xref: /aosp_15_r20/frameworks/native/services/surfaceflinger/Layer.h (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker  * Copyright (C) 2007 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker  *
4*38e8c45fSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker  *
8*38e8c45fSAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker  *
10*38e8c45fSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker  * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker  */
16*38e8c45fSAndroid Build Coastguard Worker 
17*38e8c45fSAndroid Build Coastguard Worker #pragma once
18*38e8c45fSAndroid Build Coastguard Worker 
19*38e8c45fSAndroid Build Coastguard Worker #include <android/gui/DropInputMode.h>
20*38e8c45fSAndroid Build Coastguard Worker #include <android/gui/ISurfaceComposerClient.h>
21*38e8c45fSAndroid Build Coastguard Worker #include <com_android_graphics_surfaceflinger_flags.h>
22*38e8c45fSAndroid Build Coastguard Worker #include <ftl/small_map.h>
23*38e8c45fSAndroid Build Coastguard Worker #include <gui/BufferQueue.h>
24*38e8c45fSAndroid Build Coastguard Worker #include <gui/LayerState.h>
25*38e8c45fSAndroid Build Coastguard Worker #include <gui/WindowInfo.h>
26*38e8c45fSAndroid Build Coastguard Worker #include <layerproto/LayerProtoHeader.h>
27*38e8c45fSAndroid Build Coastguard Worker #include <math/vec4.h>
28*38e8c45fSAndroid Build Coastguard Worker #include <sys/types.h>
29*38e8c45fSAndroid Build Coastguard Worker #include <ui/BlurRegion.h>
30*38e8c45fSAndroid Build Coastguard Worker #include <ui/DisplayMap.h>
31*38e8c45fSAndroid Build Coastguard Worker #include <ui/FloatRect.h>
32*38e8c45fSAndroid Build Coastguard Worker #include <ui/FrameStats.h>
33*38e8c45fSAndroid Build Coastguard Worker #include <ui/GraphicBuffer.h>
34*38e8c45fSAndroid Build Coastguard Worker #include <ui/LayerStack.h>
35*38e8c45fSAndroid Build Coastguard Worker #include <ui/PixelFormat.h>
36*38e8c45fSAndroid Build Coastguard Worker #include <ui/Region.h>
37*38e8c45fSAndroid Build Coastguard Worker #include <ui/StretchEffect.h>
38*38e8c45fSAndroid Build Coastguard Worker #include <ui/Transform.h>
39*38e8c45fSAndroid Build Coastguard Worker #include <utils/RefBase.h>
40*38e8c45fSAndroid Build Coastguard Worker #include <utils/Timers.h>
41*38e8c45fSAndroid Build Coastguard Worker 
42*38e8c45fSAndroid Build Coastguard Worker #include <compositionengine/LayerFE.h>
43*38e8c45fSAndroid Build Coastguard Worker #include <compositionengine/LayerFECompositionState.h>
44*38e8c45fSAndroid Build Coastguard Worker #include <scheduler/Fps.h>
45*38e8c45fSAndroid Build Coastguard Worker #include <scheduler/Seamlessness.h>
46*38e8c45fSAndroid Build Coastguard Worker 
47*38e8c45fSAndroid Build Coastguard Worker #include <cstdint>
48*38e8c45fSAndroid Build Coastguard Worker #include <functional>
49*38e8c45fSAndroid Build Coastguard Worker #include <optional>
50*38e8c45fSAndroid Build Coastguard Worker #include <vector>
51*38e8c45fSAndroid Build Coastguard Worker 
52*38e8c45fSAndroid Build Coastguard Worker #include "Client.h"
53*38e8c45fSAndroid Build Coastguard Worker #include "DisplayHardware/HWComposer.h"
54*38e8c45fSAndroid Build Coastguard Worker #include "FrameTracker.h"
55*38e8c45fSAndroid Build Coastguard Worker #include "LayerFE.h"
56*38e8c45fSAndroid Build Coastguard Worker #include "LayerVector.h"
57*38e8c45fSAndroid Build Coastguard Worker #include "Scheduler/LayerInfo.h"
58*38e8c45fSAndroid Build Coastguard Worker #include "SurfaceFlinger.h"
59*38e8c45fSAndroid Build Coastguard Worker #include "TransactionCallbackInvoker.h"
60*38e8c45fSAndroid Build Coastguard Worker 
61*38e8c45fSAndroid Build Coastguard Worker using namespace android::surfaceflinger;
62*38e8c45fSAndroid Build Coastguard Worker 
63*38e8c45fSAndroid Build Coastguard Worker namespace android {
64*38e8c45fSAndroid Build Coastguard Worker 
65*38e8c45fSAndroid Build Coastguard Worker class Client;
66*38e8c45fSAndroid Build Coastguard Worker class Colorizer;
67*38e8c45fSAndroid Build Coastguard Worker class DisplayDevice;
68*38e8c45fSAndroid Build Coastguard Worker class GraphicBuffer;
69*38e8c45fSAndroid Build Coastguard Worker class SurfaceFlinger;
70*38e8c45fSAndroid Build Coastguard Worker 
71*38e8c45fSAndroid Build Coastguard Worker namespace compositionengine {
72*38e8c45fSAndroid Build Coastguard Worker class OutputLayer;
73*38e8c45fSAndroid Build Coastguard Worker struct LayerFECompositionState;
74*38e8c45fSAndroid Build Coastguard Worker }
75*38e8c45fSAndroid Build Coastguard Worker 
76*38e8c45fSAndroid Build Coastguard Worker namespace frametimeline {
77*38e8c45fSAndroid Build Coastguard Worker class SurfaceFrame;
78*38e8c45fSAndroid Build Coastguard Worker } // namespace frametimeline
79*38e8c45fSAndroid Build Coastguard Worker 
80*38e8c45fSAndroid Build Coastguard Worker class Layer : public virtual RefBase {
81*38e8c45fSAndroid Build Coastguard Worker public:
82*38e8c45fSAndroid Build Coastguard Worker     // The following constants represent priority of the window. SF uses this information when
83*38e8c45fSAndroid Build Coastguard Worker     // deciding which window has a priority when deciding about the refresh rate of the screen.
84*38e8c45fSAndroid Build Coastguard Worker     // Priority 0 is considered the highest priority. -1 means that the priority is unset.
85*38e8c45fSAndroid Build Coastguard Worker     static constexpr int32_t PRIORITY_UNSET = -1;
86*38e8c45fSAndroid Build Coastguard Worker     // Windows that are in focus and voted for the preferred mode ID
87*38e8c45fSAndroid Build Coastguard Worker     static constexpr int32_t PRIORITY_FOCUSED_WITH_MODE = 0;
88*38e8c45fSAndroid Build Coastguard Worker     // // Windows that are in focus, but have not requested a specific mode ID.
89*38e8c45fSAndroid Build Coastguard Worker     static constexpr int32_t PRIORITY_FOCUSED_WITHOUT_MODE = 1;
90*38e8c45fSAndroid Build Coastguard Worker     // Windows that are not in focus, but voted for a specific mode ID.
