gecko/dom/camera/GonkNativeWindow.h
Mike Habicher 15e34763e4 Bug 779139 - Make DOM-facing camera objects cycle collection participants. r=jst
--HG--
rename : dom/camera/CameraControl.h => dom/camera/CameraControlImpl.h
rename : dom/camera/GonkCameraCapabilities.cpp => dom/camera/DOMCameraCapabilities.cpp
2012-09-04 21:01:56 -04:00

277 lines
10 KiB
C++

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