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/*
* Copyright (C) 2016 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 "EvsGlDisplay.h"
#include <ui/GraphicBufferAllocator.h>
#include <ui/GraphicBufferMapper.h>
namespace android {
namespace hardware {
namespace automotive {
namespace evs {
namespace V1_0 {
namespace implementation {
EvsGlDisplay::EvsGlDisplay() {
ALOGD("EvsGlDisplay instantiated");
// Set up our self description
// NOTE: These are arbitrary values chosen for testing
mInfo.displayId = "Mock Display";
mInfo.vendorFlags = 3870;
}
EvsGlDisplay::~EvsGlDisplay() {
ALOGD("EvsGlDisplay being destroyed");
forceShutdown();
}
/**
* This gets called if another caller "steals" ownership of the display
*/
void EvsGlDisplay::forceShutdown()
{
ALOGD("EvsGlDisplay forceShutdown");
std::lock_guard<std::mutex> lock(mAccessLock);
// If the buffer isn't being held by a remote client, release it now as an
// optimization to release the resources more quickly than the destructor might
// get called.
if (mBuffer.memHandle) {
// Report if we're going away while a buffer is outstanding
if (mFrameBusy) {
ALOGE("EvsGlDisplay going down while client is holding a buffer");
}
// Drop the graphics buffer we've been using
GraphicBufferAllocator& alloc(GraphicBufferAllocator::get());
alloc.free(mBuffer.memHandle);
mBuffer.memHandle = nullptr;
mGlWrapper.shutdown();
}
// Put this object into an unrecoverable error state since somebody else
// is going to own the display now.
mRequestedState = DisplayState::DEAD;
}
/**
* Returns basic information about the EVS display provided by the system.
* See the description of the DisplayDesc structure for details.
*/
Return<void> EvsGlDisplay::getDisplayInfo(getDisplayInfo_cb _hidl_cb) {
ALOGD("getDisplayInfo");
// Send back our self description
_hidl_cb(mInfo);
return Void();
}
/**
* Clients may set the display state to express their desired state.
* The HAL implementation must gracefully accept a request for any state
* while in any other state, although the response may be to ignore the request.
* The display is defined to start in the NOT_VISIBLE state upon initialization.
* The client is then expected to request the VISIBLE_ON_NEXT_FRAME state, and
* then begin providing video. When the display is no longer required, the client
* is expected to request the NOT_VISIBLE state after passing the last video frame.
*/
Return<EvsResult> EvsGlDisplay::setDisplayState(DisplayState state) {
ALOGD("setDisplayState");
std::lock_guard<std::mutex> lock(mAccessLock);
if (mRequestedState == DisplayState::DEAD) {
// This object no longer owns the display -- it's been superceeded!
return EvsResult::OWNERSHIP_LOST;
}
// Ensure we recognize the requested state so we don't go off the rails
if (state >= DisplayState::NUM_STATES) {
return EvsResult::INVALID_ARG;
}
switch (state) {
case DisplayState::NOT_VISIBLE:
mGlWrapper.hideWindow();
break;
case DisplayState::VISIBLE:
mGlWrapper.showWindow();
break;
default:
break;
}
// Record the requested state
mRequestedState = state;
return EvsResult::OK;
}
/**
* The HAL implementation should report the actual current state, which might
* transiently differ from the most recently requested state. Note, however, that
* the logic responsible for changing display states should generally live above
* the device layer, making it undesirable for the HAL implementation to
* spontaneously change display states.
*/
Return<DisplayState> EvsGlDisplay::getDisplayState() {
ALOGD("getDisplayState");
std::lock_guard<std::mutex> lock(mAccessLock);
return mRequestedState;
}
/**
* This call returns a handle to a frame buffer associated with the display.
* This buffer may be locked and written to by software and/or GL. This buffer
* must be returned via a call to returnTargetBufferForDisplay() even if the
* display is no longer visible.
*/
Return<void> EvsGlDisplay::getTargetBuffer(getTargetBuffer_cb _hidl_cb) {
ALOGV("getTargetBuffer");
std::lock_guard<std::mutex> lock(mAccessLock);
if (mRequestedState == DisplayState::DEAD) {
ALOGE("Rejecting buffer request from object that lost ownership of the display.");
BufferDesc nullBuff = {};
_hidl_cb(nullBuff);
return Void();
}
// If we don't already have a buffer, allocate one now
if (!mBuffer.memHandle) {
// Initialize our display window
// NOTE: This will cause the display to become "VISIBLE" before a frame is actually
// returned, which is contrary to the spec and will likely result in a black frame being
// (briefly) shown.
