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/*
* Copyright 2019 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/BufferQueue.h>
#include <surfacetexture/ImageConsumer.h>
#include <surfacetexture/SurfaceTexture.h>
// Macro for including the SurfaceTexture name in log messages
#define IMG_LOGE(x, ...) ALOGE("[%s] " x, st.mName.string(), ##__VA_ARGS__)
namespace android {
void ImageConsumer::onReleaseBufferLocked(int buf) {
mImageSlots[buf].eglFence() = EGL_NO_SYNC_KHR;
}
sp<GraphicBuffer> ImageConsumer::dequeueBuffer(int* outSlotid, android_dataspace* outDataspace,
bool* outQueueEmpty, SurfaceTexture& st,
SurfaceTexture_createReleaseFence createFence,
SurfaceTexture_fenceWait fenceWait,
void* fencePassThroughHandle) {
BufferItem item;
status_t err;
err = st.acquireBufferLocked(&item, 0);
if (err != OK) {
if (err != BufferQueue::NO_BUFFER_AVAILABLE) {
IMG_LOGE("Error acquiring buffer: %s (%d)", strerror(err), err);
} else {
int slot = st.mCurrentTexture;
if (slot != BufferItem::INVALID_BUFFER_SLOT) {
*outQueueEmpty = true;
*outDataspace = st.mCurrentDataSpace;
*outSlotid = slot;
return st.mSlots[slot].mGraphicBuffer;
}
}
return nullptr;
}
int slot = item.mSlot;
*outQueueEmpty = false;
if (item.mFence->isValid()) {
// If fence is not signaled, that means frame is not ready and
// outQueueEmpty is set to true. By the time the fence is signaled,
// there may be a new buffer queued. This is a proper detection for an
// empty queue and it is needed to avoid infinite loop in
// ASurfaceTexture_dequeueBuffer (see b/159921224).
*outQueueEmpty = item.mFence->getStatus() == Fence::Status::Unsignaled;
// Wait on the producer fence for the buffer to be ready.
err = fenceWait(item.mFence->get(), fencePassThroughHandle);
if (err != OK) {
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
}
// Release old buffer.
if (st.mCurrentTexture != BufferItem::INVALID_BUFFER_SLOT) {
// If needed, set the released slot's fence to guard against a producer
// accessing the buffer before the outstanding accesses have completed.
int releaseFenceId = -1;
EGLDisplay display = EGL_NO_DISPLAY;
err = createFence(st.mUseFenceSync, &mImageSlots[slot].eglFence(), &display,
&releaseFenceId, fencePassThroughHandle);
if (OK != err) {
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
if (releaseFenceId != -1) {
sp<Fence> releaseFence(new Fence(releaseFenceId));
status_t err = st.addReleaseFenceLocked(st.mCurrentTexture,
st.mSlots[st.mCurrentTexture].mGraphicBuffer,
releaseFence);
if (err != OK) {
IMG_LOGE("dequeueImage: error adding release fence: %s (%d)", strerror(-err), err);
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, EGL_NO_DISPLAY,
EGL_NO_SYNC_KHR);
return nullptr;
}
}
// Finally release the old buffer.
status_t status =
st.releaseBufferLocked(st.mCurrentTexture,
st.mSlots[st.mCurrentTexture].mGraphicBuffer, display,
mImageSlots[st.mCurrentTexture].eglFence());
if (status < NO_ERROR) {
IMG_LOGE("dequeueImage: failed to release buffer: %s (%d)", strerror(-status), status);
err = status;
// Keep going, with error raised.
}
}
// Update the state.
st.mCurrentTexture = slot;
st.mCurrentCrop = item.mCrop;
st.mCurrentTransform = item.mTransform;
st.mCurrentScalingMode = item.mScalingMode;
st.mCurrentTimestamp = item.mTimestamp;
st.mCurrentDataSpace = item.mDataSpace;
st.mCurrentFence = item.mFence;
st.mCurrentFenceTime = item.mFenceTime;
st.mCurrentFrameNumber = item.mFrameNumber;
st.computeCurrentTransformMatrixLocked();
*outDataspace = item.mDataSpace;
*outSlotid = slot;
return st.mSlots[slot].mGraphicBuffer;
}
} /* namespace android */
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