1*d57664e9SAndroid Build Coastguard Worker /*
2*d57664e9SAndroid Build Coastguard Worker * Copyright (C) 2011 The Android Open Source Project
3*d57664e9SAndroid Build Coastguard Worker *
4*d57664e9SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License");
5*d57664e9SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License.
6*d57664e9SAndroid Build Coastguard Worker * You may obtain a copy of the License at
7*d57664e9SAndroid Build Coastguard Worker *
8*d57664e9SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
9*d57664e9SAndroid Build Coastguard Worker *
10*d57664e9SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software
11*d57664e9SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS,
12*d57664e9SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*d57664e9SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and
14*d57664e9SAndroid Build Coastguard Worker * limitations under the License.
15*d57664e9SAndroid Build Coastguard Worker */
16*d57664e9SAndroid Build Coastguard Worker
17*d57664e9SAndroid Build Coastguard Worker #define LOG_TAG "Sprites"
18*d57664e9SAndroid Build Coastguard Worker //#define LOG_NDEBUG 0
19*d57664e9SAndroid Build Coastguard Worker
20*d57664e9SAndroid Build Coastguard Worker #include "SpriteController.h"
21*d57664e9SAndroid Build Coastguard Worker
22*d57664e9SAndroid Build Coastguard Worker #include <android-base/logging.h>
23*d57664e9SAndroid Build Coastguard Worker #include <gui/Surface.h>
24*d57664e9SAndroid Build Coastguard Worker #include <utils/String8.h>
25*d57664e9SAndroid Build Coastguard Worker
26*d57664e9SAndroid Build Coastguard Worker namespace android {
27*d57664e9SAndroid Build Coastguard Worker
28*d57664e9SAndroid Build Coastguard Worker // --- SpriteController ---
29*d57664e9SAndroid Build Coastguard Worker
SpriteController(const sp<Looper> & looper,int32_t overlayLayer,ParentSurfaceProvider parentSurfaceProvider)30*d57664e9SAndroid Build Coastguard Worker SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer,
31*d57664e9SAndroid Build Coastguard Worker ParentSurfaceProvider parentSurfaceProvider)
32*d57664e9SAndroid Build Coastguard Worker : mLooper(looper),
33*d57664e9SAndroid Build Coastguard Worker mOverlayLayer(overlayLayer),
34*d57664e9SAndroid Build Coastguard Worker mHandler(sp<Handler>::make()),
35*d57664e9SAndroid Build Coastguard Worker mParentSurfaceProvider(std::move(parentSurfaceProvider)) {
36*d57664e9SAndroid Build Coastguard Worker mLocked.transactionNestingCount = 0;
37*d57664e9SAndroid Build Coastguard Worker mLocked.deferredSpriteUpdate = false;
38*d57664e9SAndroid Build Coastguard Worker }
39*d57664e9SAndroid Build Coastguard Worker
setHandlerController(const std::shared_ptr<android::SpriteController> & controller)40*d57664e9SAndroid Build Coastguard Worker void SpriteController::setHandlerController(
41*d57664e9SAndroid Build Coastguard Worker const std::shared_ptr<android::SpriteController>& controller) {
42*d57664e9SAndroid Build Coastguard Worker // Initialize the weak message handler outside the constructor, because we cannot get a shared
43*d57664e9SAndroid Build Coastguard Worker // pointer to self in the constructor.
44*d57664e9SAndroid Build Coastguard Worker mHandler->spriteController = controller;
45*d57664e9SAndroid Build Coastguard Worker }
46*d57664e9SAndroid Build Coastguard Worker
~SpriteController()47*d57664e9SAndroid Build Coastguard Worker SpriteController::~SpriteController() {
48*d57664e9SAndroid Build Coastguard Worker mLooper->removeMessages(mHandler);
49*d57664e9SAndroid Build Coastguard Worker
50*d57664e9SAndroid Build Coastguard Worker if (mSurfaceComposerClient != NULL) {
51*d57664e9SAndroid Build Coastguard Worker mSurfaceComposerClient->dispose();
52*d57664e9SAndroid Build Coastguard Worker mSurfaceComposerClient.clear();
53*d57664e9SAndroid Build Coastguard Worker }
54*d57664e9SAndroid Build Coastguard Worker }
55*d57664e9SAndroid Build Coastguard Worker
createSprite()56*d57664e9SAndroid Build Coastguard Worker sp<Sprite> SpriteController::createSprite() {
57*d57664e9SAndroid Build Coastguard Worker return sp<SpriteImpl>::make(*this);
58*d57664e9SAndroid Build Coastguard Worker }
59*d57664e9SAndroid Build Coastguard Worker
openTransaction()60*d57664e9SAndroid Build Coastguard Worker void SpriteController::openTransaction() {
61*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mLock);
62*d57664e9SAndroid Build Coastguard Worker
