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286 lines
11 KiB
C++
286 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=4 et sw=4 tw=80: */
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/*
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* Copyright (C) 2010 The Android Open Source Project
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* Copyright (C) 2012 Mozilla Foundation
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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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#ifndef DOM_CAMERA_GONKNATIVEWINDOW_H
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#define DOM_CAMERA_GONKNATIVEWINDOW_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <ui/egl/android_natives.h>
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#include <utils/Errors.h>
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#include <utils/RefBase.h>
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#include <ui/GraphicBuffer.h>
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#include <ui/Rect.h>
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#include <utils/String8.h>
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#include <utils/threads.h>
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#include "mozilla/layers/LayersSurfaces.h"
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#include "mozilla/layers/ImageBridgeChild.h"
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#include "GonkIOSurfaceImage.h"
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#include "CameraCommon.h"
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namespace android {
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// The user of GonkNativeWindow who wants to receive notification of
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// new frames should implement this interface.
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class GonkNativeWindowNewFrameCallback {
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public:
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virtual void OnNewFrame() = 0;
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};
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class GonkNativeWindow : public EGLNativeBase<ANativeWindow, GonkNativeWindow, RefBase>
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{
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typedef mozilla::layers::SurfaceDescriptor SurfaceDescriptor;
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public:
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enum { MIN_UNDEQUEUED_BUFFERS = 2 };
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enum { MIN_BUFFER_SLOTS = MIN_UNDEQUEUED_BUFFERS };
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enum { NUM_BUFFER_SLOTS = 32 };
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GonkNativeWindow();
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GonkNativeWindow(GonkNativeWindowNewFrameCallback* aCallback);
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~GonkNativeWindow(); // this class cannot be overloaded
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// ANativeWindow hooks
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static int hook_cancelBuffer(ANativeWindow* window, ANativeWindowBuffer* buffer);
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static int hook_dequeueBuffer(ANativeWindow* window, ANativeWindowBuffer** buffer);
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static int hook_lockBuffer(ANativeWindow* window, ANativeWindowBuffer* buffer);
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static int hook_perform(ANativeWindow* window, int operation, ...);
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static int hook_query(const ANativeWindow* window, int what, int* value);
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static int hook_queueBuffer(ANativeWindow* window, ANativeWindowBuffer* buffer);
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static int hook_setSwapInterval(ANativeWindow* window, int interval);
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// Get next frame from the queue and mark it as RENDERING, caller
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// owns the returned buffer.
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already_AddRefed<GraphicBufferLocked> getCurrentBuffer();
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// Return the buffer to the queue and mark it as FREE. After that
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// the buffer is useable again for the decoder.
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bool returnBuffer(uint32_t index, uint32_t generation);
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// Release all internal buffers
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void abandon();
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protected:
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virtual int cancelBuffer(ANativeWindowBuffer* buffer);
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virtual int dequeueBuffer(ANativeWindowBuffer** buffer);
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virtual int lockBuffer(ANativeWindowBuffer* buffer);
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virtual int perform(int operation, va_list args);
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virtual int query(int what, int* value) const;
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virtual int queueBuffer(ANativeWindowBuffer* buffer);
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virtual int setSwapInterval(int interval);
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virtual int setBufferCount(int bufferCount);
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virtual int setBuffersDimensions(int w, int h);
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virtual int setBuffersFormat(int format);
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virtual int setBuffersTimestamp(int64_t timestamp);
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virtual int setUsage(uint32_t reqUsage);
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// freeBufferLocked frees the resources (both GraphicBuffer and EGLImage)
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// for the given slot.
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void freeBufferLocked(int index);
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// freeAllBuffersLocked frees the resources (both GraphicBuffer and
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// EGLImage) for all slots.
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void freeAllBuffersLocked();
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private:
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void init();
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int dispatchSetBufferCount(va_list args);
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int dispatchSetBuffersGeometry(va_list args);
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int dispatchSetBuffersDimensions(va_list args);
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int dispatchSetBuffersFormat(va_list args);
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int dispatchSetBuffersTimestamp(va_list args);
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int dispatchSetUsage(va_list args);
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int getSlotFromBufferLocked(android_native_buffer_t* buffer) const;
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private:
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enum { INVALID_BUFFER_SLOT = -1 };
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struct BufferSlot {
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BufferSlot()
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: mGraphicBuffer(0),
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mBufferState(BufferSlot::FREE),
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mTimestamp(0),
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mFrameNumber(0){
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}
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// mGraphicBuffer points to the buffer allocated for this slot or is NULL
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// if no buffer has been allocated.
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sp<GraphicBuffer> mGraphicBuffer;
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// mSurfaceDescriptor is the token to remotely allocated GraphicBuffer.
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SurfaceDescriptor mSurfaceDescriptor;
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// BufferState represents the different states in which a buffer slot
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// can be.
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enum BufferState {
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// FREE indicates that the buffer is not currently being used and
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// will not be used in the future until it gets dequeued and
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// subsequently queued by the client.
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FREE = 0,
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// DEQUEUED indicates that the buffer has been dequeued by the
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// client, but has not yet been queued or canceled. The buffer is
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// considered 'owned' by the client, and the server should not use
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// it for anything.
