Rename TransactionState to QueuedTransactionState

Clean up some of the logic tracking transaction state on the
client. This will help with some of the upcoming optimizations,
remove some duplicate parceling code and clean up the interface
into SF.

Flag: EXEMPT refactor
Bug: 385156191
Test: presubmit
Change-Id: I701138535000af921e8e026855cd420ff5c8aeea
diff --git a/services/surfaceflinger/QueuedTransactionState.h b/services/surfaceflinger/QueuedTransactionState.h
new file mode 100644
index 0000000..af40c02
--- /dev/null
+++ b/services/surfaceflinger/QueuedTransactionState.h
@@ -0,0 +1,153 @@
+/*
+ * Copyright 2021 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.
+ */
+
+#pragma once
+
+#include <memory>
+#include <vector>
+#include "FrontEnd/LayerCreationArgs.h"
+#include "renderengine/ExternalTexture.h"
+
+#include <common/FlagManager.h>
+#include <gui/LayerState.h>
+#include <system/window.h>
+
+namespace android {
+
+enum TraverseBuffersReturnValues {
+    CONTINUE_TRAVERSAL,
+    STOP_TRAVERSAL,
+    DELETE_AND_CONTINUE_TRAVERSAL,
+};
+
+// Extends the client side composer state by resolving buffer.
+class ResolvedComposerState : public ComposerState {
+public:
+    ResolvedComposerState() = default;
+    ResolvedComposerState(ComposerState&& source) { state = std::move(source.state); }
+    std::shared_ptr<renderengine::ExternalTexture> externalTexture;
+    uint32_t layerId = UNASSIGNED_LAYER_ID;
+    uint32_t parentId = UNASSIGNED_LAYER_ID;
+    uint32_t relativeParentId = UNASSIGNED_LAYER_ID;
+    uint32_t touchCropId = UNASSIGNED_LAYER_ID;
+};
+
+struct QueuedTransactionState {
+    QueuedTransactionState() = default;
+
+    QueuedTransactionState(const FrameTimelineInfo& frameTimelineInfo,
+                           std::vector<ResolvedComposerState>& composerStates,
+                           const Vector<DisplayState>& displayStates, uint32_t transactionFlags,
+                           const sp<IBinder>& applyToken,
+                           const InputWindowCommands& inputWindowCommands,
+                           int64_t desiredPresentTime, bool isAutoTimestamp,
+                           std::vector<uint64_t> uncacheBufferIds, int64_t postTime,
+                           bool hasListenerCallbacks,
+                           std::vector<ListenerCallbacks> listenerCallbacks, int originPid,
+                           int originUid, uint64_t transactionId,
+                           std::vector<uint64_t> mergedTransactionIds)
+          : frameTimelineInfo(frameTimelineInfo),
+            states(std::move(composerStates)),
+            displays(displayStates),
+            flags(transactionFlags),
+            applyToken(applyToken),
+            inputWindowCommands(inputWindowCommands),
+            desiredPresentTime(desiredPresentTime),
+            isAutoTimestamp(isAutoTimestamp),
+            uncacheBufferIds(std::move(uncacheBufferIds)),
+            postTime(postTime),
+            hasListenerCallbacks(hasListenerCallbacks),
+            listenerCallbacks(listenerCallbacks),
+            originPid(originPid),
+            originUid(originUid),
+            id(transactionId),
+            mergedTransactionIds(std::move(mergedTransactionIds)) {}
+
+    // Invokes `void(const layer_state_t&)` visitor for matching layers.
+    template <typename Visitor>
+    void traverseStatesWithBuffers(Visitor&& visitor) const {
+        for (const auto& state : states) {
+            if (state.state.hasBufferChanges() && state.externalTexture && state.state.surface) {
+                visitor(state.state);
+            }
+        }
+    }
+
+    template <typename Visitor>
+    void traverseStatesWithBuffersWhileTrue(Visitor&& visitor) NO_THREAD_SAFETY_ANALYSIS {
+        for (auto state = states.begin(); state != states.end();) {
+            if (state->state.hasBufferChanges() && state->externalTexture && state->state.surface) {
+                int result = visitor(*state);
+                if (result == STOP_TRAVERSAL) return;
+                if (result == DELETE_AND_CONTINUE_TRAVERSAL) {
+                    state = states.erase(state);
+                    continue;
+                }
+            }
+            state++;
+        }
+    }
+
+    // TODO(b/185535769): Remove FrameHint. Instead, reset the idle timer (of the relevant physical
+    // display) on the main thread if commit leads to composite. Then, RefreshRateOverlay should be
+    // able to setFrameRate once, rather than for each transaction.
+    bool isFrameActive() const {
+        if (!displays.empty()) return true;
+
+        for (const auto& state : states) {
+            const bool frameRateChanged = state.state.what & layer_state_t::eFrameRateChanged;
+            if (FlagManager::getInstance().vrr_bugfix_24q4()) {
+                const bool frameRateIsNoVote = frameRateChanged &&
+                        state.state.frameRateCompatibility == ANATIVEWINDOW_FRAME_RATE_NO_VOTE;
+                const bool frameRateCategoryChanged =
+                        state.state.what & layer_state_t::eFrameRateCategoryChanged;
+                const bool frameRateCategoryIsNoPreference = frameRateCategoryChanged &&
+                        state.state.frameRateCategory ==
+                                ANATIVEWINDOW_FRAME_RATE_CATEGORY_NO_PREFERENCE;
+                if (!frameRateIsNoVote && !frameRateCategoryIsNoPreference) {
+                    return true;
+                }
+            } else {
+                if (!frameRateChanged ||
+                    state.state.frameRateCompatibility != ANATIVEWINDOW_FRAME_RATE_NO_VOTE) {
+                    return true;
+                }
+            }
+        }
+
+        return false;
+    }
+
+    FrameTimelineInfo frameTimelineInfo;
+    std::vector<ResolvedComposerState> states;
+    Vector<DisplayState> displays;
+    uint32_t flags;
+    sp<IBinder> applyToken;
+    InputWindowCommands inputWindowCommands;
+    int64_t desiredPresentTime;
+    bool isAutoTimestamp;
+    std::vector<uint64_t> uncacheBufferIds;
+    int64_t postTime;
+    bool hasListenerCallbacks;
+    std::vector<ListenerCallbacks> listenerCallbacks;
+    int originPid;
+    int originUid;
+    uint64_t id;
+    bool sentFenceTimeoutWarning = false;
+    std::vector<uint64_t> mergedTransactionIds;
+};
+
+} // namespace android