63*d57664e9SAndroid Build Coastguard Worker mLocked.transactionNestingCount += 1;
64*d57664e9SAndroid Build Coastguard Worker }
65*d57664e9SAndroid Build Coastguard Worker
closeTransaction()66*d57664e9SAndroid Build Coastguard Worker void SpriteController::closeTransaction() {
67*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mLock);
68*d57664e9SAndroid Build Coastguard Worker
69*d57664e9SAndroid Build Coastguard Worker LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
70*d57664e9SAndroid Build Coastguard Worker "Sprite closeTransaction() called but there is no open sprite transaction");
71*d57664e9SAndroid Build Coastguard Worker
72*d57664e9SAndroid Build Coastguard Worker mLocked.transactionNestingCount -= 1;
73*d57664e9SAndroid Build Coastguard Worker if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
74*d57664e9SAndroid Build Coastguard Worker mLocked.deferredSpriteUpdate = false;
75*d57664e9SAndroid Build Coastguard Worker mLooper->sendMessage(mHandler, Message(Handler::MSG_UPDATE_SPRITES));
76*d57664e9SAndroid Build Coastguard Worker }
77*d57664e9SAndroid Build Coastguard Worker }
78*d57664e9SAndroid Build Coastguard Worker
invalidateSpriteLocked(const sp<SpriteImpl> & sprite)79*d57664e9SAndroid Build Coastguard Worker void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
80*d57664e9SAndroid Build Coastguard Worker bool wasEmpty = mLocked.invalidatedSprites.empty();
81*d57664e9SAndroid Build Coastguard Worker mLocked.invalidatedSprites.push_back(sprite);
82*d57664e9SAndroid Build Coastguard Worker if (wasEmpty) {
83*d57664e9SAndroid Build Coastguard Worker if (mLocked.transactionNestingCount != 0) {
84*d57664e9SAndroid Build Coastguard Worker mLocked.deferredSpriteUpdate = true;
85*d57664e9SAndroid Build Coastguard Worker } else {
86*d57664e9SAndroid Build Coastguard Worker mLooper->sendMessage(mHandler, Message(Handler::MSG_UPDATE_SPRITES));
87*d57664e9SAndroid Build Coastguard Worker }
88*d57664e9SAndroid Build Coastguard Worker }
89*d57664e9SAndroid Build Coastguard Worker }
90*d57664e9SAndroid Build Coastguard Worker
disposeSurfaceLocked(const sp<SurfaceControl> & surfaceControl)91*d57664e9SAndroid Build Coastguard Worker void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
92*d57664e9SAndroid Build Coastguard Worker bool wasEmpty = mLocked.disposedSurfaces.empty();
93*d57664e9SAndroid Build Coastguard Worker mLocked.disposedSurfaces.push_back(surfaceControl);
94*d57664e9SAndroid Build Coastguard Worker if (wasEmpty) {
95*d57664e9SAndroid Build Coastguard Worker mLooper->sendMessage(mHandler, Message(Handler::MSG_DISPOSE_SURFACES));
96*d57664e9SAndroid Build Coastguard Worker }
97*d57664e9SAndroid Build Coastguard Worker }
98*d57664e9SAndroid Build Coastguard Worker
doUpdateSprites()99*d57664e9SAndroid Build Coastguard Worker void SpriteController::doUpdateSprites() {
100*d57664e9SAndroid Build Coastguard Worker // Collect information about sprite updates.
101*d57664e9SAndroid Build Coastguard Worker // Each sprite update record includes a reference to its associated sprite so we can
102*d57664e9SAndroid Build Coastguard Worker // be certain the sprites will not be deleted while this function runs. Sprites
103*d57664e9SAndroid Build Coastguard Worker // may invalidate themselves again during this time but we will handle those changes
104*d57664e9SAndroid Build Coastguard Worker // in the next iteration.
105*d57664e9SAndroid Build Coastguard Worker Vector<SpriteUpdate> updates;
106*d57664e9SAndroid Build Coastguard Worker size_t numSprites;
107*d57664e9SAndroid Build Coastguard Worker { // acquire lock
108*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mLock);
109*d57664e9SAndroid Build Coastguard Worker
110*d57664e9SAndroid Build Coastguard Worker numSprites = mLocked.invalidatedSprites.size();
111*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
112*d57664e9SAndroid Build Coastguard Worker const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites[i];
113*d57664e9SAndroid Build Coastguard Worker
114*d57664e9SAndroid Build Coastguard Worker updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
115*d57664e9SAndroid Build Coastguard Worker sprite->resetDirtyLocked();
116*d57664e9SAndroid Build Coastguard Worker }
117*d57664e9SAndroid Build Coastguard Worker mLocked.invalidatedSprites.clear();
118*d57664e9SAndroid Build Coastguard Worker } // release lock
119*d57664e9SAndroid Build Coastguard Worker
120*d57664e9SAndroid Build Coastguard Worker // Create missing surfaces.
