Merge "Support for writing output data to a provided callback function instead of a file"
diff --git a/include/gui/SurfaceTexture.h b/include/gui/SurfaceTexture.h
index e558dfd..c82fb9b 100644
--- a/include/gui/SurfaceTexture.h
+++ b/include/gui/SurfaceTexture.h
@@ -46,11 +46,14 @@
enum { NUM_BUFFER_SLOTS = 32 };
struct FrameAvailableListener : public virtual RefBase {
- // onFrameAvailable() is called from queueBuffer() is the FIFO is
- // empty. You can use SurfaceTexture::getQueuedCount() to
- // figure out if there are more frames waiting.
- // This is called without any lock held can be called concurrently by
- // multiple threads.
+ // onFrameAvailable() is called from queueBuffer() each time an
+ // additional frame becomes available for consumption. This means that
+ // frames that are queued while in asynchronous mode only trigger the
+ // callback if no previous frames are pending. Frames queued while in
+ // synchronous mode always trigger the callback.
+ //
+ // This is called without any lock held and can be called concurrently
+ // by multiple threads.
virtual void onFrameAvailable() = 0;
};
@@ -101,11 +104,6 @@
// target texture belongs is bound to the calling thread.
status_t updateTexImage();
- // getqueuedCount returns the number of queued frames waiting in the
- // FIFO. In asynchronous mode, this always returns 0 or 1 since
- // frames are not accumulating in the FIFO.
- size_t getQueuedCount() const;
-
// setBufferCountServer set the buffer count. If the client has requested
// a buffer count using setBufferCount, the server-buffer count will
// take effect once the client sets the count back to zero.
diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp
index 37e6d11..0925001 100644
--- a/libs/gui/SurfaceTexture.cpp
+++ b/libs/gui/SurfaceTexture.cpp
@@ -417,17 +417,22 @@
return -EINVAL;
}
- if (mQueue.empty()) {
- listener = mFrameAvailableListener;
- }
-
if (mSynchronousMode) {
- // in synchronous mode we queue all buffers in a FIFO
+ // In synchronous mode we queue all buffers in a FIFO.
mQueue.push_back(buf);
+
+ // Synchronous mode always signals that an additional frame should
+ // be consumed.
+ listener = mFrameAvailableListener;
} else {
- // in asynchronous mode we only keep the most recent buffer
+ // In asynchronous mode we only keep the most recent buffer.
if (mQueue.empty()) {
mQueue.push_back(buf);
+
+ // Asynchronous mode only signals that a frame should be
+ // consumed if no previous frame was pending. If a frame were
+ // pending then the consumer would have already been notified.
+ listener = mFrameAvailableListener;
} else {
Fifo::iterator front(mQueue.begin());
// buffer currently queued is freed
@@ -483,24 +488,14 @@
status_t SurfaceTexture::updateTexImage() {
LOGV("SurfaceTexture::updateTexImage");
-
Mutex::Autolock lock(mMutex);
- int buf = mCurrentTexture;
+ // In asynchronous mode the list is guaranteed to be one buffer
+ // deep, while in synchronous mode we use the oldest buffer.
if (!mQueue.empty()) {
- // in asynchronous mode the list is guaranteed to be one buffer deep,
- // while in synchronous mode we use the oldest buffer
Fifo::iterator front(mQueue.begin());
- buf = *front;
- mQueue.erase(front);
- if (mQueue.isEmpty()) {
- mDequeueCondition.signal();
- }
- }
+ int buf = *front;
- // Initially both mCurrentTexture and buf are INVALID_BUFFER_SLOT,
- // so this check will fail until a buffer gets queued.
- if (mCurrentTexture != buf) {
// Update the GL texture object.
EGLImageKHR image = mSlots[buf].mEglImage;
if (image == EGL_NO_IMAGE_KHR) {
@@ -538,7 +533,7 @@
}
if (mCurrentTexture != INVALID_BUFFER_SLOT) {
- // the current buffer becomes FREE if it was still in the queued
+ // The current buffer becomes FREE if it was still in the queued
// state. If it has already been given to the client
// (synchronous mode), then it stays in DEQUEUED state.
if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED)
@@ -553,17 +548,17 @@
mCurrentTransform = mSlots[buf].mTransform;
mCurrentTimestamp = mSlots[buf].mTimestamp;
computeCurrentTransformMatrix();
+
+ // Now that we've passed the point at which failures can happen,
+ // it's safe to remove the buffer from the front of the queue.
