blast: Queue transactions by applying client
Do not update SurfaceFlinger until all the fences in a transaction
have signaled. While waiting on the fences, place the transaction
in a queue with other transactions that were applied by the
same SurfaceComposerClient.
Test: Transaction_test
Bug: 80477568
Change-Id: I6b866bfa955d5eafef28016a0c5de7c3862f1837
diff --git a/services/surfaceflinger/tests/BufferGenerator.cpp b/services/surfaceflinger/tests/BufferGenerator.cpp
new file mode 100644
index 0000000..8ddda60
--- /dev/null
+++ b/services/surfaceflinger/tests/BufferGenerator.cpp
@@ -0,0 +1,381 @@
+/*
+ * Copyright 2018 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.
+ */
+
+#include <gui/BufferItemConsumer.h>
+#include <gui/Surface.h>
+
+#include <GLES3/gl3.h>
+#include <math/vec2.h>
+#include <math/vec3.h>
+#include <math/vec4.h>
+
+#include "BufferGenerator.h"
+#include "BufferGeneratorShader.h"
+
+namespace android {
+
+/* Used to receive the surfaces and fences from egl. The egl buffers are thrown
+ * away. The fences are sent to the requester via a callback */
+class SurfaceManager {
+public:
+ /* Returns a fence from egl */
+ using BufferCallback = std::function<void(const sp<GraphicBuffer>& buffer, int32_t fence)>;
+
+ /* Listens for a new frame, detaches the buffer and returns the fence
+ * through saved callback. */
+ class BufferListener : public ConsumerBase::FrameAvailableListener {
+ public:
+ BufferListener(sp<IGraphicBufferConsumer> consumer, BufferCallback callback)
+ : mConsumer(consumer), mCallback(callback) {}
+
+ void onFrameAvailable(const BufferItem& /*item*/) {
+ BufferItem item;
+
+ if (mConsumer->acquireBuffer(&item, 0)) return;
+ if (mConsumer->detachBuffer(item.mSlot)) return;
+
+ mCallback(item.mGraphicBuffer, item.mFence->dup());
+ }
+
+ private:
+ sp<IGraphicBufferConsumer> mConsumer;
+ BufferCallback mCallback;
+ };
+
+ /* Creates a buffer listener that waits on a new frame from the buffer
+ * queue. */
+ void initialize(uint32_t width, uint32_t height, android_pixel_format_t format,
+ BufferCallback callback) {
+ sp<IGraphicBufferProducer> producer;
+ sp<IGraphicBufferConsumer> consumer;
+ BufferQueue::createBufferQueue(&producer, &consumer);
+
+ consumer->setDefaultBufferSize(width, height);
+ consumer->setDefaultBufferFormat(format);
+
+ mBufferItemConsumer = new BufferItemConsumer(consumer, 0);
+
+ mListener = new BufferListener(consumer, callback);
+ mBufferItemConsumer->setFrameAvailableListener(mListener);
+
+ mSurface = new Surface(producer, true);
+ }
+
+ /* Used by Egl manager. The surface is never displayed. */
+ sp<Surface> getSurface() const { return mSurface; }
+
+private:
+ sp<BufferItemConsumer> mBufferItemConsumer;
+ sp<BufferListener> mListener;
+ /* Used by Egl manager. The surface is never displayed */
+ sp<Surface> mSurface;
+};
+
+/* Used to generate valid fences. It is not possible to create a dummy sync
+ * fence for testing. Egl can generate buffers along with a valid fence.