121*d57664e9SAndroid Build Coastguard Worker bool surfaceChanged = false;
122*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
123*d57664e9SAndroid Build Coastguard Worker SpriteUpdate& update = updates.editItemAt(i);
124*d57664e9SAndroid Build Coastguard Worker
125*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
126*d57664e9SAndroid Build Coastguard Worker update.state.surfaceWidth = update.state.icon.width();
127*d57664e9SAndroid Build Coastguard Worker update.state.surfaceHeight = update.state.icon.height();
128*d57664e9SAndroid Build Coastguard Worker update.state.surfaceDrawn = false;
129*d57664e9SAndroid Build Coastguard Worker update.state.surfaceVisible = false;
130*d57664e9SAndroid Build Coastguard Worker update.state.surfaceControl =
131*d57664e9SAndroid Build Coastguard Worker obtainSurface(update.state.surfaceWidth, update.state.surfaceHeight,
132*d57664e9SAndroid Build Coastguard Worker update.state.displayId, update.state.skipScreenshot);
133*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceControl != NULL) {
134*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
135*d57664e9SAndroid Build Coastguard Worker }
136*d57664e9SAndroid Build Coastguard Worker }
137*d57664e9SAndroid Build Coastguard Worker }
138*d57664e9SAndroid Build Coastguard Worker
139*d57664e9SAndroid Build Coastguard Worker // Resize and/or reparent sprites if needed.
140*d57664e9SAndroid Build Coastguard Worker SurfaceComposerClient::Transaction t;
141*d57664e9SAndroid Build Coastguard Worker bool needApplyTransaction = false;
142*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
143*d57664e9SAndroid Build Coastguard Worker SpriteUpdate& update = updates.editItemAt(i);
144*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceControl == nullptr) {
145*d57664e9SAndroid Build Coastguard Worker continue;
146*d57664e9SAndroid Build Coastguard Worker }
147*d57664e9SAndroid Build Coastguard Worker
148*d57664e9SAndroid Build Coastguard Worker if (update.state.wantSurfaceVisible()) {
149*d57664e9SAndroid Build Coastguard Worker int32_t desiredWidth = update.state.icon.width();
150*d57664e9SAndroid Build Coastguard Worker int32_t desiredHeight = update.state.icon.height();
151*d57664e9SAndroid Build Coastguard Worker // TODO(b/331260947): investigate using a larger surface width with smaller sprites.
152*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceWidth != desiredWidth ||
153*d57664e9SAndroid Build Coastguard Worker update.state.surfaceHeight != desiredHeight) {
154*d57664e9SAndroid Build Coastguard Worker needApplyTransaction = true;
155*d57664e9SAndroid Build Coastguard Worker
156*d57664e9SAndroid Build Coastguard Worker update.state.surfaceControl->updateDefaultBufferSize(desiredWidth, desiredHeight);
157*d57664e9SAndroid Build Coastguard Worker update.state.surfaceWidth = desiredWidth;
158*d57664e9SAndroid Build Coastguard Worker update.state.surfaceHeight = desiredHeight;
159*d57664e9SAndroid Build Coastguard Worker update.state.surfaceDrawn = false;
160*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
161*d57664e9SAndroid Build Coastguard Worker
162*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceVisible) {
163*d57664e9SAndroid Build Coastguard Worker t.hide(update.state.surfaceControl);
164*d57664e9SAndroid Build Coastguard Worker update.state.surfaceVisible = false;
165*d57664e9SAndroid Build Coastguard Worker }
166*d57664e9SAndroid Build Coastguard Worker }
167*d57664e9SAndroid Build Coastguard Worker }
168*d57664e9SAndroid Build Coastguard Worker
169*d57664e9SAndroid Build Coastguard Worker // If surface has changed to a new display, we have to reparent it.
170*d57664e9SAndroid Build Coastguard Worker if (update.state.dirty & DIRTY_DISPLAY_ID) {
171*d57664e9SAndroid Build Coastguard Worker t.reparent(update.state.surfaceControl, mParentSurfaceProvider(update.state.displayId));
172*d57664e9SAndroid Build Coastguard Worker needApplyTransaction = true;
173*d57664e9SAndroid Build Coastguard Worker }
174*d57664e9SAndroid Build Coastguard Worker }
175*d57664e9SAndroid Build Coastguard Worker if (needApplyTransaction) {
176*d57664e9SAndroid Build Coastguard Worker t.apply();
177*d57664e9SAndroid Build Coastguard Worker }
178*d57664e9SAndroid Build Coastguard Worker
179*d57664e9SAndroid Build Coastguard Worker // Redraw sprites if needed.