91*38e8c45fSAndroid Build Coastguard Worker     static constexpr int32_t PRIORITY_NOT_FOCUSED_WITH_MODE = 2;
92*38e8c45fSAndroid Build Coastguard Worker 
93*38e8c45fSAndroid Build Coastguard Worker     using FrameRate = scheduler::LayerInfo::FrameRate;
94*38e8c45fSAndroid Build Coastguard Worker     using FrameRateCompatibility = scheduler::FrameRateCompatibility;
95*38e8c45fSAndroid Build Coastguard Worker     using FrameRateSelectionStrategy = scheduler::LayerInfo::FrameRateSelectionStrategy;
96*38e8c45fSAndroid Build Coastguard Worker 
97*38e8c45fSAndroid Build Coastguard Worker     struct State {
98*38e8c45fSAndroid Build Coastguard Worker         int32_t sequence; // changes when visible regions can change
99*38e8c45fSAndroid Build Coastguard Worker         // Crop is expressed in layer space coordinate.
100*38e8c45fSAndroid Build Coastguard Worker         FloatRect crop;
101*38e8c45fSAndroid Build Coastguard Worker         LayerMetadata metadata;
102*38e8c45fSAndroid Build Coastguard Worker 
103*38e8c45fSAndroid Build Coastguard Worker         ui::Dataspace dataspace;
104*38e8c45fSAndroid Build Coastguard Worker 
105*38e8c45fSAndroid Build Coastguard Worker         uint64_t frameNumber;
106*38e8c45fSAndroid Build Coastguard Worker         uint64_t previousFrameNumber;
107*38e8c45fSAndroid Build Coastguard Worker         // high watermark framenumber to use to check for barriers to protect ourselves
108*38e8c45fSAndroid Build Coastguard Worker         // from out of order transactions
109*38e8c45fSAndroid Build Coastguard Worker         uint64_t barrierFrameNumber;
110*38e8c45fSAndroid Build Coastguard Worker         ui::Transform transform;
111*38e8c45fSAndroid Build Coastguard Worker 
112*38e8c45fSAndroid Build Coastguard Worker         uint32_t producerId = 0;
113*38e8c45fSAndroid Build Coastguard Worker         // high watermark producerId to use to check for barriers to protect ourselves
114*38e8c45fSAndroid Build Coastguard Worker         // from out of order transactions
115*38e8c45fSAndroid Build Coastguard Worker         uint32_t barrierProducerId = 0;
116*38e8c45fSAndroid Build Coastguard Worker 
117*38e8c45fSAndroid Build Coastguard Worker         uint32_t bufferTransform;
118*38e8c45fSAndroid Build Coastguard Worker         bool transformToDisplayInverse;
119*38e8c45fSAndroid Build Coastguard Worker         Region transparentRegionHint;
120*38e8c45fSAndroid Build Coastguard Worker         std::shared_ptr<renderengine::ExternalTexture> buffer;
121*38e8c45fSAndroid Build Coastguard Worker         sp<Fence> acquireFence;
122*38e8c45fSAndroid Build Coastguard Worker         std::shared_ptr<FenceTime> acquireFenceTime;
123*38e8c45fSAndroid Build Coastguard Worker         sp<NativeHandle> sidebandStream;
124*38e8c45fSAndroid Build Coastguard Worker         mat4 colorTransform;
125*38e8c45fSAndroid Build Coastguard Worker 
126*38e8c45fSAndroid Build Coastguard Worker         // The deque of callback handles for this frame. The back of the deque contains the most
127*38e8c45fSAndroid Build Coastguard Worker         // recent callback handle.
128*38e8c45fSAndroid Build Coastguard Worker         std::deque<sp<CallbackHandle>> callbackHandles;
129*38e8c45fSAndroid Build Coastguard Worker         nsecs_t desiredPresentTime = 0;
130*38e8c45fSAndroid Build Coastguard Worker         bool isAutoTimestamp = true;
131*38e8c45fSAndroid Build Coastguard Worker 
132*38e8c45fSAndroid Build Coastguard Worker         // The combined frame rate of parents / children of this layer
133*38e8c45fSAndroid Build Coastguard Worker         FrameRate frameRateForLayerTree;
134*38e8c45fSAndroid Build Coastguard Worker 
135*38e8c45fSAndroid Build Coastguard Worker         // The vsync info that was used to start the transaction
136*38e8c45fSAndroid Build Coastguard Worker         FrameTimelineInfo frameTimelineInfo;
137*38e8c45fSAndroid Build Coastguard Worker 
138*38e8c45fSAndroid Build Coastguard Worker         // When the transaction was posted
139*38e8c45fSAndroid Build Coastguard Worker         nsecs_t postTime;
140*38e8c45fSAndroid Build Coastguard Worker         sp<ITransactionCompletedListener> releaseBufferListener;
141*38e8c45fSAndroid Build Coastguard Worker         // SurfaceFrame that tracks the timeline of Transactions that contain a Buffer. Only one
142*38e8c45fSAndroid Build Coastguard Worker         // such SurfaceFrame exists because only one buffer can be presented on the layer per vsync.
143*38e8c45fSAndroid Build Coastguard Worker         // If multiple buffers are queued, the prior ones will be dropped, along with the
144*38e8c45fSAndroid Build Coastguard Worker         // SurfaceFrame that's tracking them.
145*38e8c45fSAndroid Build Coastguard Worker         std::shared_ptr<frametimeline::SurfaceFrame> bufferSurfaceFrameTX;
146*38e8c45fSAndroid Build Coastguard Worker         // A map of token(frametimelineVsyncId) to the SurfaceFrame that's tracking a transaction
147*38e8c45fSAndroid Build Coastguard Worker         // that contains the token. Only one SurfaceFrame exisits for transactions that share the
148*38e8c45fSAndroid Build Coastguard Worker         // same token, unless they are presented in different vsyncs.
149*38e8c45fSAndroid Build Coastguard Worker         std::unordered_map<int64_t, std::shared_ptr<frametimeline::SurfaceFrame>>
150*38e8c45fSAndroid Build Coastguard Worker                 bufferlessSurfaceFramesTX;
151*38e8c45fSAndroid Build Coastguard Worker         // An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to
152*38e8c45fSAndroid Build Coastguard Worker         // trigger a warning if the number of SurfaceFrames crosses the threshold.