+ * The buffer cannot be guaranteed to be the same format across all devices so
+ * a CPU filled buffer is used instead. The Egl fence is used along with the
+ * CPU filled buffer. */
+class EglManager {
+public:
+ EglManager()
+ : mEglDisplay(EGL_NO_DISPLAY), mEglSurface(EGL_NO_SURFACE), mEglContext(EGL_NO_CONTEXT) {}
+
+ ~EglManager() { cleanup(); }
+
+ int initialize(sp<Surface> surface) {
+ mSurface = surface;
+
+ mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (mEglDisplay == EGL_NO_DISPLAY) return false;
+
+ EGLint major;
+ EGLint minor;
+ if (!eglInitialize(mEglDisplay, &major, &minor)) {
+ ALOGW("Could not initialize EGL");
+ return false;
+ }
+
+ /* We're going to use a 1x1 pbuffer surface later on
+ * The configuration distance doesn't really matter for what we're
+ * trying to do */
+ EGLint configAttrs[] = {EGL_RENDERABLE_TYPE,
+ EGL_OPENGL_ES2_BIT,
+ EGL_RED_SIZE,
+ 8,
+ EGL_GREEN_SIZE,
+ 8,
+ EGL_BLUE_SIZE,
+ 8,
+ EGL_ALPHA_SIZE,
+ 0,
+ EGL_DEPTH_SIZE,
+ 24,
+ EGL_STENCIL_SIZE,
+ 0,
+ EGL_NONE};
+
+ EGLConfig configs[1];
+ EGLint configCnt;
+ if (!eglChooseConfig(mEglDisplay, configAttrs, configs, 1, &configCnt)) {
+ ALOGW("Could not select EGL configuration");
+ eglReleaseThread();
+ eglTerminate(mEglDisplay);
+ return false;
+ }
+
+ if (configCnt <= 0) {
+ ALOGW("Could not find EGL configuration");
+ eglReleaseThread();
+ eglTerminate(mEglDisplay);
+ return false;
+ }
+
+ /* These objects are initialized below but the default "null" values are
+ * used to cleanup properly at any point in the initialization sequence */
+ EGLint attrs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
+ mEglContext = eglCreateContext(mEglDisplay, configs[0], EGL_NO_CONTEXT, attrs);
+ if (mEglContext == EGL_NO_CONTEXT) {
+ ALOGW("Could not create EGL context");
+ cleanup();
+ return false;
+ }
+
+ EGLint majorVersion;
+ if (!eglQueryContext(mEglDisplay, mEglContext, EGL_CONTEXT_CLIENT_VERSION, &majorVersion)) {
+ ALOGW("Could not query EGL version");
+ cleanup();
+ return false;
+ }
+
+ if (majorVersion != 3) {
+ ALOGW("Unsupported EGL version");
+ cleanup();
+ return false;
+ }
+
+ EGLint surfaceAttrs[] = {EGL_NONE};
+ mEglSurface = eglCreateWindowSurface(mEglDisplay, configs[0], mSurface.get(), surfaceAttrs);
+ if (mEglSurface == EGL_NO_SURFACE) {
+ ALOGW("Could not create EGL surface");
+ cleanup();
+ return false;
+ }
+
+ if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
+ ALOGW("Could not change current EGL context");
+ cleanup();
+ return false;
+ }
+
+ return true;
+ }
+
+ void makeCurrent() const { eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); }
+
+ void present() const { eglSwapBuffers(mEglDisplay, mEglSurface); }
+
+private:
+ void cleanup() {
+ if (mEglDisplay == EGL_NO_DISPLAY) return;
+ if (mEglSurface != EGL_NO_SURFACE) eglDestroySurface(mEglDisplay, mEglSurface);
+ if (mEglContext != EGL_NO_CONTEXT) eglDestroyContext(mEglDisplay, mEglContext);
+
+ eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ eglReleaseThread();
+ eglTerminate(mEglDisplay);
+ }
+
+ sp<Surface> mSurface;
+ EGLDisplay mEglDisplay;
+ EGLSurface mEglSurface;
+ EGLContext mEglContext;
+};
+
+class Program {
+public:
+ ~Program() {
+ if (mInitialized) {
+ glDetachShader(mProgram, mVertexShader);
+ glDetachShader(mProgram, mFragmentShader);
+
+ glDeleteShader(mVertexShader);
+ glDeleteShader(mFragmentShader);
+
+ glDeleteProgram(mProgram);
+ }
+ }
+
+ bool initialize(const char* vertex, const char* fragment) {
+ mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
+ if (!mVertexShader) {
+ return false;
+ }
+
+ mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
+ if (!mFragmentShader) {
+ return false;
+ }
+
+ mProgram = glCreateProgram();
+ glAttachShader(mProgram, mVertexShader);
+ glAttachShader(mProgram, mFragmentShader);
+
+ glLinkProgram(mProgram);
+
+ GLint status;
+ glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
