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/*
* Copyright 2013 The Android Open Source Project
*
* 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.
*/
#include <assert.h>
#include <inttypes.h>
#include <stdlib.h>
#define LOG_TAG "ScreenRecord"
//#define LOG_NDEBUG 0
#include <utils/Log.h>
#include <gui/BufferQueue.h>
#include <gui/Surface.h>
#include <cutils/properties.h>
#include <utils/misc.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "screenrecord.h"
#include "Overlay.h"
#include "TextRenderer.h"
using namespace android;
// System properties to look up and display on the info screen.
const char* Overlay::kPropertyNames[] = {
"ro.build.description",
// includes ro.build.id, ro.build.product, ro.build.tags, ro.build.type,
// and ro.build.version.release
"ro.product.manufacturer",
"ro.product.model",
"ro.board.platform",
"ro.revision",
"dalvik.vm.heapgrowthlimit",
"dalvik.vm.heapsize",
"persist.sys.dalvik.vm.lib.2",
//"ro.product.cpu.abi",
//"ro.bootloader",
//"this-never-appears!",
};
status_t Overlay::start(const sp<IGraphicBufferProducer>& outputSurface,
sp<IGraphicBufferProducer>* pBufferProducer) {
ALOGV("Overlay::start");
mOutputSurface = outputSurface;
// Grab the current monotonic time and the current wall-clock time so we
// can map one to the other. This allows the overlay counter to advance
// by the exact delay between frames, but if the wall clock gets adjusted
// we won't track it, which means we'll gradually go out of sync with the
// times in logcat.
mStartMonotonicNsecs = systemTime(CLOCK_MONOTONIC);
mStartRealtimeNsecs = systemTime(CLOCK_REALTIME);
Mutex::Autolock _l(mMutex);
// Start the thread. Traffic begins immediately.
run("overlay");
mState = INIT;
while (mState == INIT) {
mStartCond.wait(mMutex);
}
if (mThreadResult != NO_ERROR) {
ALOGE("Failed to start overlay thread: err=%d", mThreadResult);
return mThreadResult;
}
assert(mState == RUNNING);
ALOGV("Overlay::start successful");
*pBufferProducer = mProducer;
return NO_ERROR;
}
status_t Overlay::stop() {
ALOGV("Overlay::stop");
{
Mutex::Autolock _l(mMutex);
mState = STOPPING;
mEventCond.signal();
}
join();
return NO_ERROR;
}
bool Overlay::threadLoop() {
Mutex::Autolock _l(mMutex);
mThreadResult = setup_l();
if (mThreadResult != NO_ERROR) {
ALOGW("Aborting overlay thread");
mState = STOPPED;
release_l();
mStartCond.broadcast();
return false;
}
ALOGV("Overlay thread running");
mState = RUNNING;
mStartCond.broadcast();
while (mState == RUNNING) {
mEventCond.wait(mMutex);
if (mFrameAvailable) {
ALOGV("Awake, frame available");
processFrame_l();
mFrameAvailable = false;
} else {
ALOGV("Awake, frame not available");
}
}
ALOGV("Overlay thread stopping");
release_l();
mState = STOPPED;
return false; // stop
}
status_t Overlay::setup_l() {
status_t err;
err = mEglWindow.createWindow(mOutputSurface);
if (err != NO_ERROR) {
return err;
}
mEglWindow.makeCurrent();
int width = mEglWindow.getWidth();
int height = mEglWindow.getHeight();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// Shaders for rendering from different types of textures.
err = mTexProgram.setup(Program::PROGRAM_TEXTURE_2D);
if (err != NO_ERROR) {
return err;
}
err = mExtTexProgram.setup(Program::PROGRAM_EXTERNAL_TEXTURE);
if (err != NO_ERROR) {
return err;
}
err = mTextRenderer.loadIntoTexture();
if (err != NO_ERROR) {
return err;
}
mTextRenderer.setScreenSize(width, height);
// Input side (buffers from virtual display).
glGenTextures(1, &mExtTextureName);
if (mExtTextureName == 0) {
ALOGE("glGenTextures failed: %#x", glGetError());
return UNKNOWN_ERROR;
}
sp<IGraphicBufferConsumer> consumer;
BufferQueue::createBufferQueue(&mProducer, &consumer);
mGlConsumer = new GLConsumer(consumer, mExtTextureName,
GL_TEXTURE_EXTERNAL_OES, true, false);
mGlConsumer->setName(String8("virtual display"));
mGlConsumer->setDefaultBufferSize(width, height);
mProducer->setMaxDequeuedBufferCount(4);
mGlConsumer->setConsumerUsageBits(GRALLOC_USAGE_HW_TEXTURE);
mGlConsumer->setFrameAvailableListener(this);
return NO_ERROR;
}
void Overlay::release_l() {
ALOGV("Overlay::release_l");
mOutputSurface.clear();
mGlConsumer.clear();
mProducer.clear();
mTexProgram.release();
mExtTexProgram.release();
mEglWindow.release();
}
void Overlay::processFrame_l() {
float texMatrix[16];
mGlConsumer->updateTexImage();
mGlConsumer->getTransformMatrix(texMatrix);
nsecs_t monotonicNsec = mGlConsumer->getTimestamp();
nsecs_t frameNumber = mGlConsumer->getFrameNumber();
if (mLastFrameNumber > 0) {
mTotalDroppedFrames += size_t(frameNumber - mLastFrameNumber) - 1;
}
mLastFrameNumber = frameNumber;
mTextRenderer.setProportionalScale(35);
if (false) { // DEBUG - full blue background
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
int width = mEglWindow.getWidth();
int height = mEglWindow.getHeight();
if (false) { // DEBUG - draw inset
mExtTexProgram.blit(mExtTextureName, texMatrix,
100, 100, width-200, height-200);
} else {
mExtTexProgram.blit(mExtTextureName, texMatrix,
0, 0, width, height);
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (false) { // DEBUG - show entire font bitmap
mTexProgram.blit(mTextRenderer.getTextureName(), Program::kIdentity,
100, 100, width-200, height-200);
}
char textBuf[64];
getTimeString_l(monotonicNsec, textBuf, sizeof(textBuf));
String8 timeStr(String8::format("%s f=%" PRId64 " (%zd)",
textBuf, frameNumber, mTotalDroppedFrames));
mTextRenderer.drawString(mTexProgram, Program::kIdentity, 0, 0, timeStr);
glDisable(GL_BLEND);
if (false) { // DEBUG - add red rectangle in lower-left corner
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 200, 200);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
}
mEglWindow.presentationTime(monotonicNsec);
mEglWindow.swapBuffers();
}
void Overlay::getTimeString_l(nsecs_t monotonicNsec, char* buf, size_t bufLen) {
//const char* format = "%m-%d %T"; // matches log output
const char* format = "%T";
struct tm tm;
if (mUseMonotonicTimestamps) {
snprintf(buf, bufLen, "%" PRId64, monotonicNsec);
return;
}
// localtime/strftime is not the fastest way to do this, but a trivial
// benchmark suggests that the cost is negligible.