153*38e8c45fSAndroid Build Coastguard Worker         static constexpr uint32_t kStateSurfaceFramesThreshold = 25;
154*38e8c45fSAndroid Build Coastguard Worker         Rect bufferCrop;
155*38e8c45fSAndroid Build Coastguard Worker         Rect destinationFrame;
156*38e8c45fSAndroid Build Coastguard Worker         sp<IBinder> releaseBufferEndpoint;
157*38e8c45fSAndroid Build Coastguard Worker         bool autoRefresh = false;
158*38e8c45fSAndroid Build Coastguard Worker         float currentHdrSdrRatio = 1.f;
159*38e8c45fSAndroid Build Coastguard Worker         float desiredHdrSdrRatio = -1.f;
160*38e8c45fSAndroid Build Coastguard Worker         int64_t latchedVsyncId = 0;
161*38e8c45fSAndroid Build Coastguard Worker         bool useVsyncIdForRefreshRateSelection = false;
162*38e8c45fSAndroid Build Coastguard Worker     };
163*38e8c45fSAndroid Build Coastguard Worker 
164*38e8c45fSAndroid Build Coastguard Worker     explicit Layer(const surfaceflinger::LayerCreationArgs& args);
165*38e8c45fSAndroid Build Coastguard Worker     virtual ~Layer();
166*38e8c45fSAndroid Build Coastguard Worker 
167*38e8c45fSAndroid Build Coastguard Worker     static bool isLayerFocusedBasedOnPriority(int32_t priority);
168*38e8c45fSAndroid Build Coastguard Worker     static void miniDumpHeader(std::string& result);
169*38e8c45fSAndroid Build Coastguard Worker 
170*38e8c45fSAndroid Build Coastguard Worker     // This second set of geometry attributes are controlled by
171*38e8c45fSAndroid Build Coastguard Worker     // setGeometryAppliesWithResize, and their default mode is to be
172*38e8c45fSAndroid Build Coastguard Worker     // immediate. If setGeometryAppliesWithResize is specified
173*38e8c45fSAndroid Build Coastguard Worker     // while a resize is pending, then update of these attributes will
174*38e8c45fSAndroid Build Coastguard Worker     // be delayed until the resize completes.
175*38e8c45fSAndroid Build Coastguard Worker 
176*38e8c45fSAndroid Build Coastguard Worker     // Buffer space
177*38e8c45fSAndroid Build Coastguard Worker     bool setCrop(const FloatRect& crop);
178*38e8c45fSAndroid Build Coastguard Worker 
179*38e8c45fSAndroid Build Coastguard Worker     bool setTransform(uint32_t /*transform*/);
180*38e8c45fSAndroid Build Coastguard Worker     bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/);
181*38e8c45fSAndroid Build Coastguard Worker     bool setBuffer(std::shared_ptr<renderengine::ExternalTexture>& /* buffer */,
182*38e8c45fSAndroid Build Coastguard Worker                    const BufferData& /* bufferData */, nsecs_t /* postTime */,
183*38e8c45fSAndroid Build Coastguard Worker                    nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/,
184*38e8c45fSAndroid Build Coastguard Worker                    const FrameTimelineInfo& /*info*/, gui::GameMode gameMode);
185*38e8c45fSAndroid Build Coastguard Worker     void setDesiredPresentTime(nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/);
186*38e8c45fSAndroid Build Coastguard Worker     bool setDataspace(ui::Dataspace /*dataspace*/);
187*38e8c45fSAndroid Build Coastguard Worker     bool setExtendedRangeBrightness(float currentBufferRatio, float desiredRatio);
188*38e8c45fSAndroid Build Coastguard Worker     bool setDesiredHdrHeadroom(float desiredRatio);
189*38e8c45fSAndroid Build Coastguard Worker     bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/,
190*38e8c45fSAndroid Build Coastguard Worker                            const FrameTimelineInfo& /* info*/, nsecs_t /* postTime */,
191*38e8c45fSAndroid Build Coastguard Worker                            gui::GameMode gameMode);
192*38e8c45fSAndroid Build Coastguard Worker     bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& /*handles*/,
193*38e8c45fSAndroid Build Coastguard Worker                                           bool willPresent);
194*38e8c45fSAndroid Build Coastguard Worker 
195*38e8c45fSAndroid Build Coastguard Worker     sp<LayerFE> getCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
196*38e8c45fSAndroid Build Coastguard Worker 
197*38e8c45fSAndroid Build Coastguard Worker     // If we have received a new buffer this frame, we will pass its surface
198*38e8c45fSAndroid Build Coastguard Worker     // damage down to hardware composer. Otherwise, we must send a region with
199*38e8c45fSAndroid Build Coastguard Worker     // one empty rect.
200*38e8c45fSAndroid Build Coastguard Worker     Region getVisibleRegion(const DisplayDevice*) const;
201*38e8c45fSAndroid Build Coastguard Worker     void updateLastLatchTime(nsecs_t latchtime);
202*38e8c45fSAndroid Build Coastguard Worker 
getCrop(const Layer::State & s)203*38e8c45fSAndroid Build Coastguard Worker     Rect getCrop(const Layer::State& s) const { return Rect(s.crop); }
204*38e8c45fSAndroid Build Coastguard Worker 
205*38e8c45fSAndroid Build Coastguard Worker     // from graphics API
206*38e8c45fSAndroid Build Coastguard Worker     static ui::Dataspace translateDataspace(ui::Dataspace dataspace);
207*38e8c45fSAndroid Build Coastguard Worker     uint64_t mPreviousFrameNumber = 0;
208*38e8c45fSAndroid Build Coastguard Worker 
209*38e8c45fSAndroid Build Coastguard Worker     void onCompositionPresented(const DisplayDevice*,
210*38e8c45fSAndroid Build Coastguard Worker                                 const std::shared_ptr<FenceTime>& /*glDoneFence*/,
211*38e8c45fSAndroid Build Coastguard Worker                                 const std::shared_ptr<FenceTime>& /*presentFence*/,
212*38e8c45fSAndroid Build Coastguard Worker                                 const CompositorTiming&, gui::GameMode gameMode);
213*38e8c45fSAndroid Build Coastguard Worker 
214*38e8c45fSAndroid Build Coastguard Worker     // If a buffer was replaced this frame, release the former buffer
215*38e8c45fSAndroid Build Coastguard Worker     void releasePendingBuffer(nsecs_t /*dequeueReadyTime*/);
216*38e8c45fSAndroid Build Coastguard Worker 
217*38e8c45fSAndroid Build Coastguard Worker     /*
218*38e8c45fSAndroid Build Coastguard Worker      * latchBuffer - called each time the screen is redrawn and returns whether
219*38e8c45fSAndroid Build Coastguard Worker      * the visible regions need to be recomputed (this is a fairly heavy
220*38e8c45fSAndroid Build Coastguard Worker      * operation, so this should be set only if needed). Typically this is used
221*38e8c45fSAndroid Build Coastguard Worker      * to figure out if the content or size of a surface has changed.
222*38e8c45fSAndroid Build Coastguard Worker      */
223*38e8c45fSAndroid Build Coastguard Worker     bool latchBufferImpl(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/,
224*38e8c45fSAndroid Build Coastguard Worker                          bool bgColorOnly);
225*38e8c45fSAndroid Build Coastguard Worker 
226*38e8c45fSAndroid Build Coastguard Worker     sp<GraphicBuffer> getBuffer() const;
227*38e8c45fSAndroid Build Coastguard Worker     /**
228*38e8c45fSAndroid Build Coastguard Worker      * Returns active buffer size in the correct orientation. Buffer size is determined by undoing
229*38e8c45fSAndroid Build Coastguard Worker      * any buffer transformations. Returns Rect::INVALID_RECT if the layer has no buffer or the
230*38e8c45fSAndroid Build Coastguard Worker      * layer does not have a display frame and its parent is not bounded.
