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				7.4 KiB
			
		
		
			
		
	
	
					185 lines
				
				7.4 KiB
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											4 years ago
										 
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								/*
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								 * Copyright 2014 The Android Open Source Project
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								 *
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								 * Licensed under the Apache License, Version 2.0 (the "License");
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								 * you may not use this file except in compliance with the License.
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								 * You may obtain a copy of the License at
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								 *
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								 *      http://www.apache.org/licenses/LICENSE-2.0
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								 *
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								 * Unless required by applicable law or agreed to in writing, software
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								 * distributed under the License is distributed on an "AS IS" BASIS,
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								 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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								 * See the License for the specific language governing permissions and
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								 * limitations under the License.
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								 */
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								#ifndef ANDROID_GUI_STREAMSPLITTER_H
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								#define ANDROID_GUI_STREAMSPLITTER_H
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								#include <gui/IConsumerListener.h>
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								#include <gui/IProducerListener.h>
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								#include <utils/Condition.h>
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								#include <utils/KeyedVector.h>
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								#include <utils/Mutex.h>
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								#include <utils/StrongPointer.h>
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								namespace android {
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								class GraphicBuffer;
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								class IGraphicBufferConsumer;
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								class IGraphicBufferProducer;
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								// StreamSplitter is an autonomous class that manages one input BufferQueue
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								// and multiple output BufferQueues. By using the buffer attach and detach logic
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								// in BufferQueue, it is able to present the illusion of a single split
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								// BufferQueue, where each buffer queued to the input is available to be
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								// acquired by each of the outputs, and is able to be dequeued by the input
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								// again only once all of the outputs have released it.
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								class StreamSplitter : public BnConsumerListener {
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								public:
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								    // createSplitter creates a new splitter, outSplitter, using inputQueue as
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								    // the input BufferQueue. Output BufferQueues must be added using addOutput
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								    // before queueing any buffers to the input.
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								    //
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								    // A return value other than NO_ERROR means that an error has occurred and
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								    // outSplitter has not been modified. BAD_VALUE is returned if inputQueue or
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								    // outSplitter is NULL. See IGraphicBufferConsumer::consumerConnect for
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								    // explanations of other error codes.
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								    static status_t createSplitter(const sp<IGraphicBufferConsumer>& inputQueue,
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								            sp<StreamSplitter>* outSplitter);
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								    // addOutput adds an output BufferQueue to the splitter. The splitter
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								    // connects to outputQueue as a CPU producer, and any buffers queued
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								    // to the input will be queued to each output. It is assumed that all of the
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								    // outputs are added before any buffers are queued on the input. If any
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								    // output is abandoned by its consumer, the splitter will abandon its input
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								    // queue (see onAbandoned).
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								    //
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								    // A return value other than NO_ERROR means that an error has occurred and
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								    // outputQueue has not been added to the splitter. BAD_VALUE is returned if
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								    // outputQueue is NULL. See IGraphicBufferProducer::connect for explanations
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								    // of other error codes.
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								    status_t addOutput(const sp<IGraphicBufferProducer>& outputQueue);
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								    // setName sets the consumer name of the input queue
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								    void setName(const String8& name);
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								private:
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								    // From IConsumerListener
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								    //
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								    // During this callback, we store some tracking information, detach the
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								    // buffer from the input, and attach it to each of the outputs. This call
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								    // can block if there are too many outstanding buffers. If it blocks, it
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								    // will resume when onBufferReleasedByOutput releases a buffer back to the
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								    // input.
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								    virtual void onFrameAvailable(const BufferItem& item);
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								    // From IConsumerListener
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								    // We don't care about released buffers because we detach each buffer as
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								    // soon as we acquire it. See the comment for onBufferReleased below for
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								    // some clarifying notes about the name.
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								    virtual void onBuffersReleased() {}
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								    // From IConsumerListener
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								    // We don't care about sideband streams, since we won't be splitting them