if (!mGlWrapper.initialize()) {
// Report the failure
ALOGE("Failed to initialize GL display");
BufferDesc nullBuff = {};
_hidl_cb(nullBuff);
return Void();
}
// Assemble the buffer description we'll use for our render target
mBuffer.width = mGlWrapper.getWidth();
mBuffer.height = mGlWrapper.getHeight();
mBuffer.format = HAL_PIXEL_FORMAT_RGBA_8888;
mBuffer.usage = GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_COMPOSER;
mBuffer.bufferId = 0x3870; // Arbitrary magic number for self recognition
mBuffer.pixelSize = 4;
// Allocate the buffer that will hold our displayable image
buffer_handle_t handle = nullptr;
GraphicBufferAllocator& alloc(GraphicBufferAllocator::get());
status_t result = alloc.allocate(mBuffer.width, mBuffer.height,
mBuffer.format, 1,
mBuffer.usage, &handle,
&mBuffer.stride,
0, "EvsGlDisplay");
if (result != NO_ERROR) {
ALOGE("Error %d allocating %d x %d graphics buffer",
result, mBuffer.width, mBuffer.height);
BufferDesc nullBuff = {};
_hidl_cb(nullBuff);
mGlWrapper.shutdown();
return Void();
}
if (!handle) {
ALOGE("We didn't get a buffer handle back from the allocator");
BufferDesc nullBuff = {};
_hidl_cb(nullBuff);
mGlWrapper.shutdown();
return Void();
}
mBuffer.memHandle = handle;
ALOGD("Allocated new buffer %p with stride %u",
mBuffer.memHandle.getNativeHandle(), mBuffer.stride);
mFrameBusy = false;
}
// Do we have a frame available?
if (mFrameBusy) {
// This means either we have a 2nd client trying to compete for buffers
// (an unsupported mode of operation) or else the client hasn't returned
// a previously issued buffer yet (they're behaving badly).
// NOTE: We have to make the callback even if we have nothing to provide
ALOGE("getTargetBuffer called while no buffers available.");
BufferDesc nullBuff = {};
_hidl_cb(nullBuff);
return Void();
} else {
// Mark our buffer as busy
mFrameBusy = true;
// Send the buffer to the client
ALOGV("Providing display buffer handle %p as id %d",
mBuffer.memHandle.getNativeHandle(), mBuffer.bufferId);
_hidl_cb(mBuffer);
return Void();
}
}
/**
* This call tells the display that the buffer is ready for display.
* The buffer is no longer valid for use by the client after this call.
*/
Return<EvsResult> EvsGlDisplay::returnTargetBufferForDisplay(const BufferDesc& buffer) {
ALOGV("returnTargetBufferForDisplay %p", buffer.memHandle.getNativeHandle());
std::lock_guard<std::mutex> lock(mAccessLock);
// Nobody should call us with a null handle
if (!buffer.memHandle.getNativeHandle()) {
ALOGE ("returnTargetBufferForDisplay called without a valid buffer handle.\n");
return EvsResult::INVALID_ARG;
}
if (buffer.bufferId != mBuffer.bufferId) {
ALOGE ("Got an unrecognized frame returned.\n");
return EvsResult::INVALID_ARG;
}
if (!mFrameBusy) {
ALOGE ("A frame was returned with no outstanding frames.\n");
return EvsResult::BUFFER_NOT_AVAILABLE;
}
mFrameBusy = false;
// If we've been displaced by another owner of the display, then we can't do anything else
if (mRequestedState == DisplayState::DEAD) {
return EvsResult::OWNERSHIP_LOST;
}
// If we were waiting for a new frame, this is it!
if (mRequestedState == DisplayState::VISIBLE_ON_NEXT_FRAME) {
mRequestedState = DisplayState::VISIBLE;
mGlWrapper.showWindow();
}
// Validate we're in an expected state
if (mRequestedState != DisplayState::VISIBLE) {
// Not sure why a client would send frames back when we're not visible.
ALOGW ("Got a frame returned while not visible - ignoring.\n");
} else {
// Update the texture contents with the provided data
// TODO: Why doesn't it work to pass in the buffer handle we got from HIDL?
// if (!mGlWrapper.updateImageTexture(buffer)) {
if (!mGlWrapper.updateImageTexture(mBuffer)) {
return EvsResult::UNDERLYING_SERVICE_ERROR;
}
// Put the image on the screen
mGlWrapper.renderImageToScreen();
}
return EvsResult::OK;
}
} // namespace implementation
} // namespace V1_0
} // namespace evs
} // namespace automotive
} // namespace hardware
} // namespace android