int64_t realTime = mStartRealtimeNsecs +
(monotonicNsec - mStartMonotonicNsecs);
time_t secs = (time_t) (realTime / 1000000000);
localtime_r(&secs, &tm);
strftime(buf, bufLen, format, &tm);
int32_t msec = (int32_t) ((realTime % 1000000000) / 1000000);
char tmpBuf[5];
snprintf(tmpBuf, sizeof(tmpBuf), ".%03d", msec);
strlcat(buf, tmpBuf, bufLen);
}
// Callback; executes on arbitrary thread.
void Overlay::onFrameAvailable(const BufferItem& /* item */) {
ALOGV("Overlay::onFrameAvailable");
Mutex::Autolock _l(mMutex);
mFrameAvailable = true;
mEventCond.signal();
}
/*static*/ status_t Overlay::drawInfoPage(
const sp<IGraphicBufferProducer>& outputSurface) {
status_t err;
EglWindow window;
err = window.createWindow(outputSurface);
if (err != NO_ERROR) {
return err;
}
window.makeCurrent();
int width = window.getWidth();
int height = window.getHeight();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// Shaders for rendering.
Program texProgram;
err = texProgram.setup(Program::PROGRAM_TEXTURE_2D);
if (err != NO_ERROR) {
return err;
}
TextRenderer textRenderer;
err = textRenderer.loadIntoTexture();
if (err != NO_ERROR) {
return err;
}
textRenderer.setScreenSize(width, height);
doDrawInfoPage(window, texProgram, textRenderer);
// Destroy the surface. This causes a disconnect.
texProgram.release();
window.release();
return NO_ERROR;
}
/*static*/ void Overlay::doDrawInfoPage(const EglWindow& window,
const Program& texProgram, TextRenderer& textRenderer) {
const nsecs_t holdTime = 250000000LL;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
int width = window.getWidth();
int height = window.getHeight();
// Draw a thin border around the screen. Some players, e.g. browser
// plugins, make it hard to see where the edges are when the device
// is using a black background, so this gives the viewer a frame of
// reference.
//
// This is a clumsy way to do it, but we're only doing it for one frame,
// and it's easier than actually drawing lines.
const int lineWidth = 4;
glEnable(GL_SCISSOR_TEST);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glScissor(0, 0, width, lineWidth);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(0, height - lineWidth, width, lineWidth);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(0, 0, lineWidth, height);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(width - lineWidth, 0, lineWidth, height);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
//glEnable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
textRenderer.setProportionalScale(30);
float xpos = 0;
float ypos = 0;
ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos,
String8::format("Android screenrecord v%d.%d",
kVersionMajor, kVersionMinor));
// Show date/time
time_t now = time(0);
struct tm tm;
localtime_r(&now, &tm);
char timeBuf[64];
strftime(timeBuf, sizeof(timeBuf), "%a, %d %b %Y %T %z", &tm);
String8 header("Started ");
header += timeBuf;
ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, header);
ypos += 8 * textRenderer.getScale(); // slight padding
// Show selected system property values
for (int i = 0; i < NELEM(kPropertyNames); i++) {
char valueBuf[PROPERTY_VALUE_MAX];
property_get(kPropertyNames[i], valueBuf, "");
if (valueBuf[0] == '\0') {
continue;
}
String8 str(String8::format("%s: [%s]", kPropertyNames[i], valueBuf));
ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, str);
}
ypos += 8 * textRenderer.getScale(); // slight padding
// Show GL info
String8 glStr("OpenGL: ");
glStr += (char*) glGetString(GL_VENDOR);
glStr += " / ";
glStr += (char*) glGetString(GL_RENDERER);
glStr += ", ";
glStr += (char*) glGetString(GL_VERSION);
ypos = textRenderer.drawWrappedString(texProgram, xpos, ypos, glStr);
//glDisable(GL_BLEND);
// Set a presentation time slightly in the past. This will cause the
// player to hold the frame on screen.
window.presentationTime(systemTime(CLOCK_MONOTONIC) - holdTime);
window.swapBuffers();
}