180*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
181*d57664e9SAndroid Build Coastguard Worker SpriteUpdate& update = updates.editItemAt(i);
182*d57664e9SAndroid Build Coastguard Worker
183*d57664e9SAndroid Build Coastguard Worker if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
184*d57664e9SAndroid Build Coastguard Worker update.state.surfaceDrawn = false;
185*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
186*d57664e9SAndroid Build Coastguard Worker }
187*d57664e9SAndroid Build Coastguard Worker
188*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
189*d57664e9SAndroid Build Coastguard Worker && update.state.wantSurfaceVisible()) {
190*d57664e9SAndroid Build Coastguard Worker sp<Surface> surface = update.state.surfaceControl->getSurface();
191*d57664e9SAndroid Build Coastguard Worker if (update.state.icon.draw(surface)) {
192*d57664e9SAndroid Build Coastguard Worker update.state.surfaceDrawn = true;
193*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
194*d57664e9SAndroid Build Coastguard Worker }
195*d57664e9SAndroid Build Coastguard Worker }
196*d57664e9SAndroid Build Coastguard Worker }
197*d57664e9SAndroid Build Coastguard Worker
198*d57664e9SAndroid Build Coastguard Worker needApplyTransaction = false;
199*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
200*d57664e9SAndroid Build Coastguard Worker SpriteUpdate& update = updates.editItemAt(i);
201*d57664e9SAndroid Build Coastguard Worker
202*d57664e9SAndroid Build Coastguard Worker bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
203*d57664e9SAndroid Build Coastguard Worker && update.state.surfaceDrawn;
204*d57664e9SAndroid Build Coastguard Worker bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
205*d57664e9SAndroid Build Coastguard Worker bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
206*d57664e9SAndroid Build Coastguard Worker if (update.state.surfaceControl != NULL &&
207*d57664e9SAndroid Build Coastguard Worker (becomingVisible || becomingHidden ||
208*d57664e9SAndroid Build Coastguard Worker (wantSurfaceVisibleAndDrawn &&
209*d57664e9SAndroid Build Coastguard Worker (update.state.dirty &
210*d57664e9SAndroid Build Coastguard Worker (DIRTY_ALPHA | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER |
211*d57664e9SAndroid Build Coastguard Worker DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID | DIRTY_ICON_STYLE |
212*d57664e9SAndroid Build Coastguard Worker DIRTY_DRAW_DROP_SHADOW | DIRTY_SKIP_SCREENSHOT))))) {
213*d57664e9SAndroid Build Coastguard Worker needApplyTransaction = true;
214*d57664e9SAndroid Build Coastguard Worker
215*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn
216*d57664e9SAndroid Build Coastguard Worker && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
217*d57664e9SAndroid Build Coastguard Worker t.setAlpha(update.state.surfaceControl,
218*d57664e9SAndroid Build Coastguard Worker update.state.alpha);
219*d57664e9SAndroid Build Coastguard Worker }
220*d57664e9SAndroid Build Coastguard Worker
221*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn
222*d57664e9SAndroid Build Coastguard Worker && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
223*d57664e9SAndroid Build Coastguard Worker | DIRTY_HOTSPOT)))) {
224*d57664e9SAndroid Build Coastguard Worker t.setPosition(
225*d57664e9SAndroid Build Coastguard Worker update.state.surfaceControl,
226*d57664e9SAndroid Build Coastguard Worker update.state.positionX - update.state.icon.hotSpotX,
227*d57664e9SAndroid Build Coastguard Worker update.state.positionY - update.state.icon.hotSpotY);
228*d57664e9SAndroid Build Coastguard Worker }
229*d57664e9SAndroid Build Coastguard Worker
230*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn
231*d57664e9SAndroid Build Coastguard Worker && (becomingVisible
232*d57664e9SAndroid Build Coastguard Worker || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
233*d57664e9SAndroid Build Coastguard Worker t.setMatrix(
234*d57664e9SAndroid Build Coastguard Worker update.state.surfaceControl,
235*d57664e9SAndroid Build Coastguard Worker update.state.transformationMatrix.dsdx,
236*d57664e9SAndroid Build Coastguard Worker update.state.transformationMatrix.dtdx,
237*d57664e9SAndroid Build Coastguard Worker update.state.transformationMatrix.dsdy,
238*d57664e9SAndroid Build Coastguard Worker update.state.transformationMatrix.dtdy);
239*d57664e9SAndroid Build Coastguard Worker }
240*d57664e9SAndroid Build Coastguard Worker
241*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn &&
242*d57664e9SAndroid Build Coastguard Worker (becomingVisible ||
243*d57664e9SAndroid Build Coastguard Worker (update.state.dirty &
244*d57664e9SAndroid Build Coastguard Worker (DIRTY_HOTSPOT | DIRTY_ICON_STYLE | DIRTY_DRAW_DROP_SHADOW)))) {
245*d57664e9SAndroid Build Coastguard Worker Parcel p;
246*d57664e9SAndroid Build Coastguard Worker p.writeInt32(static_cast<int32_t>(update.state.icon.style));
247*d57664e9SAndroid Build Coastguard Worker p.writeFloat(update.state.icon.hotSpotX);
248*d57664e9SAndroid Build Coastguard Worker p.writeFloat(update.state.icon.hotSpotY);
249*d57664e9SAndroid Build Coastguard Worker p.writeBool(update.state.icon.drawNativeDropShadow);
250*d57664e9SAndroid Build Coastguard Worker
251*d57664e9SAndroid Build Coastguard Worker // Pass cursor metadata in the sprite surface so that when Android is running as a
252*d57664e9SAndroid Build Coastguard Worker // client OS (e.g. ARC++) the host OS can get the requested cursor metadata and
253*d57664e9SAndroid Build Coastguard Worker // update mouse cursor in the host OS.