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//
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// Note that when in synchronous-mode (mSynchronousMode == true),
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// the buffer that's currently attached to the texture may be
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// dequeued by the client. That means that the current buffer can
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// be in either the DEQUEUED or QUEUED state. In asynchronous mode,
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// however, the current buffer is always in the QUEUED state.
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DEQUEUED = 1,
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// QUEUED indicates that the buffer has been queued by the client,
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// and has not since been made available for the client to dequeue.
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// Attaching the buffer to the texture does NOT transition the
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// buffer away from the QUEUED state. However, in Synchronous mode
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// the current buffer may be dequeued by the client under some
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// circumstances. See the note about the current buffer in the
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// documentation for DEQUEUED.
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QUEUED = 2,
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// RENDERING indicates that the buffer has been sent to
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// the compositor, and has not yet available for the
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// client to dequeue. When the compositor has finished its
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// job, the buffer will be returned to FREE state.
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RENDERING = 3,
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};
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// mBufferState is the current state of this buffer slot.
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BufferState mBufferState;
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// mTimestamp is the current timestamp for this buffer slot. This gets
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// to set by queueBuffer each time this slot is queued.
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int64_t mTimestamp;
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// mFrameNumber is the number of the queued frame for this slot.
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uint64_t mFrameNumber;
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};
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// mSlots is the array of buffer slots that must be mirrored on the client
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// side. This allows buffer ownership to be transferred between the client
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// and server without sending a GraphicBuffer over binder. The entire array
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// is initialized to NULL at construction time, and buffers are allocated
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// for a slot when requestBuffer is called with that slot's index.
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BufferSlot mSlots[NUM_BUFFER_SLOTS];
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// mDequeueCondition condition used for dequeueBuffer in synchronous mode
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mutable Condition mDequeueCondition;
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// mTimestamp is the timestamp that will be used for the next buffer queue
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// operation. It defaults to NATIVE_WINDOW_TIMESTAMP_AUTO, which means that
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// a timestamp is auto-generated when queueBuffer is called.
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int64_t mTimestamp;
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// mDefaultWidth holds the default width of allocated buffers. It is used
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// in requestBuffers() if a width and height of zero is specified.
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uint32_t mDefaultWidth;
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// mDefaultHeight holds the default height of allocated buffers. It is used
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// in requestBuffers() if a width and height of zero is specified.
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uint32_t mDefaultHeight;
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// mPixelFormat holds the pixel format of allocated buffers. It is used
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// in requestBuffers() if a format of zero is specified.
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uint32_t mPixelFormat;
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// usage flag
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uint32_t mUsage;
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// mBufferCount is the number of buffer slots that the client and server
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// must maintain. It defaults to MIN_ASYNC_BUFFER_SLOTS and can be changed
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// by calling setBufferCount or setBufferCountServer
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int mBufferCount;
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// mMutex is the mutex used to prevent concurrent access to the member
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// variables. It must be locked whenever the member variables are accessed.
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mutable Mutex mMutex;
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// mFrameCounter is the free running counter, incremented for every buffer queued
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uint64_t mFrameCounter;
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// mGeneration is the current generation of buffer slots
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uint32_t mGeneration;
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GonkNativeWindowNewFrameCallback* mNewFrameCallback;
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};
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// CameraGraphicBuffer maintains the buffer returned from GonkNativeWindow
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class CameraGraphicBuffer : public mozilla::layers::GraphicBufferLocked
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{
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typedef mozilla::layers::SurfaceDescriptor SurfaceDescriptor;
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public:
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CameraGraphicBuffer(GonkNativeWindow* aNativeWindow,
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uint32_t aIndex,
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uint32_t aGeneration,
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SurfaceDescriptor aBuffer)
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: GraphicBufferLocked(aBuffer)
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, mNativeWindow(aNativeWindow)
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, mIndex(aIndex)
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, mGeneration(aGeneration)
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, mLocked(true)
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{
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DOM_CAMERA_LOGT("%s:%d : this=%p\n", __func__, __LINE__, this);
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}
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virtual ~CameraGraphicBuffer()
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{
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DOM_CAMERA_LOGT("%s:%d : this=%p\n", __func__, __LINE__, this);
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}
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// Unlock either returns the buffer to the native window or
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// destroys the buffer if the window is already released.
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virtual void Unlock() MOZ_OVERRIDE
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{
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if (mLocked) {
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// The window might have been destroyed. The buffer is no longer
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// valid at that point.
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sp<GonkNativeWindow> window = mNativeWindow.promote();
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if (window.get() && window->returnBuffer(mIndex, mGeneration)) {
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mLocked = false;
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} else {
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// If the window doesn't exist any more, release the buffer
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// directly.
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ImageBridgeChild *ibc = ImageBridgeChild::GetSingleton();
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ibc->DeallocSurfaceDescriptorGralloc(mSurfaceDescriptor);
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}
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}
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}
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protected:
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wp<GonkNativeWindow> mNativeWindow;
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uint32_t mIndex;
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uint32_t mGeneration;
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bool mLocked;
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};
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}; // namespace android
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#endif // DOM_CAMERA_GONKNATIVEWINDOW_H
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