;
#endif
            if (image == EGL_NO_IMAGE_KHR) {
#ifdef QCOM_HARDWARE
		EGLDisplay dpy = eglGetCurrentDisplay();
                if (mSlots[buf].mGraphicBuffer == 0) {
                    ST_LOGE("buffer at slot %d is null", buf);
                    return BAD_VALUE;
                }
                image = createImage(dpy, mSlots[buf].mGraphicBuffer);
                mSlots[buf].mEglImage = image;
                mSlots[buf].mEglDisplay = dpy;
                if (image == EGL_NO_IMAGE_KHR) {
#endif
                // NOTE: if dpy was invalid, createImage() is guaranteed to
                // fail. so we'd end up here.
                return -EINVAL;
            }
        }

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

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

        bool failed = false;
        while ((error = glGetError()) != GL_NO_ERROR) {
            ST_LOGE("error binding external texture image %p (slot %d): %#04x",
                    image, buf, error);
            failed = true;
        }
        if (failed) {
            return -EINVAL;
        }
#ifdef QCOM_HARDWARE
      }
#endif
        if (mCurrentTexture != INVALID_BUFFER_SLOT) {
            if (mUseFenceSync) {
                EGLSyncKHR fence = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR,
                        NULL);
                if (fence == EGL_NO_SYNC_KHR) {
                    LOGE("updateTexImage: error creating fence: %#x",
                            eglGetError());
                    return -EINVAL;
                }
                glFlush();
                mSlots[mCurrentTexture].mFence = fence;
            }
        }

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

        if (mCurrentTexture != INVALID_BUFFER_SLOT) {
            // The current buffer becomes FREE if it was still in the queued
            // state. If it has already been given to the client
            // (synchronous mode), then it stays in DEQUEUED state.
            if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED) {
                mSlots[mCurrentTexture].mBufferState = BufferSlot::FREE;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
        mCurrentTextureBuf = mSlots[buf].mGraphicBuffer;
        mCurrentCrop = mSlots[buf].mCrop;
        mCurrentTransform = mSlots[buf].mTransform;
        mCurrentScalingMode = mSlots[buf].mScalingMode;
        mCurrentTimestamp = mSlots[buf].mTimestamp;
        computeCurrentTransformMatrix();

        // Now that we've passed the point at which failures can happen,
        // it's safe to remove the buffer from the front of the queue.
        mQueue.erase(front);
        mDequeueCondition.signal();
    } else {
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
    }

    return OK;
}

bool SurfaceTexture::isExternalFormat(uint32_t format)
{
    switch (format) {
    // supported YUV formats
    case HAL_PIXEL_FORMAT_YV12:
    // Legacy/deprecated YUV formats
    case HAL_PIXEL_FORMAT_YCbCr_422_SP:
    case HAL_PIXEL_FORMAT_YCrCb_420_SP:
    case HAL_PIXEL_FORMAT_YCbCr_422_I:
        return true;
    }

    // Any OEM format needs to be considered
    if (format>=0x100 && format<=0x1FF)
        return true;

    return false;
}

GLenum SurfaceTexture::getCurrentTextureTarget() const {
    return mTexTarget;
}

void SurfaceTexture::getTransformMatrix(float mtx[16]) {
    Mutex::Autolock lock(mMutex);
    memcpy(mtx, mCurrentTransformMatrix, sizeof(mCurrentTransformMatrix));
}
示例#10
0
status_t GLConsumer::updateAndReleaseLocked(const BufferQueue::BufferItem& item)
{
    status_t err = NO_ERROR;

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

    // Confirm state.
    err = checkAndUpdateEglStateLocked();
    if (err != NO_ERROR) {
        return err;
    }

    int buf = item.mBuf;

    // If the mEglSlot entry is empty, create an EGLImage for the gralloc
    // buffer currently in the slot in ConsumerBase.
    //
    // We may have to do this even when item.mGraphicBuffer == NULL (which
    // means the buffer was previously acquired), if we destroyed the
    // EGLImage when detaching from a context but the buffer has not been
    // re-allocated.
    if (mEglSlots[buf].mEglImage == EGL_NO_IMAGE_KHR) {
        EGLImageKHR image = createImage(mEglDisplay,
                mSlots[buf].mGraphicBuffer, item.mCrop);
        if (image == EGL_NO_IMAGE_KHR) {
            ST_LOGW("updateAndRelease: unable to createImage on display=%p slot=%d",
                  mEglDisplay, buf);
            return UNKNOWN_ERROR;
        }
        mEglSlots[buf].mEglImage = image;
        mEglSlots[buf].mCropRect = item.mCrop;
    }