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								    virtual void onSidebandStreamChanged() {}
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								    // This is the implementation of the onBufferReleased callback from
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								    // IProducerListener. It gets called from an OutputListener (see below), and
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								    // 'from' is which producer interface from which the callback was received.
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								    //
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								    // During this callback, we detach the buffer from the output queue that
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								    // generated the callback, update our state tracking to see if this is the
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								    // last output releasing the buffer, and if so, release it to the input.
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								    // If we release the buffer to the input, we allow a blocked
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								    // onFrameAvailable call to proceed.
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								    void onBufferReleasedByOutput(const sp<IGraphicBufferProducer>& from);
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								    // When this is called, the splitter disconnects from (i.e., abandons) its
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								    // input queue and signals any waiting onFrameAvailable calls to wake up.
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								    // It still processes callbacks from other outputs, but only detaches their
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								    // buffers so they can continue operating until they run out of buffers to
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								    // acquire. This must be called with mMutex locked.
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								    void onAbandonedLocked();
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								    // This is a thin wrapper class that lets us determine which BufferQueue
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								    // the IProducerListener::onBufferReleased callback is associated with. We
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								    // create one of these per output BufferQueue, and then pass the producer
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								    // into onBufferReleasedByOutput above.
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								    class OutputListener : public BnProducerListener,
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								                           public IBinder::DeathRecipient {
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								    public:
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								        OutputListener(const sp<StreamSplitter>& splitter,
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								                const sp<IGraphicBufferProducer>& output);
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								        virtual ~OutputListener();
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								        // From IProducerListener
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								        virtual void onBufferReleased();
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								        // From IBinder::DeathRecipient
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								        virtual void binderDied(const wp<IBinder>& who);
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								    private:
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								        sp<StreamSplitter> mSplitter;
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								        sp<IGraphicBufferProducer> mOutput;
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								    };
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								    class BufferTracker : public LightRefBase<BufferTracker> {
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								    public:
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								        BufferTracker(const sp<GraphicBuffer>& buffer);
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								        const sp<GraphicBuffer>& getBuffer() const { return mBuffer; }
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								        const sp<Fence>& getMergedFence() const { return mMergedFence; }
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								        void mergeFence(const sp<Fence>& with);
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								        // Returns the new value
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								        // Only called while mMutex is held
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								        size_t incrementReleaseCountLocked() { return ++mReleaseCount; }
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								    private:
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								        // Only destroy through LightRefBase
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								        friend LightRefBase<BufferTracker>;
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								        ~BufferTracker();
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								        // Disallow copying
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								        BufferTracker(const BufferTracker& other);
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								        BufferTracker& operator=(const BufferTracker& other);
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								        sp<GraphicBuffer> mBuffer; // One instance that holds this native handle
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								        sp<Fence> mMergedFence;
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								        size_t mReleaseCount;
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								    };
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								    // Only called from createSplitter
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								    StreamSplitter(const sp<IGraphicBufferConsumer>& inputQueue);
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								    // Must be accessed through RefBase
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								    virtual ~StreamSplitter();
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								    static const int MAX_OUTSTANDING_BUFFERS = 2;
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								    // mIsAbandoned is set to true when an output dies. Once the StreamSplitter
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								    // has been abandoned, it will continue to detach buffers from other
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								    // outputs, but it will disconnect from the input and not attempt to
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								    // communicate with it further.
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								    bool mIsAbandoned;
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								    Mutex mMutex;
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								    Condition mReleaseCondition;
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								    int mOutstandingBuffers;
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								    sp<IGraphicBufferConsumer> mInput;
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								    Vector<sp<IGraphicBufferProducer> > mOutputs;
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								    // Map of GraphicBuffer IDs (GraphicBuffer::getId()) to buffer tracking
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								    // objects (which are mostly for counting how many outputs have released the
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								    // buffer, but also contain merged release fences).
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								    KeyedVector<uint64_t, sp<BufferTracker> > mBuffers;
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								};
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								} // namespace android
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								#endif
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