+ if (status != GL_TRUE) {
+ GLint length = 0;
+ glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &length);
+ if (length > 1) {
+ GLchar log[length];
+ glGetProgramInfoLog(mProgram, length, nullptr, &log[0]);
+ ALOGE("%s", log);
+ }
+ ALOGE("Error while linking shaders");
+ return false;
+ }
+ mInitialized = true;
+ return true;
+ }
+
+ void use() const { glUseProgram(mProgram); }
+
+ void bindVec4(GLint location, vec4 v) const { glUniform4f(location, v.x, v.y, v.z, v.w); }
+
+ void bindVec3(GLint location, const vec3* v, uint32_t count) const {
+ glUniform3fv(location, count, &(v->x));
+ }
+
+ void bindFloat(GLint location, float v) { glUniform1f(location, v); }
+
+private:
+ GLuint buildShader(const char* source, GLenum type) const {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &source, nullptr);
+ glCompileShader(shader);
+
+ GLint status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ if (status != GL_TRUE) {
+ ALOGE("Error while compiling shader of type 0x%x:\n===\n%s\n===", type, source);
+ // Some drivers return wrong values for GL_INFO_LOG_LENGTH
+ // use a fixed size instead
+ GLchar log[512];
+ glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]);
+ ALOGE("Shader info log: %s", log);
+ return 0;
+ }
+
+ return shader;
+ }
+
+ GLuint mProgram = 0;
+ GLuint mVertexShader = 0;
+ GLuint mFragmentShader = 0;
+ bool mInitialized = false;
+};
+
+BufferGenerator::BufferGenerator()
+ : mSurfaceManager(new SurfaceManager), mEglManager(new EglManager), mProgram(new Program) {
+ const float width = 1000.0;
+ const float height = 1000.0;
+
+ auto setBufferWithContext =
+ std::bind(setBuffer, std::placeholders::_1, std::placeholders::_2, this);
+ mSurfaceManager->initialize(width, height, HAL_PIXEL_FORMAT_RGBA_8888, setBufferWithContext);
+
+ if (!mEglManager->initialize(mSurfaceManager->getSurface())) return;
+
+ mEglManager->makeCurrent();
+
+ if (!mProgram->initialize(VERTEX_SHADER, FRAGMENT_SHADER)) return;
+ mProgram->use();
+ mProgram->bindVec4(0, vec4{width, height, 1.0f / width, 1.0f / height});
+ mProgram->bindVec3(2, &SPHERICAL_HARMONICS[0], 4);
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, &TRIANGLE[0]);
+
+ mInitialized = true;
+}
+
+BufferGenerator::~BufferGenerator() {
+ mEglManager->makeCurrent();
+}
+
+status_t BufferGenerator::get(sp<GraphicBuffer>* outBuffer, sp<Fence>* outFence) {
+ // mMutex is used to protect get() from getting called by multiple threads at the same time
+ static std::mutex mMutex;
+ std::lock_guard lock(mMutex);
+
+ if (!mInitialized) {
+ if (outBuffer) {
+ *outBuffer = nullptr;
+ }
+ if (*outFence) {
+ *outFence = nullptr;
+ }
+ return -EINVAL;
+ }
+
+ // Generate a buffer and fence. They will be returned through the setBuffer callback
+ mEglManager->makeCurrent();
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ const std::chrono::duration<float> time = std::chrono::steady_clock::now() - mEpoch;
+ mProgram->bindFloat(1, time.count());
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ mPending = true;
+ mEglManager->present();
+
+ // Wait for the setBuffer callback
+ if (!mConditionVariable.wait_for(mMutex, std::chrono::seconds(2),
+ [this] { return !mPending; })) {
+ ALOGE("failed to set buffer and fence");
+ return -ETIME;
+ }
+
+ // Return buffer and fence
+ if (outBuffer) {
+ *outBuffer = mGraphicBuffer;
+ }
+ if (outFence) {
+ *outFence = new Fence(mFence);
+ } else {
+ close(mFence);
+ }
+ mGraphicBuffer = nullptr;
+ mFence = -1;
+
+ return NO_ERROR;
+}
+
+// static
+void BufferGenerator::setBuffer(const sp<GraphicBuffer>& buffer, int32_t fence,
+ void* bufferGenerator) {
+ BufferGenerator* generator = static_cast<BufferGenerator*>(bufferGenerator);
+ generator->mGraphicBuffer = buffer;
+ generator->mFence = fence;
+ generator->mPending = false;
+ generator->mConditionVariable.notify_all();
+}
+
+} // namespace android