    // Do whatever sync ops we need to do before releasing the old slot.
    err = syncForReleaseLocked(mEglDisplay);
    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.
        // As we are still under lock since acquireBuffer, it is safe to
        // release by slot.
        releaseBufferLocked(buf, mSlots[buf].mGraphicBuffer,
                mEglDisplay, EGL_NO_SYNC_KHR);
        return err;
    }

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

    // release old buffer
    if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
        status_t status = releaseBufferLocked(
                mCurrentTexture, mCurrentTextureBuf, mEglDisplay,
                mEglSlots[mCurrentTexture].mEglFence);
        if (status < NO_ERROR) {
            ST_LOGE("updateAndRelease: failed to release buffer: %s (%d)",
                   strerror(-status), status);
            err = status;
            // keep going, with error raised [?]
        }
    }

    // Update the GLConsumer state.
    mCurrentTexture = buf;
    mCurrentTextureBuf = mSlots[buf].mGraphicBuffer;
    mCurrentCrop = item.mCrop;
    mCurrentTransform = item.mTransform;
    mCurrentScalingMode = item.mScalingMode;
    mCurrentTimestamp = item.mTimestamp;
    mCurrentFence = item.mFence;
    mCurrentFrameNumber = item.mFrameNumber;

    computeCurrentTransformMatrixLocked();

    return err;
}
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter, bool skipSync, bool isComposition) {
#else
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter, bool skipSync) {
#endif
    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 = acquireBufferLocked(&item);
    if (err == NO_ERROR) {
        int buf = item.mBuf;

        // 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(mSlots[buf].mGraphicBuffer, item)) {
            releaseBufferLocked(buf, dpy, EGL_NO_SYNC_KHR);
            glBindTexture(mTexTarget, mTexName);
            return NO_ERROR;
        }

#ifdef DECIDE_TEXTURE_TARGET
        // GPU is not efficient in handling GL_TEXTURE_EXTERNAL_OES
        // texture target. Depending on the image format, decide,
        // the texture target to be used
        if(isComposition){
            switch (mSlots[buf].mGraphicBuffer->format) {
                case HAL_PIXEL_FORMAT_RGBA_8888:
                case HAL_PIXEL_FORMAT_RGBX_8888:
                case HAL_PIXEL_FORMAT_RGB_888:
                case HAL_PIXEL_FORMAT_RGB_565:
                case HAL_PIXEL_FORMAT_BGRA_8888:
                case HAL_PIXEL_FORMAT_RGBA_5551:
                case HAL_PIXEL_FORMAT_RGBA_4444:
                    mTexTarget = GL_TEXTURE_2D;
                    break;
                default:
                    mTexTarget = GL_TEXTURE_EXTERNAL_OES;
                    break;
            }
        }
#endif

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

        EGLImageKHR image = mEglSlots[buf].mEglImage;
        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.
            releaseBufferLocked(buf, dpy, EGL_NO_SYNC_KHR);
            return err;
        }

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

        // release old buffer
        if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
            status_t status = releaseBufferLocked(mCurrentTexture, dpy,
                    mEglSlots[mCurrentTexture].mEglFence);
            if (status != NO_ERROR && status != BufferQueue::STALE_BUFFER_SLOT) {
                ST_LOGE("updateTexImage: failed to release buffer: %s (%d)",
                       strerror(-status), status);
                err = status;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
        mCurrentTextureBuf = mSlots[buf].mGraphicBuffer;
        mCurrentCrop = item.mCrop;
        mCurrentTransform = item.mTransform;
        mCurrentScalingMode = item.mScalingMode;
        mCurrentTimestamp = item.mTimestamp;
        mCurrentFence = item.mFence;
        if (!skipSync) {
            // SurfaceFlinger needs to lazily perform GLES synchronization
            // only when it's actually going to use GLES for compositing.
            // Eventually SurfaceFlinger should have its own consumer class,
            // but for now we'll just hack it in to SurfaceTexture.
            // SurfaceFlinger is responsible for calling doGLFenceWait before
            // texturing from this SurfaceTexture.
            doGLFenceWaitLocked();
        }
        computeCurrentTransformMatrixLocked();
    } else  {
        if (err < 0) {
            ST_LOGE("updateTexImage: acquire failed: %s (%d)",
                strerror(-err), err);
            return err;
        }
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
        return OK;
    }

    return err;
}