231*38e8c45fSAndroid Build Coastguard Worker      */
232*38e8c45fSAndroid Build Coastguard Worker     Rect getBufferSize(const Layer::State&) const;
233*38e8c45fSAndroid Build Coastguard Worker 
234*38e8c45fSAndroid Build Coastguard Worker     FrameRate getFrameRateForLayerTree() const;
235*38e8c45fSAndroid Build Coastguard Worker 
236*38e8c45fSAndroid Build Coastguard Worker     bool getTransformToDisplayInverse() const;
237*38e8c45fSAndroid Build Coastguard Worker 
238*38e8c45fSAndroid Build Coastguard Worker     // Implements RefBase.
239*38e8c45fSAndroid Build Coastguard Worker     void onFirstRef() override;
240*38e8c45fSAndroid Build Coastguard Worker 
241*38e8c45fSAndroid Build Coastguard Worker     struct BufferInfo {
242*38e8c45fSAndroid Build Coastguard Worker         nsecs_t mDesiredPresentTime;
243*38e8c45fSAndroid Build Coastguard Worker         std::shared_ptr<FenceTime> mFenceTime;
244*38e8c45fSAndroid Build Coastguard Worker         sp<Fence> mFence;
245*38e8c45fSAndroid Build Coastguard Worker         uint32_t mTransform{0};
246*38e8c45fSAndroid Build Coastguard Worker         ui::Dataspace mDataspace{ui::Dataspace::UNKNOWN};
247*38e8c45fSAndroid Build Coastguard Worker         std::chrono::steady_clock::time_point mTimeSinceDataspaceUpdate =
248*38e8c45fSAndroid Build Coastguard Worker                 std::chrono::steady_clock::time_point::min();
249*38e8c45fSAndroid Build Coastguard Worker         Rect mCrop;
250*38e8c45fSAndroid Build Coastguard Worker         PixelFormat mPixelFormat{PIXEL_FORMAT_NONE};
251*38e8c45fSAndroid Build Coastguard Worker         bool mTransformToDisplayInverse{false};
252*38e8c45fSAndroid Build Coastguard Worker         std::shared_ptr<renderengine::ExternalTexture> mBuffer;
253*38e8c45fSAndroid Build Coastguard Worker         uint64_t mFrameNumber;
254*38e8c45fSAndroid Build Coastguard Worker         sp<IBinder> mReleaseBufferEndpoint;
255*38e8c45fSAndroid Build Coastguard Worker         bool mFrameLatencyNeeded{false};
256*38e8c45fSAndroid Build Coastguard Worker         float mDesiredHdrSdrRatio = -1.f;
257*38e8c45fSAndroid Build Coastguard Worker     };
258*38e8c45fSAndroid Build Coastguard Worker 
259*38e8c45fSAndroid Build Coastguard Worker     BufferInfo mBufferInfo;
260*38e8c45fSAndroid Build Coastguard Worker     std::shared_ptr<gui::BufferReleaseChannel::ProducerEndpoint> mBufferReleaseChannel;
261*38e8c45fSAndroid Build Coastguard Worker 
262*38e8c45fSAndroid Build Coastguard Worker     bool fenceHasSignaled() const;
263*38e8c45fSAndroid Build Coastguard Worker     void onPreComposition(nsecs_t refreshStartTime);
264*38e8c45fSAndroid Build Coastguard Worker 
265*38e8c45fSAndroid Build Coastguard Worker     // Tracks mLastClientCompositionFence and gets the callback handle for this layer.
266*38e8c45fSAndroid Build Coastguard Worker     sp<CallbackHandle> findCallbackHandle();
267*38e8c45fSAndroid Build Coastguard Worker 
268*38e8c45fSAndroid Build Coastguard Worker     // Adds the future release fence to a list of fences that are used to release the
269*38e8c45fSAndroid Build Coastguard Worker     // last presented buffer. Also keeps track of the layerstack in a list of previous
270*38e8c45fSAndroid Build Coastguard Worker     // layerstacks that have been presented.
271*38e8c45fSAndroid Build Coastguard Worker     void prepareReleaseCallbacks(ftl::Future<FenceResult>, ui::LayerStack layerStack);
272*38e8c45fSAndroid Build Coastguard Worker 
setWasClientComposed(const sp<Fence> & fence)273*38e8c45fSAndroid Build Coastguard Worker     void setWasClientComposed(const sp<Fence>& fence) {
274*38e8c45fSAndroid Build Coastguard Worker         mLastClientCompositionFence = fence;
275*38e8c45fSAndroid Build Coastguard Worker         mClearClientCompositionFenceOnLayerDisplayed = false;
276*38e8c45fSAndroid Build Coastguard Worker     }
277*38e8c45fSAndroid Build Coastguard Worker 
278*38e8c45fSAndroid Build Coastguard Worker     const char* getDebugName() const;
279*38e8c45fSAndroid Build Coastguard Worker 
280*38e8c45fSAndroid Build Coastguard Worker     static bool computeTrustedPresentationState(const FloatRect& bounds,
281*38e8c45fSAndroid Build Coastguard Worker                                                 const FloatRect& sourceBounds,
282*38e8c45fSAndroid Build Coastguard Worker                                                 const Region& coveredRegion,
283*38e8c45fSAndroid Build Coastguard Worker                                                 const FloatRect& screenBounds, float,
284*38e8c45fSAndroid Build Coastguard Worker                                                 const ui::Transform&,
285*38e8c45fSAndroid Build Coastguard Worker                                                 const TrustedPresentationThresholds&);
286*38e8c45fSAndroid Build Coastguard Worker     void updateTrustedPresentationState(const DisplayDevice* display,
287*38e8c45fSAndroid Build Coastguard Worker                                         const frontend::LayerSnapshot* snapshot, int64_t time_in_ms,
288*38e8c45fSAndroid Build Coastguard Worker                                         bool leaveState);
289*38e8c45fSAndroid Build Coastguard Worker 
hasTrustedPresentationListener()290*38e8c45fSAndroid Build Coastguard Worker     inline bool hasTrustedPresentationListener() {
291*38e8c45fSAndroid Build Coastguard Worker         return mTrustedPresentationListener.callbackInterface != nullptr;
292*38e8c45fSAndroid Build Coastguard Worker     }
293*38e8c45fSAndroid Build Coastguard Worker 
294*38e8c45fSAndroid Build Coastguard Worker     // Sets the masked bits.
295*38e8c45fSAndroid Build Coastguard Worker     void setTransactionFlags(uint32_t mask);
296*38e8c45fSAndroid Build Coastguard Worker 
getSequence()297*38e8c45fSAndroid Build Coastguard Worker     int32_t getSequence() const { return sequence; }
298*38e8c45fSAndroid Build Coastguard Worker 
299*38e8c45fSAndroid Build Coastguard Worker     // For tracing.