+ mQueue.erase(front);
mDequeueCondition.signal();
} else {
// We always bind the texture even if we don't update its contents.
glBindTexture(mCurrentTextureTarget, mTexName);
}
- return OK;
-}
-size_t SurfaceTexture::getQueuedCount() const {
- Mutex::Autolock lock(mMutex);
- return mQueue.size();
+ return OK;
}
bool SurfaceTexture::isExternalFormat(uint32_t format)
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index f219639..dfa9211 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -419,6 +419,31 @@
ASSERT_EQ(GLenum(GL_NO_ERROR), glGetError());
}
+ class FrameWaiter : public SurfaceTexture::FrameAvailableListener {
+ public:
+ FrameWaiter():
+ mPendingFrames(0) {
+ }
+
+ void waitForFrame() {
+ Mutex::Autolock lock(mMutex);
+ while (mPendingFrames == 0) {
+ mCondition.wait(mMutex);
+ }
+ mPendingFrames--;
+ }
+
+ virtual void onFrameAvailable() {
+ Mutex::Autolock lock(mMutex);
+ mPendingFrames++;
+ mCondition.signal();
+ }
+
+ int mPendingFrames;
+ Mutex mMutex;
+ Condition mCondition;
+ };
+
sp<SurfaceTexture> mST;
sp<SurfaceTextureClient> mSTC;
sp<ANativeWindow> mANW;
@@ -648,6 +673,157 @@
}
}
+// This test is intended to catch synchronization bugs between the CPU-written
+// and GPU-read buffers.
+TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BuffersRepeatedly) {
+ enum { texWidth = 16 };
+ enum { texHeight = 16 };
+ enum { numFrames = 1024 };
+
+ ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
+ ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
+ ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
+ texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
+ ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
+ GRALLOC_USAGE_SW_WRITE_OFTEN));
+
+ struct TestPixel {
+ int x;
+ int y;
+ };
+ const TestPixel testPixels[] = {
+ { 4, 11 },
+ { 12, 14 },
+ { 7, 2 },
+ };
+ enum {numTestPixels = sizeof(testPixels) / sizeof(testPixels[0])};
+
+ class ProducerThread : public Thread {
+ public:
+ ProducerThread(const sp<ANativeWindow>& anw, const TestPixel* testPixels):
+ mANW(anw),
+ mTestPixels(testPixels) {
+ }
+
+ virtual ~ProducerThread() {
+ }
+
+ virtual bool threadLoop() {
+ for (int i = 0; i < numFrames; i++) {
+ ANativeWindowBuffer* anb;
+ if (mANW->dequeueBuffer(mANW.get(), &anb) != NO_ERROR) {
+ return false;
+ }
+ if (anb == NULL) {
+ return false;
+ }
+
+ sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+ if (mANW->lockBuffer(mANW.get(), buf->getNativeBuffer())
+ != NO_ERROR) {
+ return false;
+ }
+
+ const int yuvTexOffsetY = 0;
+ int stride = buf->getStride();
+ int yuvTexStrideY = stride;
+ int yuvTexOffsetV = yuvTexStrideY * texHeight;
+ int yuvTexStrideV = (yuvTexStrideY/2 + 0xf) & ~0xf;
+ int yuvTexOffsetU = yuvTexOffsetV + yuvTexStrideV * texHeight/2;
+ int yuvTexStrideU = yuvTexStrideV;
+
+ uint8_t* img = NULL;
+ buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
+
+ // Gray out all the test pixels first, so we're more likely to
+ // see a failure if GL is still texturing from the buffer we
+ // just dequeued.
+ for (int j = 0; j < numTestPixels; j++) {
+ int x = mTestPixels[j].x;
+ int y = mTestPixels[j].y;
+ uint8_t value = 128;
+ img[y*stride + x] = value;
+ }
+
+ // Fill the buffer with gray.
