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1 /* |
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2 * Copyright (c) 2012, The Linux Foundation. All rights reserved. |
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3 * |
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4 * Licensed under the Apache License, Version 2.0 (the "License"); |
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5 * you may not use this file except in compliance with the License. |
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6 * You may obtain a copy of the License at |
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7 * |
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8 * http://www.apache.org/licenses/LICENSE-2.0 |
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9 * |
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10 * Unless required by applicable law or agreed to in writing, software |
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11 * distributed under the License is distributed on an "AS IS" BASIS, |
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12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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13 * See the License for the specific language governing permissions and |
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14 * limitations under the License. |
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15 */ |
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16 |
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17 #ifndef mozilla_HwcComposer2D |
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18 #define mozilla_HwcComposer2D |
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19 |
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20 #include "Composer2D.h" |
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21 #include "Layers.h" |
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22 #include <vector> |
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23 #include <list> |
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24 |
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25 #include <hardware/hwcomposer.h> |
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26 #if ANDROID_VERSION >= 17 |
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27 #include <ui/Fence.h> |
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28 #endif |
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29 |
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30 namespace mozilla { |
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31 |
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32 namespace layers { |
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33 class ContainerLayer; |
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34 class Layer; |
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35 } |
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36 |
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37 //Holds a dynamically allocated vector of rectangles |
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38 //used to decribe the complex visible region of a layer |
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39 typedef std::vector<hwc_rect_t> RectVector; |
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40 #if ANDROID_VERSION >= 17 |
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41 typedef hwc_composer_device_1_t HwcDevice; |
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42 typedef hwc_display_contents_1_t HwcList; |
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43 typedef hwc_layer_1_t HwcLayer; |
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44 #else |
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45 typedef hwc_composer_device_t HwcDevice; |
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46 typedef hwc_layer_list_t HwcList; |
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47 typedef hwc_layer_t HwcLayer; |
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48 #endif |
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49 |
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50 /* |
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51 * HwcComposer2D provides a way for gecko to render frames |
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52 * using hwcomposer.h in the AOSP HAL. |
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53 * |
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54 * hwcomposer.h defines an interface for display composition |
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55 * using dedicated hardware. This hardware is usually faster |
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56 * or more power efficient than the GPU. However, in exchange |
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57 * for better performance, generality has to be sacrificed: |
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58 * no 3d transforms, no intermediate surfaces, no special shader effects, |
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59 * and loss of other goodies depending on the platform. |
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60 * |
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61 * In general, when hwc is enabled gecko tries to compose |
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62 * its frames using HwcComposer2D first. Then if HwcComposer2D is |
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63 * unable to compose a frame then it falls back to compose it |
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64 * using the GPU with OpenGL. |
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65 * |
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66 */ |
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67 class HwcComposer2D : public mozilla::layers::Composer2D { |
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68 public: |
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69 HwcComposer2D(); |
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70 virtual ~HwcComposer2D(); |
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71 |
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72 int Init(hwc_display_t aDisplay, hwc_surface_t aSurface); |
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73 |
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74 bool Initialized() const { return mHwc; } |
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75 |
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76 static HwcComposer2D* GetInstance(); |
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77 |
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78 // Returns TRUE if the container has been succesfully rendered |
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79 // Returns FALSE if the container cannot be fully rendered |
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80 // by this composer so nothing was rendered at all |
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81 bool TryRender(layers::Layer* aRoot, const gfx::Matrix& aGLWorldTransform, |
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82 bool aGeometryChanged) MOZ_OVERRIDE; |
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83 |
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84 bool Render(EGLDisplay dpy, EGLSurface sur); |
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85 |
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86 private: |
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87 void Reset(); |
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88 void Prepare(buffer_handle_t fbHandle, int fence); |
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89 bool Commit(); |
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90 bool TryHwComposition(); |
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91 bool ReallocLayerList(); |
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92 bool PrepareLayerList(layers::Layer* aContainer, const nsIntRect& aClip, |
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93 const gfxMatrix& aParentTransform, const gfxMatrix& aGLWorldTransform); |
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94 void setCrop(HwcLayer* layer, hwc_rect_t srcCrop); |
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95 void setHwcGeometry(bool aGeometryChanged); |
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96 |
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97 HwcDevice* mHwc; |
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98 HwcList* mList; |
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99 hwc_display_t mDpy; |
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100 hwc_surface_t mSur; |
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101 nsIntRect mScreenRect; |
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102 int mMaxLayerCount; |
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103 bool mColorFill; |
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104 bool mRBSwapSupport; |
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105 //Holds all the dynamically allocated RectVectors needed |
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106 //to render the current frame |
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107 std::list<RectVector> mVisibleRegions; |
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108 #if ANDROID_VERSION >= 17 |
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109 android::sp<android::Fence> mPrevRetireFence; |
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110 android::sp<android::Fence> mPrevDisplayFence; |
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111 #endif |
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112 nsTArray<layers::LayerComposite*> mHwcLayerMap; |
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113 bool mPrepared; |
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114 }; |
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115 |
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116 } // namespace mozilla |
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117 |
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118 #endif // mozilla_HwcComposer2D |