blob: 27a38eca24e5cf2a3b61c72bf6df54042ee8d480 [file]
/*
* Copyright 2025 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.
*/
#pragma once
#include <android/data_space.h>
#include <android/hardware_buffer.h>
#include <android/native_window.h>
#include <gui/BufferItemConsumer.h>
#include <gui/Surface.h>
#include <hardware/gralloc.h>
#include <system/window.h>
#include <ui/DisplayId.h>
#include <ui/Fence.h>
#include <ui/GraphicBuffer.h>
#include <utils/Errors.h>
#include "../../Utils/Dumper.h"
#include <atomic>
#include <cstdint>
#include <future>
#include <mutex>
#include <optional>
#include "DisplayHardware/VirtualDisplay/VirtualDisplayThread.h"
namespace android {
/**
* SinkSurfaceHelper owns the sink surface for a VirtualDisplaySurface.
*
* The consumer for a sink surface are owned by the app. IPC operations involving this surface can
* feeze.
*
* This class synchronizes access to the surface using a queue of tasks that run on a separate
* thread. That way, no core SF threads can be blocked by a broken app.
*
* As buffers are released by the app (and provided to us via SurfaceListener::onBufferReleased,
* we'll dequeue them and hold on to them so they can be used by the Virtual Display. Use
* getDequeuedBuffer to get a buffer, sendBuffer to send it, and returnDequeuedBuffer to mark it as
* get-able again.
*
* sendBuffer can also take non-dequeued buffers, it'll just attach the buffer and queue it.
*/
class SinkSurfaceHelper : public SurfaceListener {
public:
static constexpr size_t kMaxDequeuedBuffers = 4;
SinkSurfaceHelper(const sp<Surface>& sink, uid_t creatorUid);
struct SinkSurfaceData {
uint32_t width = 0;
uint32_t height = 0;
PixelFormat format = PIXEL_FORMAT_UNKNOWN;
uint64_t usage = 0;
ADataSpace dataSpace = ADATASPACE_UNKNOWN;
};
std::future<SinkSurfaceData> connectSinkSurface();
void abandon();
bool isFrozen();
const std::string& getName() const { return mName; }
void dump(utils::Dumper& dumper) const;
/**
* Get a buffer that was previously dequeued by the app. If no buffers are available, this
* will return std::nullopt.
*
* The caller is responsible for returning the buffer using returnDequeuedBuffer() or
* sendBuffer().
*/
std::optional<std::tuple<sp<GraphicBuffer>, sp<Fence>>> getDequeuedBuffer(
uint32_t width, uint32_t height, uint64_t requiredUsage);
/**
* Return a buffer retrieved via getDequeuedBuffer to the helper, so it can be used later.
*/
bool returnDequeuedBuffer(const sp<GraphicBuffer>& buffer, const sp<Fence>& fence);
/**
* Schedule a buffer to be sent to the sink.
*
* If the buffer was previously dequeued (and retrieved by getDequeuedBuffer), the buffer will
* be sent right away. Otherwise, the buffer will be attached to the underlying BufferQueue.
*/
void sendBuffer(const sp<GraphicBuffer>& buffer, const sp<Fence>& fence);
/**
* Set the size of the sink surface.
*/
void setBufferSize(uint32_t width, uint32_t height);
// SurfaceListener:
virtual bool needsReleaseNotify() override { return true; }
virtual bool needsDeathNotify() override { return true; }
virtual void onBufferReleased() override;
virtual void onRemoteDied() override;
virtual void onBuffersDiscarded(const std::vector<sp<GraphicBuffer>>&) override {}
virtual void onBufferDetached(uint64_t) override {}
private:
void connectSinkSurfaceTask(std::shared_ptr<std::promise<SinkSurfaceData>> promise);
void sendBufferTask(sp<GraphicBuffer> buffer, sp<Fence> fence);
void freeBufferTask(sp<GraphicBuffer> buffer, sp<Fence> fence);
void dequeueBufferTask();
void setBufferSizeTask(uint32_t width, uint32_t height);
void abandonTask();
void cancelBuffers(std::vector<std::tuple<sp<GraphicBuffer>, sp<Fence>>> buffers);
VirtualDisplayThread::Client mVDThread;
const uid_t mCreatorUid;
// This should only be accessed on mVDThread.
//
// DO NOT access this with mDataMutex, or you'll potentially lock up the rest of SF.
sp<Surface> mSink;
std::string mName;
std::atomic_bool mIsDead = false;
struct DequeuedSinkBuffer {
sp<GraphicBuffer> buffer;
sp<Fence> fence;
bool inUse = false;
};
mutable std::mutex mDataMutex;
std::vector<DequeuedSinkBuffer> mDequeuedBuffers GUARDED_BY(mDataMutex);
};
} // namespace android