254*d57664e9SAndroid Build Coastguard Worker t.setMetadata(update.state.surfaceControl, gui::METADATA_MOUSE_CURSOR, p);
255*d57664e9SAndroid Build Coastguard Worker }
256*d57664e9SAndroid Build Coastguard Worker
257*d57664e9SAndroid Build Coastguard Worker int32_t surfaceLayer = mOverlayLayer + update.state.layer;
258*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn
259*d57664e9SAndroid Build Coastguard Worker && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
260*d57664e9SAndroid Build Coastguard Worker t.setLayer(update.state.surfaceControl, surfaceLayer);
261*d57664e9SAndroid Build Coastguard Worker }
262*d57664e9SAndroid Build Coastguard Worker
263*d57664e9SAndroid Build Coastguard Worker if (wantSurfaceVisibleAndDrawn &&
264*d57664e9SAndroid Build Coastguard Worker (becomingVisible || (update.state.dirty & DIRTY_SKIP_SCREENSHOT))) {
265*d57664e9SAndroid Build Coastguard Worker int32_t flags =
266*d57664e9SAndroid Build Coastguard Worker update.state.skipScreenshot ? ISurfaceComposerClient::eSkipScreenshot : 0;
267*d57664e9SAndroid Build Coastguard Worker t.setFlags(update.state.surfaceControl, flags,
268*d57664e9SAndroid Build Coastguard Worker ISurfaceComposerClient::eSkipScreenshot);
269*d57664e9SAndroid Build Coastguard Worker }
270*d57664e9SAndroid Build Coastguard Worker
271*d57664e9SAndroid Build Coastguard Worker if (becomingVisible) {
272*d57664e9SAndroid Build Coastguard Worker t.show(update.state.surfaceControl);
273*d57664e9SAndroid Build Coastguard Worker
274*d57664e9SAndroid Build Coastguard Worker update.state.surfaceVisible = true;
275*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
276*d57664e9SAndroid Build Coastguard Worker } else if (becomingHidden) {
277*d57664e9SAndroid Build Coastguard Worker t.hide(update.state.surfaceControl);
278*d57664e9SAndroid Build Coastguard Worker
279*d57664e9SAndroid Build Coastguard Worker update.state.surfaceVisible = false;
280*d57664e9SAndroid Build Coastguard Worker update.surfaceChanged = surfaceChanged = true;
281*d57664e9SAndroid Build Coastguard Worker }
282*d57664e9SAndroid Build Coastguard Worker }
283*d57664e9SAndroid Build Coastguard Worker }
284*d57664e9SAndroid Build Coastguard Worker
285*d57664e9SAndroid Build Coastguard Worker if (needApplyTransaction) {
286*d57664e9SAndroid Build Coastguard Worker status_t status = t.apply();
287*d57664e9SAndroid Build Coastguard Worker if (status) {
288*d57664e9SAndroid Build Coastguard Worker ALOGE("Error applying Surface transaction");
289*d57664e9SAndroid Build Coastguard Worker }
290*d57664e9SAndroid Build Coastguard Worker }
291*d57664e9SAndroid Build Coastguard Worker
292*d57664e9SAndroid Build Coastguard Worker // If any surfaces were changed, write back the new surface properties to the sprites.
293*d57664e9SAndroid Build Coastguard Worker if (surfaceChanged) { // acquire lock
294*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mLock);
295*d57664e9SAndroid Build Coastguard Worker
296*d57664e9SAndroid Build Coastguard Worker for (size_t i = 0; i < numSprites; i++) {
297*d57664e9SAndroid Build Coastguard Worker const SpriteUpdate& update = updates.itemAt(i);
298*d57664e9SAndroid Build Coastguard Worker
299*d57664e9SAndroid Build Coastguard Worker if (update.surfaceChanged) {
300*d57664e9SAndroid Build Coastguard Worker update.sprite->setSurfaceLocked(update.state.surfaceControl,
301*d57664e9SAndroid Build Coastguard Worker update.state.surfaceWidth, update.state.surfaceHeight,
302*d57664e9SAndroid Build Coastguard Worker update.state.surfaceDrawn, update.state.surfaceVisible);
303*d57664e9SAndroid Build Coastguard Worker }
304*d57664e9SAndroid Build Coastguard Worker }
305*d57664e9SAndroid Build Coastguard Worker } // release lock
306*d57664e9SAndroid Build Coastguard Worker
307*d57664e9SAndroid Build Coastguard Worker // Clear the sprite update vector outside the lock. It is very important that
308*d57664e9SAndroid Build Coastguard Worker // we do not clear sprite references inside the lock since we could be releasing
309*d57664e9SAndroid Build Coastguard Worker // the last remaining reference to the sprite here which would result in the
310*d57664e9SAndroid Build Coastguard Worker // sprite being deleted and the lock being reacquired by the sprite destructor
311*d57664e9SAndroid Build Coastguard Worker // while already held.