300*38e8c45fSAndroid Build Coastguard Worker     // TODO: Replace with raw buffer id from buffer metadata when that becomes available.
301*38e8c45fSAndroid Build Coastguard Worker     // GraphicBuffer::getId() does not provide a reliable global identifier. Since the traces
302*38e8c45fSAndroid Build Coastguard Worker     // creates its tracks by buffer id and has no way of associating a buffer back to the process
303*38e8c45fSAndroid Build Coastguard Worker     // that created it, the current implementation is only sufficient for cases where a buffer is
304*38e8c45fSAndroid Build Coastguard Worker     // only used within a single layer.
getCurrentBufferId()305*38e8c45fSAndroid Build Coastguard Worker     uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; }
306*38e8c45fSAndroid Build Coastguard Worker 
307*38e8c45fSAndroid Build Coastguard Worker     void writeCompositionStateToProto(perfetto::protos::LayerProto* layerProto,
308*38e8c45fSAndroid Build Coastguard Worker                                       ui::LayerStack layerStack);
309*38e8c45fSAndroid Build Coastguard Worker 
getDrawingState()310*38e8c45fSAndroid Build Coastguard Worker     inline const State& getDrawingState() const { return mDrawingState; }
getDrawingState()311*38e8c45fSAndroid Build Coastguard Worker     inline State& getDrawingState() { return mDrawingState; }
312*38e8c45fSAndroid Build Coastguard Worker 
313*38e8c45fSAndroid Build Coastguard Worker     void miniDump(std::string& result, const frontend::LayerSnapshot&, const DisplayDevice&) const;
314*38e8c45fSAndroid Build Coastguard Worker     void dumpFrameStats(std::string& result) const;
315*38e8c45fSAndroid Build Coastguard Worker     void clearFrameStats();
316*38e8c45fSAndroid Build Coastguard Worker     void logFrameStats();
317*38e8c45fSAndroid Build Coastguard Worker     void getFrameStats(FrameStats* outStats) const;
318*38e8c45fSAndroid Build Coastguard Worker     void onDisconnect();
319*38e8c45fSAndroid Build Coastguard Worker 
onHandleDestroyed()320*38e8c45fSAndroid Build Coastguard Worker     bool onHandleDestroyed() { return mHandleAlive = false; }
321*38e8c45fSAndroid Build Coastguard Worker 
322*38e8c45fSAndroid Build Coastguard Worker     /**
323*38e8c45fSAndroid Build Coastguard Worker      * Returns the cropped buffer size or the layer crop if the layer has no buffer. Return
324*38e8c45fSAndroid Build Coastguard Worker      * INVALID_RECT if the layer has no buffer and no crop.
325*38e8c45fSAndroid Build Coastguard Worker      * A layer with an invalid buffer size and no crop is considered to be boundless. The layer
326*38e8c45fSAndroid Build Coastguard Worker      * bounds are constrained by its parent bounds.
327*38e8c45fSAndroid Build Coastguard Worker      */
328*38e8c45fSAndroid Build Coastguard Worker     Rect getCroppedBufferSize(const Layer::State& s) const;
329*38e8c45fSAndroid Build Coastguard Worker 
330*38e8c45fSAndroid Build Coastguard Worker     void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime,
331*38e8c45fSAndroid Build Coastguard Worker                                                    gui::GameMode gameMode);
332*38e8c45fSAndroid Build Coastguard Worker     void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info,
333*38e8c45fSAndroid Build Coastguard Worker                                                        nsecs_t postTime, gui::GameMode gameMode);
334*38e8c45fSAndroid Build Coastguard Worker 
335*38e8c45fSAndroid Build Coastguard Worker     void addSurfaceFrameDroppedForBuffer(std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame,
336*38e8c45fSAndroid Build Coastguard Worker                                          nsecs_t dropTime);
337*38e8c45fSAndroid Build Coastguard Worker     void addSurfaceFramePresentedForBuffer(
338*38e8c45fSAndroid Build Coastguard Worker             std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame, nsecs_t acquireFenceTime,
339*38e8c45fSAndroid Build Coastguard Worker             nsecs_t currentLatchTime);
340*38e8c45fSAndroid Build Coastguard Worker 
341*38e8c45fSAndroid Build Coastguard Worker     std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForTransaction(
342*38e8c45fSAndroid Build Coastguard Worker             const FrameTimelineInfo& info, nsecs_t postTime, gui::GameMode gameMode);
343*38e8c45fSAndroid Build Coastguard Worker     std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForBuffer(
344*38e8c45fSAndroid Build Coastguard Worker             const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName,
345*38e8c45fSAndroid Build Coastguard Worker             gui::GameMode gameMode);
346*38e8c45fSAndroid Build Coastguard Worker     void setFrameTimelineVsyncForSkippedFrames(const FrameTimelineInfo& info, nsecs_t postTime,
347*38e8c45fSAndroid Build Coastguard Worker                                                std::string debugName, gui::GameMode gameMode);
348*38e8c45fSAndroid Build Coastguard Worker 
349*38e8c45fSAndroid Build Coastguard Worker     bool setTrustedPresentationInfo(TrustedPresentationThresholds const& thresholds,
350*38e8c45fSAndroid Build Coastguard Worker                                     TrustedPresentationListener const& listener);
351*38e8c45fSAndroid Build Coastguard Worker     void setBufferReleaseChannel(
352*38e8c45fSAndroid Build Coastguard Worker             const std::shared_ptr<gui::BufferReleaseChannel::ProducerEndpoint>& channel);
353*38e8c45fSAndroid Build Coastguard Worker 
354*38e8c45fSAndroid Build Coastguard Worker     // Creates a new handle each time, so we only expect
355*38e8c45fSAndroid Build Coastguard Worker     // this to be called once.
356*38e8c45fSAndroid Build Coastguard Worker     sp<IBinder> getHandle();
getName()357*38e8c45fSAndroid Build Coastguard Worker     const std::string& getName() const { return mName; }
358*38e8c45fSAndroid Build Coastguard Worker 
getOwnerUid()359*38e8c45fSAndroid Build Coastguard Worker     virtual uid_t getOwnerUid() const { return mOwnerUid; }
360*38e8c45fSAndroid Build Coastguard Worker 
361*38e8c45fSAndroid Build Coastguard Worker     // Used to check if mUsedVsyncIdForRefreshRateSelection should be expired when it stop updating.
362*38e8c45fSAndroid Build Coastguard Worker     nsecs_t mMaxTimeForUseVsyncId = 0;
363*38e8c45fSAndroid Build Coastguard Worker     // True when DrawState.useVsyncIdForRefreshRateSelection previously set to true during updating
364*38e8c45fSAndroid Build Coastguard Worker     // buffer.