+ for (int y = 0; y < texHeight; y++) {
+ for (int x = 0; x < texWidth; x++) {
+ img[yuvTexOffsetY + y*yuvTexStrideY + x] = 128;
+ img[yuvTexOffsetU + (y/2)*yuvTexStrideU + x/2] = 128;
+ img[yuvTexOffsetV + (y/2)*yuvTexStrideV + x/2] = 128;
+ }
+ }
+
+ // Set the test pixels to either white or black.
+ for (int j = 0; j < numTestPixels; j++) {
+ int x = mTestPixels[j].x;
+ int y = mTestPixels[j].y;
+ uint8_t value = 0;
+ if (j == (i % numTestPixels)) {
+ value = 255;
+ }
+ img[y*stride + x] = value;
+ }
+
+ buf->unlock();
+ if (mANW->queueBuffer(mANW.get(), buf->getNativeBuffer())
+ != NO_ERROR) {
+ return false;
+ }
+ }
+ return false;
+ }
+
+ sp<ANativeWindow> mANW;
+ const TestPixel* mTestPixels;
+ };
+
+ sp<FrameWaiter> fw(new FrameWaiter);
+ mST->setFrameAvailableListener(fw);
+
+ sp<Thread> pt(new ProducerThread(mANW, testPixels));
+ pt->run();
+
+ glViewport(0, 0, texWidth, texHeight);
+
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // We wait for the first two frames up front so that the producer will be
+ // likely to dequeue the buffer that's currently being textured from.
+ fw->waitForFrame();
+ fw->waitForFrame();
+
+ for (int i = 0; i < numFrames; i++) {
+ SCOPED_TRACE(String8::format("frame %d", i).string());
+
+ // We must wait for each frame to come in because if we ever do an
+ // updateTexImage call that doesn't consume a newly available buffer
+ // then the producer and consumer will get out of sync, which will cause
+ // a deadlock.
+ if (i > 1) {
+ fw->waitForFrame();
+ }
+ mST->updateTexImage();
+ drawTexture();
+
+ for (int j = 0; j < numTestPixels; j++) {
+ int x = testPixels[j].x;
+ int y = testPixels[j].y;
+ uint8_t value = 0;
+ if (j == (i % numTestPixels)) {
+ // We must y-invert the texture coords
+ EXPECT_TRUE(checkPixel(x, texHeight-y-1, 255, 255, 255, 255));
+ } else {
+ // We must y-invert the texture coords
+ EXPECT_TRUE(checkPixel(x, texHeight-y-1, 0, 0, 0, 255));
+ }
+ }
+ }
+
+ pt->requestExitAndWait();
+}
+
// XXX: This test is disabled because there are currently no drivers that can
// handle RGBA textures with the GL_TEXTURE_EXTERNAL_OES target.
TEST_F(SurfaceTextureGLTest, DISABLED_TexturingFromCpuFilledRGBABufferNpot) {
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 2bab6a8..35e29a6 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -101,9 +101,8 @@
}
void Layer::onFrameQueued() {
- if (android_atomic_or(1, &mQueuedFrames) == 0) {
- mFlinger->signalEvent();
- }
+ android_atomic_inc(&mQueuedFrames);
+ mFlinger->signalEvent();
}
// called with SurfaceFlinger::mStateLock as soon as the layer is entered
@@ -406,20 +405,18 @@
void Layer::lockPageFlip(bool& recomputeVisibleRegions)
{
- if (android_atomic_and(0, &mQueuedFrames)) {
+ if (mQueuedFrames > 0) {
+ // signal another event if we have more frames pending
+ if (android_atomic_dec(&mQueuedFrames) > 1) {
+ mFlinger->signalEvent();
+ }
+
if (mSurfaceTexture->updateTexImage() < NO_ERROR) {
// something happened!
recomputeVisibleRegions = true;
return;
}
- // signal another event if we have more frames waiting
- if (mSurfaceTexture->getQueuedCount()) {
- if (android_atomic_or(1, &mQueuedFrames) == 0) {
- mFlinger->signalEvent();
- }
- }
-
mActiveBuffer = mSurfaceTexture->getCurrentBuffer();
mSurfaceTexture->getTransformMatrix(mTextureMatrix);