312*d57664e9SAndroid Build Coastguard Worker updates.clear();
313*d57664e9SAndroid Build Coastguard Worker }
314*d57664e9SAndroid Build Coastguard Worker
doDisposeSurfaces()315*d57664e9SAndroid Build Coastguard Worker void SpriteController::doDisposeSurfaces() {
316*d57664e9SAndroid Build Coastguard Worker // Collect disposed surfaces.
317*d57664e9SAndroid Build Coastguard Worker std::vector<sp<SurfaceControl>> disposedSurfaces;
318*d57664e9SAndroid Build Coastguard Worker { // acquire lock
319*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mLock);
320*d57664e9SAndroid Build Coastguard Worker
321*d57664e9SAndroid Build Coastguard Worker disposedSurfaces = mLocked.disposedSurfaces;
322*d57664e9SAndroid Build Coastguard Worker mLocked.disposedSurfaces.clear();
323*d57664e9SAndroid Build Coastguard Worker } // release lock
324*d57664e9SAndroid Build Coastguard Worker
325*d57664e9SAndroid Build Coastguard Worker // Remove the parent from all surfaces.
326*d57664e9SAndroid Build Coastguard Worker SurfaceComposerClient::Transaction t;
327*d57664e9SAndroid Build Coastguard Worker for (const sp<SurfaceControl>& sc : disposedSurfaces) {
328*d57664e9SAndroid Build Coastguard Worker t.reparent(sc, nullptr);
329*d57664e9SAndroid Build Coastguard Worker }
330*d57664e9SAndroid Build Coastguard Worker t.apply();
331*d57664e9SAndroid Build Coastguard Worker
332*d57664e9SAndroid Build Coastguard Worker // Release the last reference to each surface outside of the lock.
333*d57664e9SAndroid Build Coastguard Worker // We don't want the surfaces to be deleted while we are holding our lock.
334*d57664e9SAndroid Build Coastguard Worker disposedSurfaces.clear();
335*d57664e9SAndroid Build Coastguard Worker }
336*d57664e9SAndroid Build Coastguard Worker
ensureSurfaceComposerClient()337*d57664e9SAndroid Build Coastguard Worker void SpriteController::ensureSurfaceComposerClient() {
338*d57664e9SAndroid Build Coastguard Worker if (mSurfaceComposerClient == NULL) {
339*d57664e9SAndroid Build Coastguard Worker mSurfaceComposerClient = sp<SurfaceComposerClient>::make();
340*d57664e9SAndroid Build Coastguard Worker }
341*d57664e9SAndroid Build Coastguard Worker }
342*d57664e9SAndroid Build Coastguard Worker
obtainSurface(int32_t width,int32_t height,ui::LogicalDisplayId displayId,bool hideOnMirrored)343*d57664e9SAndroid Build Coastguard Worker sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height,
344*d57664e9SAndroid Build Coastguard Worker ui::LogicalDisplayId displayId,
345*d57664e9SAndroid Build Coastguard Worker bool hideOnMirrored) {
346*d57664e9SAndroid Build Coastguard Worker ensureSurfaceComposerClient();
347*d57664e9SAndroid Build Coastguard Worker
348*d57664e9SAndroid Build Coastguard Worker const sp<SurfaceControl> parent = mParentSurfaceProvider(displayId);
349*d57664e9SAndroid Build Coastguard Worker if (parent == nullptr) {
350*d57664e9SAndroid Build Coastguard Worker LOG(ERROR) << "Failed to get the parent surface for pointers on display " << displayId;
351*d57664e9SAndroid Build Coastguard Worker }
352*d57664e9SAndroid Build Coastguard Worker
353*d57664e9SAndroid Build Coastguard Worker int32_t createFlags = ISurfaceComposerClient::eHidden | ISurfaceComposerClient::eCursorWindow;
354*d57664e9SAndroid Build Coastguard Worker if (hideOnMirrored) {
355*d57664e9SAndroid Build Coastguard Worker createFlags |= ISurfaceComposerClient::eSkipScreenshot;
356*d57664e9SAndroid Build Coastguard Worker }
357*d57664e9SAndroid Build Coastguard Worker const sp<SurfaceControl> surfaceControl =
358*d57664e9SAndroid Build Coastguard Worker mSurfaceComposerClient->createSurface(String8("Sprite"), width, height,
359*d57664e9SAndroid Build Coastguard Worker PIXEL_FORMAT_RGBA_8888, createFlags,
360*d57664e9SAndroid Build Coastguard Worker parent ? parent->getHandle() : nullptr);
361*d57664e9SAndroid Build Coastguard Worker if (surfaceControl == nullptr || !surfaceControl->isValid()) {
362*d57664e9SAndroid Build Coastguard Worker ALOGE("Error creating sprite surface.");
363*d57664e9SAndroid Build Coastguard Worker return nullptr;
364*d57664e9SAndroid Build Coastguard Worker }
365*d57664e9SAndroid Build Coastguard Worker return surfaceControl;
366*d57664e9SAndroid Build Coastguard Worker }
367*d57664e9SAndroid Build Coastguard Worker
368*d57664e9SAndroid Build Coastguard Worker // --- SpriteController::Handler ---
369*d57664e9SAndroid Build Coastguard Worker
handleMessage(const android::Message & message)370*d57664e9SAndroid Build Coastguard Worker void SpriteController::Handler::handleMessage(const android::Message& message) {
371*d57664e9SAndroid Build Coastguard Worker auto controller = spriteController.lock();
372*d57664e9SAndroid Build Coastguard Worker if (!controller) {
