/* * Copyright 2014,2016 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. */ #ifndef ANDROID_SERVERS_STREAMSPLITTER_H #define ANDROID_SERVERS_STREAMSPLITTER_H #include #include #include #include #include #include #include #include #include #define SP_LOGV(x, ...) ALOGV("[%s] " x, mConsumerName.string(), ##__VA_ARGS__) #define SP_LOGI(x, ...) ALOGI("[%s] " x, mConsumerName.string(), ##__VA_ARGS__) #define SP_LOGW(x, ...) ALOGW("[%s] " x, mConsumerName.string(), ##__VA_ARGS__) #define SP_LOGE(x, ...) ALOGE("[%s] " x, mConsumerName.string(), ##__VA_ARGS__) namespace android { class GraphicBuffer; class IGraphicBufferConsumer; class IGraphicBufferProducer; // Camera3StreamSplitter is an autonomous class that manages one input BufferQueue // and multiple output BufferQueues. By using the buffer attach and detach logic // in BufferQueue, it is able to present the illusion of a single split // BufferQueue, where each buffer queued to the input is available to be // acquired by each of the outputs, and is able to be dequeued by the input // again only once all of the outputs have released it. class Camera3StreamSplitter : public BnConsumerListener { public: // Constructor Camera3StreamSplitter(bool useHalBufManager = false); // Connect to the stream splitter by creating buffer queue and connecting it // with output surfaces. status_t connect(const std::unordered_map> &surfaces, uint64_t consumerUsage, uint64_t producerUsage, size_t halMaxBuffers, uint32_t width, uint32_t height, android::PixelFormat format, sp* consumer, int64_t dynamicRangeProfile); // addOutput adds an output BufferQueue to the splitter. The splitter // connects to outputQueue as a CPU producer, and any buffers queued // to the input will be queued to each output. If any output is abandoned // by its consumer, the splitter will abandon its input queue (see onAbandoned). // // A return value other than NO_ERROR means that an error has occurred and // outputQueue has not been added to the splitter. BAD_VALUE is returned if // outputQueue is NULL. See IGraphicBufferProducer::connect for explanations // of other error codes. status_t addOutput(size_t surfaceId, const sp& outputQueue); //removeOutput will remove a BufferQueue that was previously added to //the splitter outputs. Any pending buffers in the BufferQueue will get //reclaimed. status_t removeOutput(size_t surfaceId); // Notification that the graphic buffer has been released to the input // BufferQueue. The buffer should be reused by the camera device instead of // queuing to the outputs. status_t notifyBufferReleased(const sp& buffer); // Attach a buffer to the specified outputs. This call reserves a buffer // slot in the output queue. status_t attachBufferToOutputs(ANativeWindowBuffer* anb, const std::vector& surface_ids); // Get return value of onFrameAvailable to work around problem that // onFrameAvailable is void. This function should be called by the producer // right after calling queueBuffer(). status_t getOnFrameAvailableResult(); // Disconnect the buffer queue from output surfaces. void disconnect(); private: // From IConsumerListener // // During this callback, we store some tracking information, detach the // buffer from the input, and attach it to each of the outputs. This call // can block if there are too many outstanding buffers. If it blocks, it // will resume when onBufferReleasedByOutput releases a buffer back to the // input. void onFrameAvailable(const BufferItem& item) override; // From IConsumerListener // // Similar to onFrameAvailable, but buffer item is indeed replacing a buffer // in the buffer queue. This can happen when buffer queue is in droppable // mode. void onFrameReplaced(const BufferItem& item) override; // From IConsumerListener // We don't care about released buffers because we detach each buffer as // soon as we acquire it. See the comment for onBufferReleased below for // some clarifying notes about the name. void onBuffersReleased() override {} // From IConsumerListener // We don't care about sideband streams, since we won't be splitting them void onSidebandStreamChanged() override {} // This is the implementation of the onBufferReleased callback from // IProducerListener. It gets called from an OutputListener (see below), and // 'from' is which producer interface from which the callback was received. // // During this callback, we detach the buffer from the output queue that // generated the callback, update our state tracking to see if this is the // last output releasing the buffer, and if so, release it to the input. // If we release the buffer to the input, we allow a blocked // onFrameAvailable call to proceed. void onBufferReleasedByOutput(const sp& from); // Called by outputBufferLocked when a buffer in the async buffer queue got replaced. void onBufferReplacedLocked(const sp& from, size_t surfaceId); // When