365*38e8c45fSAndroid Build Coastguard Worker     bool mUsedVsyncIdForRefreshRateSelection{false};
366*38e8c45fSAndroid Build Coastguard Worker 
367*38e8c45fSAndroid Build Coastguard Worker     // Layer serial number.  This gives layers an explicit ordering, so we
368*38e8c45fSAndroid Build Coastguard Worker     // have a stable sort order when their layer stack and Z-order are
369*38e8c45fSAndroid Build Coastguard Worker     // the same.
370*38e8c45fSAndroid Build Coastguard Worker     const int32_t sequence;
371*38e8c45fSAndroid Build Coastguard Worker 
372*38e8c45fSAndroid Build Coastguard Worker     // See mPendingBufferTransactions
373*38e8c45fSAndroid Build Coastguard Worker     void decrementPendingBufferCount();
getPendingBufferCounter()374*38e8c45fSAndroid Build Coastguard Worker     std::atomic<int32_t>* getPendingBufferCounter() { return &mPendingBuffers; }
getPendingBufferCounterName()375*38e8c45fSAndroid Build Coastguard Worker     std::string getPendingBufferCounterName() { return mBlastTransactionName; }
376*38e8c45fSAndroid Build Coastguard Worker     void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
377*38e8c45fSAndroid Build Coastguard Worker                                    const sp<GraphicBuffer>& buffer, uint64_t framenumber,
378*38e8c45fSAndroid Build Coastguard Worker                                    const sp<Fence>& releaseFence);
379*38e8c45fSAndroid Build Coastguard Worker     bool setFrameRateForLayerTree(FrameRate, const scheduler::LayerProps&, nsecs_t now);
380*38e8c45fSAndroid Build Coastguard Worker     void recordLayerHistoryBufferUpdate(const scheduler::LayerProps&, nsecs_t now);
381*38e8c45fSAndroid Build Coastguard Worker     void recordLayerHistoryAnimationTx(const scheduler::LayerProps&, nsecs_t now);
hasBuffer()382*38e8c45fSAndroid Build Coastguard Worker     bool hasBuffer() const { return mBufferInfo.mBuffer != nullptr; }
setTransformHint(std::optional<ui::Transform::RotationFlags> transformHint)383*38e8c45fSAndroid Build Coastguard Worker     void setTransformHint(std::optional<ui::Transform::RotationFlags> transformHint) {
384*38e8c45fSAndroid Build Coastguard Worker         mTransformHint = transformHint;
385*38e8c45fSAndroid Build Coastguard Worker     }
386*38e8c45fSAndroid Build Coastguard Worker     void commitTransaction();
387*38e8c45fSAndroid Build Coastguard Worker     // Keeps track of the previously presented layer stacks. This is used to get
388*38e8c45fSAndroid Build Coastguard Worker     // the release fences from the correct displays when we release the last buffer
389*38e8c45fSAndroid Build Coastguard Worker     // from the layer.
390*38e8c45fSAndroid Build Coastguard Worker     std::vector<ui::LayerStack> mPreviouslyPresentedLayerStacks;
391*38e8c45fSAndroid Build Coastguard Worker 
392*38e8c45fSAndroid Build Coastguard Worker     // Release fences for buffers that have not yet received a release
393*38e8c45fSAndroid Build Coastguard Worker     // callback. A release callback may not be given when capturing
394*38e8c45fSAndroid Build Coastguard Worker     // screenshots asynchronously. There may be no buffer update for the
395*38e8c45fSAndroid Build Coastguard Worker     // layer, but the layer will still be composited on the screen in every
396*38e8c45fSAndroid Build Coastguard Worker     // frame. Kepping track of these fences ensures that they are not dropped
397*38e8c45fSAndroid Build Coastguard Worker     // and can be dispatched to the client at a later time. Older fences are
398*38e8c45fSAndroid Build Coastguard Worker     // dropped when a layer stack receives a new fence.
399*38e8c45fSAndroid Build Coastguard Worker     // TODO(b/300533018): Track fence per multi-instance RenderEngine
400*38e8c45fSAndroid Build Coastguard Worker     ftl::SmallMap<ui::LayerStack, ftl::Future<FenceResult>, ui::kDisplayCapacity>
401*38e8c45fSAndroid Build Coastguard Worker             mAdditionalPreviousReleaseFences;
402*38e8c45fSAndroid Build Coastguard Worker 
403*38e8c45fSAndroid Build Coastguard Worker     // Exposed so SurfaceFlinger can assert that it's held
404*38e8c45fSAndroid Build Coastguard Worker     const sp<SurfaceFlinger> mFlinger;
405*38e8c45fSAndroid Build Coastguard Worker 
406*38e8c45fSAndroid Build Coastguard Worker     // Check if the damage region is a small dirty.
407*38e8c45fSAndroid Build Coastguard Worker     void setIsSmallDirty(frontend::LayerSnapshot* snapshot);
408*38e8c45fSAndroid Build Coastguard Worker 
409*38e8c45fSAndroid Build Coastguard Worker protected:
410*38e8c45fSAndroid Build Coastguard Worker     // For unit tests
411*38e8c45fSAndroid Build Coastguard Worker     friend class TestableSurfaceFlinger;
412*38e8c45fSAndroid Build Coastguard Worker     friend class FpsReporterTest;
413*38e8c45fSAndroid Build Coastguard Worker     friend class RefreshRateSelectionTest;
414*38e8c45fSAndroid Build Coastguard Worker     friend class SetFrameRateTest;
415*38e8c45fSAndroid Build Coastguard Worker     friend class TransactionFrameTracerTest;
416*38e8c45fSAndroid Build Coastguard Worker     friend class TransactionSurfaceFrameTest;
417*38e8c45fSAndroid Build Coastguard Worker 
418*38e8c45fSAndroid Build Coastguard Worker     void gatherBufferInfo();
419*38e8c45fSAndroid Build Coastguard Worker 
420*38e8c45fSAndroid Build Coastguard Worker     compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
421*38e8c45fSAndroid Build Coastguard Worker     compositionengine::OutputLayer* findOutputLayerForDisplay(
422*38e8c45fSAndroid Build Coastguard Worker             const DisplayDevice*, const frontend::LayerHierarchy::TraversalPath& path) const;
423*38e8c45fSAndroid Build Coastguard Worker 
424*38e8c45fSAndroid Build Coastguard Worker     const std::string mName;
425*38e8c45fSAndroid Build Coastguard Worker     const std::string mTransactionName{"TX - " + mName};
426*38e8c45fSAndroid Build Coastguard Worker 
427*38e8c45fSAndroid Build Coastguard Worker     // These are only accessed by the main thread.