373*d57664e9SAndroid Build Coastguard Worker return;
374*d57664e9SAndroid Build Coastguard Worker }
375*d57664e9SAndroid Build Coastguard Worker
376*d57664e9SAndroid Build Coastguard Worker switch (message.what) {
377*d57664e9SAndroid Build Coastguard Worker case MSG_UPDATE_SPRITES:
378*d57664e9SAndroid Build Coastguard Worker controller->doUpdateSprites();
379*d57664e9SAndroid Build Coastguard Worker break;
380*d57664e9SAndroid Build Coastguard Worker case MSG_DISPOSE_SURFACES:
381*d57664e9SAndroid Build Coastguard Worker controller->doDisposeSurfaces();
382*d57664e9SAndroid Build Coastguard Worker break;
383*d57664e9SAndroid Build Coastguard Worker }
384*d57664e9SAndroid Build Coastguard Worker }
385*d57664e9SAndroid Build Coastguard Worker
386*d57664e9SAndroid Build Coastguard Worker // --- SpriteController::SpriteImpl ---
387*d57664e9SAndroid Build Coastguard Worker
SpriteImpl(SpriteController & controller)388*d57664e9SAndroid Build Coastguard Worker SpriteController::SpriteImpl::SpriteImpl(SpriteController& controller) : mController(controller) {}
389*d57664e9SAndroid Build Coastguard Worker
~SpriteImpl()390*d57664e9SAndroid Build Coastguard Worker SpriteController::SpriteImpl::~SpriteImpl() {
391*d57664e9SAndroid Build Coastguard Worker AutoMutex _m(mController.mLock);
392*d57664e9SAndroid Build Coastguard Worker
393*d57664e9SAndroid Build Coastguard Worker // Let the controller take care of deleting the last reference to sprite
394*d57664e9SAndroid Build Coastguard Worker // surfaces so that we do not block the caller on an IPC here.
395*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.surfaceControl != NULL) {
396*d57664e9SAndroid Build Coastguard Worker mController.disposeSurfaceLocked(mLocked.state.surfaceControl);
397*d57664e9SAndroid Build Coastguard Worker mLocked.state.surfaceControl.clear();
398*d57664e9SAndroid Build Coastguard Worker }
399*d57664e9SAndroid Build Coastguard Worker }
400*d57664e9SAndroid Build Coastguard Worker
setIcon(const SpriteIcon & icon)401*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
402*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
403*d57664e9SAndroid Build Coastguard Worker
404*d57664e9SAndroid Build Coastguard Worker uint32_t dirty;
405*d57664e9SAndroid Build Coastguard Worker if (icon.isValid()) {
406*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.bitmap = icon.bitmap.copy(ANDROID_BITMAP_FORMAT_RGBA_8888);
407*d57664e9SAndroid Build Coastguard Worker if (!mLocked.state.icon.isValid() || mLocked.state.icon.hotSpotX != icon.hotSpotX ||
408*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.hotSpotY != icon.hotSpotY ||
409*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.drawNativeDropShadow != icon.drawNativeDropShadow) {
410*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.hotSpotX = icon.hotSpotX;
411*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.hotSpotY = icon.hotSpotY;
412*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.drawNativeDropShadow = icon.drawNativeDropShadow;
413*d57664e9SAndroid Build Coastguard Worker dirty = DIRTY_BITMAP | DIRTY_HOTSPOT | DIRTY_DRAW_DROP_SHADOW;
414*d57664e9SAndroid Build Coastguard Worker } else {
415*d57664e9SAndroid Build Coastguard Worker dirty = DIRTY_BITMAP;
416*d57664e9SAndroid Build Coastguard Worker }
417*d57664e9SAndroid Build Coastguard Worker
418*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.icon.style != icon.style) {
419*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.style = icon.style;
420*d57664e9SAndroid Build Coastguard Worker dirty |= DIRTY_ICON_STYLE;
421*d57664e9SAndroid Build Coastguard Worker }
422*d57664e9SAndroid Build Coastguard Worker } else if (mLocked.state.icon.isValid()) {
423*d57664e9SAndroid Build Coastguard Worker mLocked.state.icon.bitmap.reset();
424*d57664e9SAndroid Build Coastguard Worker dirty = DIRTY_BITMAP | DIRTY_HOTSPOT | DIRTY_ICON_STYLE | DIRTY_DRAW_DROP_SHADOW;
425*d57664e9SAndroid Build Coastguard Worker } else {
426*d57664e9SAndroid Build Coastguard Worker return; // setting to invalid icon and already invalid so nothing to do
427*d57664e9SAndroid Build Coastguard Worker }
428*d57664e9SAndroid Build Coastguard Worker
429*d57664e9SAndroid Build Coastguard Worker invalidateLocked(dirty);
430*d57664e9SAndroid Build Coastguard Worker }
431*d57664e9SAndroid Build Coastguard Worker
setVisible(bool visible)432*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setVisible(bool visible) {
433*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
434*d57664e9SAndroid Build Coastguard Worker
435*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.visible != visible) {
436*d57664e9SAndroid Build Coastguard Worker mLocked.state.visible = visible;