this is called, the splitter disconnects from (i.e., abandons) its // input queue and signals any waiting onFrameAvailable calls to wake up. // It still processes callbacks from other outputs, but only detaches their // buffers so they can continue operating until they run out of buffers to // acquire. This must be called with mMutex locked. void onAbandonedLocked(); // Decrement the buffer's reference count. Once the reference count becomes // 0, return the buffer back to the input BufferQueue. void decrementBufRefCountLocked(uint64_t id, size_t surfaceId); // Check for and handle any output surface dequeue errors. void handleOutputDequeueStatusLocked(status_t res, int slot); // Handles released output surface buffers. void returnOutputBufferLocked(const sp& fence, const sp& from, size_t surfaceId, int slot); // This is a thin wrapper class that lets us determine which BufferQueue // the IProducerListener::onBufferReleased callback is associated with. We // create one of these per output BufferQueue, and then pass the producer // into onBufferReleasedByOutput above. class OutputListener : public BnProducerListener, public IBinder::DeathRecipient { public: OutputListener(wp splitter, wp output); virtual ~OutputListener() = default; // From IProducerListener void onBufferReleased() override; // From IBinder::DeathRecipient void binderDied(const wp& who) override; private: wp mSplitter; wp mOutput; }; class BufferTracker { public: BufferTracker(const sp& buffer, const std::vector& requestedSurfaces); ~BufferTracker() = default; const sp& getBuffer() const { return mBuffer; } const sp& getMergedFence() const { return mMergedFence; } void mergeFence(const sp& with); // Returns the new value // Only called while mMutex is held size_t decrementReferenceCountLocked(size_t surfaceId); const std::vector requestedSurfaces() const { return mRequestedSurfaces; } private: // Disallow copying BufferTracker(const BufferTracker& other); BufferTracker& operator=(const BufferTracker& other); sp mBuffer; // One instance that holds this native handle sp mMergedFence; // Request surfaces for a particular buffer. And when the buffer becomes // available from the input queue, the registered surfaces are used to decide // which output is the buffer sent to. std::vector mRequestedSurfaces; size_t mReferenceCount; }; // Must be accessed through RefBase virtual ~Camera3StreamSplitter(); status_t addOutputLocked(size_t surfaceId, const sp& outputQueue); status_t removeOutputLocked(size_t surfaceId); // Send a buffer to particular output, and increment the reference count // of the buffer. If this output is abandoned, the buffer's reference count // won't be incremented. status_t outputBufferLocked(const sp& output, const BufferItem& bufferItem, size_t surfaceId); // Get unique name for the buffer queue consumer String8 getUniqueConsumerName(); // Helper function to get the BufferQueue slot where a particular buffer is attached to. int getSlotForOutputLocked(const sp& gbp, const sp& gb); // Sum of max consumer buffers for all outputs size_t mMaxConsumerBuffers = 0; size_t mMaxHalBuffers = 0; uint32_t mWidth = 0; uint32_t mHeight = 0; android::PixelFormat mFormat = android::PIXEL_FORMAT_NONE; uint64_t mProducerUsage = 0; int mDynamicRangeProfile = ANDROID_REQUEST_AVAILABLE_DYNAMIC_RANGE_PROFILES_MAP_STANDARD; // The attachBuffer call will happen on different thread according to mUseHalBufManager and have // different timing constraint. static const nsecs_t kNormalDequeueBufferTimeout = s2ns(1); // 1 sec static const nsecs_t kHalBufMgrDequeueBufferTimeout = ms2ns(1); // 1 msec Mutex mMutex; sp mProducer; sp mConsumer; sp mBufferItemConsumer; sp mSurface; //Map graphic buffer ids -> buffer items std::unordered_map mInputSlots; //Map surface ids -> gbp outputs std::unordered_map > mOutputs; //Map surface ids -> gbp outputs std::unordered_map> mOutputSurfaces; //Map surface ids -> consumer buffer count std::unordered_map mConsumerBufferCount; // Map of GraphicBuffer IDs (GraphicBuffer::getId()) to buffer tracking // objects (which are mostly for counting how many outputs have released the // buffer, but also contain merged release fences). std::unordered_map > mBuffers; struct GBPHash { std::size_t operator()(const sp& producer) const { return std::hash{}(producer.get()); } }; std::unordered_map, sp, GBPHash> mNotifiers; typedef std::vector> OutputSlots; std::unordered_map, std::unique_ptr, GBPHash> mOutputSlots; //A set of buffers that could potentially stay in some of the outputs after removal //and therefore should be detached from the input queue. std::unordered_set mDetachedBuffers; // Latest onFrameAvailable return value std::atomic mOnFrameAvailableRes{0}; // Currently acquired input buffers size_t mAcquiredInputBuffers; String8 mConsumerName; const bool mUseHalBufManager; }; } // namespace android #endif