gecko/widget/gonk/HwcComposer2D.h

117 lines
3.7 KiB
C++

/*
* Copyright (c) 2012, The Linux Foundation. All rights reserved.
*
* 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.
*/
#ifndef mozilla_HwcComposer2D
#define mozilla_HwcComposer2D
#include "Composer2D.h"
#include "Layers.h"
#include <vector>
#include <list>
#include <hardware/hwcomposer.h>
#if ANDROID_VERSION >= 17
#include <ui/Fence.h>
#endif
namespace mozilla {
namespace layers {
class ContainerLayer;
class Layer;
}
//Holds a dynamically allocated vector of rectangles
//used to decribe the complex visible region of a layer
typedef std::vector<hwc_rect_t> RectVector;
#if ANDROID_VERSION >= 17
typedef hwc_composer_device_1_t HwcDevice;
typedef hwc_display_contents_1_t HwcList;
typedef hwc_layer_1_t HwcLayer;
#else
typedef hwc_composer_device_t HwcDevice;
typedef hwc_layer_list_t HwcList;
typedef hwc_layer_t HwcLayer;
#endif
/*
* HwcComposer2D provides a way for gecko to render frames
* using hwcomposer.h in the AOSP HAL.
*
* hwcomposer.h defines an interface for display composition
* using dedicated hardware. This hardware is usually faster
* or more power efficient than the GPU. However, in exchange
* for better performance, generality has to be sacrificed:
* no 3d transforms, no intermediate surfaces, no special shader effects,
* and loss of other goodies depending on the platform.
*
* In general, when hwc is enabled gecko tries to compose
* its frames using HwcComposer2D first. Then if HwcComposer2D is
* unable to compose a frame then it falls back to compose it
* using the GPU with OpenGL.
*
*/
class HwcComposer2D : public mozilla::layers::Composer2D {
public:
HwcComposer2D();
virtual ~HwcComposer2D();
int Init(hwc_display_t aDisplay, hwc_surface_t aSurface);
bool Initialized() const { return mHwc; }
static HwcComposer2D* GetInstance();
// Returns TRUE if the container has been succesfully rendered
// Returns FALSE if the container cannot be fully rendered
// by this composer so nothing was rendered at all
bool TryRender(layers::Layer* aRoot, const gfx::Matrix& aGLWorldTransform) MOZ_OVERRIDE;
bool Render(EGLDisplay dpy, EGLSurface sur);
private:
void Reset();
void Prepare(buffer_handle_t fbHandle, int fence);
bool Commit();
bool TryHwComposition();
bool ReallocLayerList();
bool PrepareLayerList(layers::Layer* aContainer, const nsIntRect& aClip,
const gfxMatrix& aParentTransform, const gfxMatrix& aGLWorldTransform);
void setCrop(HwcLayer* layer, hwc_rect_t srcCrop);
HwcDevice* mHwc;
HwcList* mList;
hwc_display_t mDpy;
hwc_surface_t mSur;
nsIntRect mScreenRect;
int mMaxLayerCount;
bool mColorFill;
bool mRBSwapSupport;
//Holds all the dynamically allocated RectVectors needed
//to render the current frame
std::list<RectVector> mVisibleRegions;
#if ANDROID_VERSION >= 17
android::sp<android::Fence> mPrevRetireFence;
android::sp<android::Fence> mPrevDisplayFence;
#endif
nsTArray<layers::LayerComposite*> mHwcLayerMap;
bool mPrepared;
};
} // namespace mozilla
#endif // mozilla_HwcComposer2D