437*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_VISIBILITY);
438*d57664e9SAndroid Build Coastguard Worker }
439*d57664e9SAndroid Build Coastguard Worker }
440*d57664e9SAndroid Build Coastguard Worker
setPosition(float x,float y)441*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setPosition(float x, float y) {
442*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
443*d57664e9SAndroid Build Coastguard Worker
444*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
445*d57664e9SAndroid Build Coastguard Worker mLocked.state.positionX = x;
446*d57664e9SAndroid Build Coastguard Worker mLocked.state.positionY = y;
447*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_POSITION);
448*d57664e9SAndroid Build Coastguard Worker }
449*d57664e9SAndroid Build Coastguard Worker }
450*d57664e9SAndroid Build Coastguard Worker
setLayer(int32_t layer)451*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setLayer(int32_t layer) {
452*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
453*d57664e9SAndroid Build Coastguard Worker
454*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.layer != layer) {
455*d57664e9SAndroid Build Coastguard Worker mLocked.state.layer = layer;
456*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_LAYER);
457*d57664e9SAndroid Build Coastguard Worker }
458*d57664e9SAndroid Build Coastguard Worker }
459*d57664e9SAndroid Build Coastguard Worker
setAlpha(float alpha)460*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setAlpha(float alpha) {
461*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
462*d57664e9SAndroid Build Coastguard Worker
463*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.alpha != alpha) {
464*d57664e9SAndroid Build Coastguard Worker mLocked.state.alpha = alpha;
465*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_ALPHA);
466*d57664e9SAndroid Build Coastguard Worker }
467*d57664e9SAndroid Build Coastguard Worker }
468*d57664e9SAndroid Build Coastguard Worker
setTransformationMatrix(const SpriteTransformationMatrix & matrix)469*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setTransformationMatrix(
470*d57664e9SAndroid Build Coastguard Worker const SpriteTransformationMatrix& matrix) {
471*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
472*d57664e9SAndroid Build Coastguard Worker
473*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.transformationMatrix != matrix) {
474*d57664e9SAndroid Build Coastguard Worker mLocked.state.transformationMatrix = matrix;
475*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
476*d57664e9SAndroid Build Coastguard Worker }
477*d57664e9SAndroid Build Coastguard Worker }
478*d57664e9SAndroid Build Coastguard Worker
setDisplayId(ui::LogicalDisplayId displayId)479*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setDisplayId(ui::LogicalDisplayId displayId) {
480*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
481*d57664e9SAndroid Build Coastguard Worker
482*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.displayId != displayId) {
483*d57664e9SAndroid Build Coastguard Worker mLocked.state.displayId = displayId;
484*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_DISPLAY_ID);
485*d57664e9SAndroid Build Coastguard Worker }
486*d57664e9SAndroid Build Coastguard Worker }
487*d57664e9SAndroid Build Coastguard Worker
setSkipScreenshot(bool skip)488*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::setSkipScreenshot(bool skip) {
489*d57664e9SAndroid Build Coastguard Worker AutoMutex _l(mController.mLock);
490*d57664e9SAndroid Build Coastguard Worker
491*d57664e9SAndroid Build Coastguard Worker if (mLocked.state.skipScreenshot != skip) {
492*d57664e9SAndroid Build Coastguard Worker mLocked.state.skipScreenshot = skip;
493*d57664e9SAndroid Build Coastguard Worker invalidateLocked(DIRTY_SKIP_SCREENSHOT);
494*d57664e9SAndroid Build Coastguard Worker }
495*d57664e9SAndroid Build Coastguard Worker }
496*d57664e9SAndroid Build Coastguard Worker
invalidateLocked(uint32_t dirty)497*d57664e9SAndroid Build Coastguard Worker void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
498*d57664e9SAndroid Build Coastguard Worker bool wasDirty = mLocked.state.dirty;
499*d57664e9SAndroid Build Coastguard Worker mLocked.state.dirty |= dirty;
500*d57664e9SAndroid Build Coastguard Worker
501*d57664e9SAndroid Build Coastguard Worker if (!wasDirty) {
502*d57664e9SAndroid Build Coastguard Worker mController.invalidateSpriteLocked(sp<SpriteImpl>::fromExisting(this));
503*d57664e9SAndroid Build Coastguard Worker }
504*d57664e9SAndroid Build Coastguard Worker }
505*d57664e9SAndroid Build Coastguard Worker
506*d57664e9SAndroid Build Coastguard Worker } // namespace android
507