428*38e8c45fSAndroid Build Coastguard Worker     State mDrawingState;
429*38e8c45fSAndroid Build Coastguard Worker 
430*38e8c45fSAndroid Build Coastguard Worker     TrustedPresentationThresholds mTrustedPresentationThresholds;
431*38e8c45fSAndroid Build Coastguard Worker     TrustedPresentationListener mTrustedPresentationListener;
432*38e8c45fSAndroid Build Coastguard Worker     bool mLastComputedTrustedPresentationState = false;
433*38e8c45fSAndroid Build Coastguard Worker     bool mLastReportedTrustedPresentationState = false;
434*38e8c45fSAndroid Build Coastguard Worker     int64_t mEnteredTrustedPresentationStateTime = -1;
435*38e8c45fSAndroid Build Coastguard Worker 
436*38e8c45fSAndroid Build Coastguard Worker     uint32_t mTransactionFlags{0};
437*38e8c45fSAndroid Build Coastguard Worker 
438*38e8c45fSAndroid Build Coastguard Worker     // Leverages FrameTimeline to generate FrameStats. Since FrameTimeline already has the data,
439*38e8c45fSAndroid Build Coastguard Worker     // statistical history needs to only be tracked by count of frames.
440*38e8c45fSAndroid Build Coastguard Worker     // TODO: Deprecate the '--latency-clear' and get rid of this.
441*38e8c45fSAndroid Build Coastguard Worker     std::atomic<uint16_t> mFrameStatsHistorySize;
442*38e8c45fSAndroid Build Coastguard Worker     // Timestamp history for UIAutomation. Thread safe.
443*38e8c45fSAndroid Build Coastguard Worker     FrameTracker mDeprecatedFrameTracker;
444*38e8c45fSAndroid Build Coastguard Worker 
445*38e8c45fSAndroid Build Coastguard Worker     // main thread
446*38e8c45fSAndroid Build Coastguard Worker     sp<NativeHandle> mSidebandStream;
447*38e8c45fSAndroid Build Coastguard Worker 
448*38e8c45fSAndroid Build Coastguard Worker     // We encode unset as -1.
449*38e8c45fSAndroid Build Coastguard Worker     std::atomic<uint64_t> mCurrentFrameNumber{0};
450*38e8c45fSAndroid Build Coastguard Worker 
451*38e8c45fSAndroid Build Coastguard Worker     // protected by mLock
452*38e8c45fSAndroid Build Coastguard Worker     mutable Mutex mLock;
453*38e8c45fSAndroid Build Coastguard Worker 
454*38e8c45fSAndroid Build Coastguard Worker     // This layer can be a cursor on some displays.
455*38e8c45fSAndroid Build Coastguard Worker     bool mPotentialCursor{false};
456*38e8c45fSAndroid Build Coastguard Worker 
457*38e8c45fSAndroid Build Coastguard Worker     // Window types from WindowManager.LayoutParams
458*38e8c45fSAndroid Build Coastguard Worker     const gui::WindowInfo::Type mWindowType;
459*38e8c45fSAndroid Build Coastguard Worker 
460*38e8c45fSAndroid Build Coastguard Worker     // The owner of the layer. If created from a non system process, it will be the calling uid.
461*38e8c45fSAndroid Build Coastguard Worker     // If created from a system process, the value can be passed in.
462*38e8c45fSAndroid Build Coastguard Worker     uid_t mOwnerUid;
463*38e8c45fSAndroid Build Coastguard Worker 
464*38e8c45fSAndroid Build Coastguard Worker     // The owner pid of the layer. If created from a non system process, it will be the calling pid.
465*38e8c45fSAndroid Build Coastguard Worker     // If created from a system process, the value can be passed in.
466*38e8c45fSAndroid Build Coastguard Worker     pid_t mOwnerPid;
467*38e8c45fSAndroid Build Coastguard Worker 
468*38e8c45fSAndroid Build Coastguard Worker     int32_t mOwnerAppId;
469*38e8c45fSAndroid Build Coastguard Worker 
470*38e8c45fSAndroid Build Coastguard Worker     // Keeps track of the time SF latched the last buffer from this layer.
471*38e8c45fSAndroid Build Coastguard Worker     // Used in buffer stuffing analysis in FrameTimeline.
472*38e8c45fSAndroid Build Coastguard Worker     nsecs_t mLastLatchTime = 0;
473*38e8c45fSAndroid Build Coastguard Worker 
474*38e8c45fSAndroid Build Coastguard Worker     sp<Fence> mLastClientCompositionFence;
475*38e8c45fSAndroid Build Coastguard Worker     bool mClearClientCompositionFenceOnLayerDisplayed = false;
476*38e8c45fSAndroid Build Coastguard Worker private:
477*38e8c45fSAndroid Build Coastguard Worker     // Range of uids allocated for a user.
478*38e8c45fSAndroid Build Coastguard Worker     // This value is taken from android.os.UserHandle#PER_USER_RANGE.
479*38e8c45fSAndroid Build Coastguard Worker     static constexpr int32_t PER_USER_RANGE = 100000;
480*38e8c45fSAndroid Build Coastguard Worker 
481*38e8c45fSAndroid Build Coastguard Worker     friend class SlotGenerationTest;
482*38e8c45fSAndroid Build Coastguard Worker     friend class TransactionFrameTracerTest;
483*38e8c45fSAndroid Build Coastguard Worker     friend class TransactionSurfaceFrameTest;
484*38e8c45fSAndroid Build Coastguard Worker 
getSidebandStreamChanged()485*38e8c45fSAndroid Build Coastguard Worker     bool getSidebandStreamChanged() const { return mSidebandStreamChanged; }
486*38e8c45fSAndroid Build Coastguard Worker 
487*38e8c45fSAndroid Build Coastguard Worker     std::atomic<bool> mSidebandStreamChanged{false};
488*38e8c45fSAndroid Build Coastguard Worker 
489*38e8c45fSAndroid Build Coastguard Worker     aidl::android::hardware::graphics::composer3::Composition getCompositionType(
490*38e8c45fSAndroid Build Coastguard Worker             const DisplayDevice&) const;
491*38e8c45fSAndroid Build Coastguard Worker     aidl::android::hardware::graphics::composer3::Composition getCompositionType(
492*38e8c45fSAndroid Build Coastguard Worker             const compositionengine::OutputLayer*) const;
493*38e8c45fSAndroid Build Coastguard Worker 
494*38e8c45fSAndroid Build Coastguard Worker     inline void tracePendingBufferCount(int32_t pendingBuffers);
495*38e8c45fSAndroid Build Coastguard Worker 
496*38e8c45fSAndroid Build Coastguard Worker     // Latch sideband stream and returns true if the dirty region should be updated.
