Revert "Revert "Bind to FBO when using GPU composition""
Hold for now while I propose a fix on top of this change.
This reverts commit 8d4f90aaadf9f3be77d258d2acd67b6186352811.
Reason for revert: Forward fixing
Bug: 117680609
Change-Id: I68a26ced146fa057de3aeb144cbfe2fa3c9842fe
Test: See If639ce2c6cd600eabb957d278815f80b413d92b3
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 35ba391..7150660 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -45,6 +45,7 @@
#include <gui/BufferQueue.h>
#include <gui/GuiConfig.h>
#include <gui/IDisplayEventConnection.h>
+#include <gui/IProducerListener.h>
#include <gui/LayerDebugInfo.h>
#include <gui/Surface.h>
#include <renderengine/RenderEngine.h>
@@ -676,10 +677,6 @@
LOG_ALWAYS_FATAL_IF(!getHwComposer().isConnected(*display->getId()),
"Internal display is disconnected.");
- // make the default display GLContext current so that we can create textures
- // when creating Layers (which may happens before we render something)
- display->makeCurrent();
-
if (useVrFlinger) {
auto vrFlingerRequestDisplayCallback = [this](bool requestDisplay) {
// This callback is called from the vr flinger dispatch thread. We
@@ -1409,7 +1406,6 @@
// mCurrentState and mDrawingState and re-apply all changes when we make the
// transition.
mDrawingState.displays.clear();
- getRenderEngine().resetCurrentSurface();
mDisplays.clear();
}
@@ -1719,7 +1715,7 @@
auto& engine(getRenderEngine());
engine.fillRegionWithColor(dirtyRegion, 1, 0, 1, 1);
- display->swapBuffers(getHwComposer());
+ display->queueBuffer(getHwComposer());
}
}
@@ -2194,8 +2190,7 @@
if (displayId) {
getHwComposer().presentAndGetReleaseFences(*displayId);
}
- display->onSwapBuffersCompleted();
- display->makeCurrent();
+ display->onPresentDisplayCompleted();
for (auto& layer : display->getVisibleLayersSortedByZ()) {
sp<Fence> releaseFence = Fence::NO_FENCE;
@@ -2348,16 +2343,11 @@
std::unique_ptr<renderengine::Surface> renderSurface = getRenderEngine().createSurface();
renderSurface->setCritical(isInternalDisplay);
renderSurface->setAsync(state.isVirtual());
- renderSurface->setNativeWindow(nativeWindow.get());
creationArgs.renderSurface = std::move(renderSurface);
// Make sure that composition can never be stalled by a virtual display
// consumer that isn't processing buffers fast enough. We have to do this
- // in two places:
- // * Here, in case the display is composed entirely by HWC.
- // * In makeCurrent(), using eglSwapInterval. Some EGL drivers set the
- // window's swap interval in eglMakeCurrent, so they'll override the
- // interval we set here.
+ // here, in case the display is composed entirely by HWC.
if (state.isVirtual()) {
nativeWindow->setSwapInterval(nativeWindow.get(), 0);
}
@@ -2417,12 +2407,6 @@
const auto externalDisplayId = getExternalDisplayId();
// in drawing state but not in current state
- // Call makeCurrent() on the primary display so we can
- // be sure that nothing associated with this display
- // is current.
- if (const auto defaultDisplay = getDefaultDisplayDeviceLocked()) {
- defaultDisplay->makeCurrent();
- }
if (const auto display = getDisplayDeviceLocked(draw.keyAt(i))) {
display->disconnect(getHwComposer());
}
@@ -2973,7 +2957,7 @@
mGeometryInvalid = true;
}
-void SurfaceFlinger::doDisplayComposition(const sp<const DisplayDevice>& display,
+void SurfaceFlinger::doDisplayComposition(const sp<DisplayDevice>& display,
const Region& inDirtyRegion) {
// We only need to actually compose the display if:
// 1) It is being handled by hardware composer, which may need this to
@@ -2988,10 +2972,10 @@
if (!doComposeSurfaces(display)) return;
// swap buffers (presentation)
- display->swapBuffers(getHwComposer());
+ display->queueBuffer(getHwComposer());
}
-bool SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& display) {
+bool SurfaceFlinger::doComposeSurfaces(const sp<DisplayDevice>& display) {
ALOGV("doComposeSurfaces");
const Region bounds(display->bounds());
@@ -3004,9 +2988,31 @@
bool applyColorMatrix = false;
bool needsEnhancedColorMatrix = false;
+ // Framebuffer will live in this scope for GPU composition.
+ std::unique_ptr<renderengine::BindNativeBufferAsFramebuffer> fbo;
+
if (hasClientComposition) {
ALOGV("hasClientComposition");
+ sp<GraphicBuffer> buf = display->dequeueBuffer();
+
+ if (buf == nullptr) {
+ ALOGW("Dequeuing buffer for display [%s] failed, bailing out of "
+ "client composition for this frame",
+ display->getDisplayName().c_str());
+ return false;
+ }
+
+ // Bind the framebuffer in this scope.
+ fbo = std::make_unique<renderengine::BindNativeBufferAsFramebuffer>(getRenderEngine(),
+ buf->getNativeBuffer());
+
+ if (fbo->getStatus() != NO_ERROR) {
+ ALOGW("Binding buffer for display [%s] failed with status: %d",
+ display->getDisplayName().c_str(), fbo->getStatus());
+ return false;
+ }
+
Dataspace outputDataspace = Dataspace::UNKNOWN;
if (display->hasWideColorGamut()) {
outputDataspace = display->getCompositionDataSpace();
@@ -3035,18 +3041,7 @@
colorMatrix *= mEnhancedSaturationMatrix;
}
- if (!display->makeCurrent()) {
- ALOGW("DisplayDevice::makeCurrent failed. Aborting surface composition for display %s",
- display->getDisplayName().c_str());
- getRenderEngine().resetCurrentSurface();
-
- // |mStateLock| not needed as we are on the main thread
- const auto defaultDisplay = getDefaultDisplayDeviceLocked();
- if (!defaultDisplay || !defaultDisplay->makeCurrent()) {
- ALOGE("DisplayDevice::makeCurrent on default display failed. Aborting.");
- }
- return false;
- }
+ display->setViewportAndProjection();
// Never touch the framebuffer if we don't have any framebuffer layers
if (hasDeviceComposition) {
@@ -3139,11 +3134,15 @@
firstLayer = false;
}
- // Clear color transform matrix at the end of the frame.
- getRenderEngine().setColorTransform(mat4());
-
- // disable scissor at the end of the frame
- getBE().mRenderEngine->disableScissor();
+ // Perform some cleanup steps if we used client composition.
+ if (hasClientComposition) {
+ getRenderEngine().setColorTransform(mat4());
+ getBE().mRenderEngine->disableScissor();
+ display->finishBuffer();
+ // Clear out error flags here so that we don't wait until next
+ // composition to log.
+ getRenderEngine().checkErrors();
+ }
return true;
}