497*38e8c45fSAndroid Build Coastguard Worker     bool latchSidebandStream(bool& recomputeVisibleRegions);
498*38e8c45fSAndroid Build Coastguard Worker 
499*38e8c45fSAndroid Build Coastguard Worker     void updateTexImage(nsecs_t latchTime, bool bgColorOnly = false);
500*38e8c45fSAndroid Build Coastguard Worker 
501*38e8c45fSAndroid Build Coastguard Worker     // Crop that applies to the buffer
502*38e8c45fSAndroid Build Coastguard Worker     Rect computeBufferCrop(const State& s);
503*38e8c45fSAndroid Build Coastguard Worker 
504*38e8c45fSAndroid Build Coastguard Worker     void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
505*38e8c45fSAndroid Build Coastguard Worker                                    const sp<GraphicBuffer>& buffer, uint64_t framenumber,
506*38e8c45fSAndroid Build Coastguard Worker                                    const sp<Fence>& releaseFence,
507*38e8c45fSAndroid Build Coastguard Worker                                    uint32_t currentMaxAcquiredBufferCount);
508*38e8c45fSAndroid Build Coastguard Worker 
hasBufferOrSidebandStream()509*38e8c45fSAndroid Build Coastguard Worker     bool hasBufferOrSidebandStream() const {
510*38e8c45fSAndroid Build Coastguard Worker         return ((mSidebandStream != nullptr) || (mBufferInfo.mBuffer != nullptr));
511*38e8c45fSAndroid Build Coastguard Worker     }
512*38e8c45fSAndroid Build Coastguard Worker 
hasBufferOrSidebandStreamInDrawing()513*38e8c45fSAndroid Build Coastguard Worker     bool hasBufferOrSidebandStreamInDrawing() const {
514*38e8c45fSAndroid Build Coastguard Worker         return ((mDrawingState.sidebandStream != nullptr) || (mDrawingState.buffer != nullptr));
515*38e8c45fSAndroid Build Coastguard Worker     }
516*38e8c45fSAndroid Build Coastguard Worker 
517*38e8c45fSAndroid Build Coastguard Worker     bool mGetHandleCalled = false;
518*38e8c45fSAndroid Build Coastguard Worker 
519*38e8c45fSAndroid Build Coastguard Worker     // The inherited shadow radius after taking into account the layer hierarchy. This is the
520*38e8c45fSAndroid Build Coastguard Worker     // final shadow radius for this layer. If a shadow is specified for a layer, then effective
521*38e8c45fSAndroid Build Coastguard Worker     // shadow radius is the set shadow radius, otherwise its the parent's shadow radius.
522*38e8c45fSAndroid Build Coastguard Worker     float mEffectiveShadowRadius = 0.f;
523*38e8c45fSAndroid Build Coastguard Worker 
524*38e8c45fSAndroid Build Coastguard Worker     // Game mode for the layer. Set by WindowManagerShell and recorded by SurfaceFlingerStats.
525*38e8c45fSAndroid Build Coastguard Worker     gui::GameMode mGameMode = gui::GameMode::Unsupported;
526*38e8c45fSAndroid Build Coastguard Worker 
527*38e8c45fSAndroid Build Coastguard Worker     bool mIsAtRoot = false;
528*38e8c45fSAndroid Build Coastguard Worker 
529*38e8c45fSAndroid Build Coastguard Worker     uint32_t mLayerCreationFlags;
530*38e8c45fSAndroid Build Coastguard Worker 
531*38e8c45fSAndroid Build Coastguard Worker     void releasePreviousBuffer();
532*38e8c45fSAndroid Build Coastguard Worker     void resetDrawingStateBufferInfo();
533*38e8c45fSAndroid Build Coastguard Worker 
534*38e8c45fSAndroid Build Coastguard Worker     // Transform hint provided to the producer. This must be accessed holding
535*38e8c45fSAndroid Build Coastguard Worker     // the mStateLock.
536*38e8c45fSAndroid Build Coastguard Worker     std::optional<ui::Transform::RotationFlags> mTransformHint = std::nullopt;
537*38e8c45fSAndroid Build Coastguard Worker 
538*38e8c45fSAndroid Build Coastguard Worker     ReleaseCallbackId mPreviousReleaseCallbackId = ReleaseCallbackId::INVALID_ID;
539*38e8c45fSAndroid Build Coastguard Worker     sp<IBinder> mPreviousReleaseBufferEndpoint;
540*38e8c45fSAndroid Build Coastguard Worker 
541*38e8c45fSAndroid Build Coastguard Worker     bool mReleasePreviousBuffer = false;
542*38e8c45fSAndroid Build Coastguard Worker 
543*38e8c45fSAndroid Build Coastguard Worker     // Stores the last set acquire fence signal time used to populate the callback handle's acquire
544*38e8c45fSAndroid Build Coastguard Worker     // time.
545*38e8c45fSAndroid Build Coastguard Worker     std::variant<nsecs_t, sp<Fence>> mCallbackHandleAcquireTimeOrFence = -1;
546*38e8c45fSAndroid Build Coastguard Worker 
547*38e8c45fSAndroid Build Coastguard Worker     const std::string mBlastTransactionName{"BufferTX - " + mName};
548*38e8c45fSAndroid Build Coastguard Worker     // This integer is incremented everytime a buffer arrives at the server for this layer,
549*38e8c45fSAndroid Build Coastguard Worker     // and decremented when a buffer is dropped or latched. When changed the integer is exported
550*38e8c45fSAndroid Build Coastguard Worker     // to systrace with SFTRACE_INT and mBlastTransactionName. This way when debugging perf it is
551*38e8c45fSAndroid Build Coastguard Worker     // possible to see when a buffer arrived at the server, and in which frame it latched.
552*38e8c45fSAndroid Build Coastguard Worker     //
553*38e8c45fSAndroid Build Coastguard Worker     // You can understand the trace this way:
554*38e8c45fSAndroid Build Coastguard Worker     //     - If the integer increases, a buffer arrived at the server.
555*38e8c45fSAndroid Build Coastguard Worker     //     - If the integer decreases in latchBuffer, that buffer was latched
556*38e8c45fSAndroid Build Coastguard Worker     //     - If the integer decreases in setBuffer, a buffer was dropped
557*38e8c45fSAndroid Build Coastguard Worker     std::atomic<int32_t> mPendingBuffers{0};
558*38e8c45fSAndroid Build Coastguard Worker 
559*38e8c45fSAndroid Build Coastguard Worker     // Contains requested position and matrix updates. This will be applied if the client does
560*38e8c45fSAndroid Build Coastguard Worker     // not specify a destination frame.
561*38e8c45fSAndroid Build Coastguard Worker     ui::Transform mRequestedTransform;
562*38e8c45fSAndroid Build Coastguard Worker 
563*38e8c45fSAndroid Build Coastguard Worker     std::vector<std::pair<frontend::LayerHierarchy::TraversalPath, sp<LayerFE>>> mLayerFEs;
564*38e8c45fSAndroid Build Coastguard Worker     bool mHandleAlive = false;
getTimeline()565*38e8c45fSAndroid Build Coastguard Worker     std::optional<std::reference_wrapper<frametimeline::FrameTimeline>> getTimeline() const {
566*38e8c45fSAndroid Build Coastguard Worker         return *mFlinger->mFrameTimeline;
567*38e8c45fSAndroid Build Coastguard Worker     }
568*38e8c45fSAndroid Build Coastguard Worker };
569*38e8c45fSAndroid Build Coastguard Worker 
570*38e8c45fSAndroid Build Coastguard Worker std::ostream& operator<<(std::ostream& stream, const Layer::FrameRate& rate);
571*38e8c45fSAndroid Build Coastguard Worker 
572*38e8c45fSAndroid Build Coastguard Worker } // namespace android
573