rework screenshot API and implementation
- SurfaceFlinger now supports to take a screenshot
directly into an IGraphicBufferProducer
- reimplement the IMemoryHeap screenshot on top
of the above
- reimplement LayerScreenshot such that its
BufferQueue is directly used as the destination
of the screenshot. LayerScreenshot is now a thin
wrapper around Layer
Bug: 6940974
Change-Id: I69a2096b44b91acbb99eba16f83a9c78d94e0d10
diff --git a/services/surfaceflinger/LayerScreenshot.cpp b/services/surfaceflinger/LayerScreenshot.cpp
index f8009b3..3470d67 100644
--- a/services/surfaceflinger/LayerScreenshot.cpp
+++ b/services/surfaceflinger/LayerScreenshot.cpp
@@ -18,152 +18,28 @@
#include <stdint.h>
#include <sys/types.h>
-#include <GLES/gl.h>
-#include <GLES/glext.h>
-
-#include <utils/Errors.h>
-#include <utils/Log.h>
-
-#include <ui/GraphicBuffer.h>
-
#include "LayerScreenshot.h"
#include "SurfaceFlinger.h"
#include "DisplayDevice.h"
-
namespace android {
// ---------------------------------------------------------------------------
LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger,
const sp<Client>& client)
- : LayerBaseClient(flinger, client),
- mTextureName(0), mFlinger(flinger), mIsSecure(false)
+ : Layer(flinger, client)
{
}
-LayerScreenshot::~LayerScreenshot()
+void LayerScreenshot::onFirstRef()
{
- if (mTextureName) {
- mFlinger->deleteTextureAsync(mTextureName);
- }
-}
+ Layer::onFirstRef();
-status_t LayerScreenshot::captureLocked(int32_t layerStack) {
- GLfloat u, v;
- status_t result = mFlinger->renderScreenToTextureLocked(layerStack,
- &mTextureName, &u, &v);
- if (result != NO_ERROR) {
- return result;
- }
- initTexture(u, v);
-
- // Currently screenshot always comes from the default display
- mIsSecure = mFlinger->getDefaultDisplayDevice()->getSecureLayerVisible();
-
- return NO_ERROR;
-}
-
-status_t LayerScreenshot::capture() {
- GLfloat u, v;
- status_t result = mFlinger->renderScreenToTexture(0, &mTextureName, &u, &v);
- if (result != NO_ERROR) {
- return result;
- }
- initTexture(u, v);
-
- // Currently screenshot always comes from the default display
- mIsSecure = mFlinger->getDefaultDisplayDevice()->getSecureLayerVisible();
-
- return NO_ERROR;
-}
-
-void LayerScreenshot::initTexture(GLfloat u, GLfloat v) {
- glBindTexture(GL_TEXTURE_2D, mTextureName);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- mTexCoords[0] = 0; mTexCoords[1] = v;
- mTexCoords[2] = 0; mTexCoords[3] = 0;
- mTexCoords[4] = u; mTexCoords[5] = 0;
- mTexCoords[6] = u; mTexCoords[7] = v;
-}
-
-void LayerScreenshot::initStates(uint32_t w, uint32_t h, uint32_t flags) {
- LayerBaseClient::initStates(w, h, flags);
- if (!(flags & ISurfaceComposerClient::eHidden)) {
- capture();
- }
- if (flags & ISurfaceComposerClient::eSecure) {
- ALOGW("ignoring surface flag eSecure - LayerScreenshot is considered "
- "secure iff it captures the contents of a secure surface.");
- }
-}
-
-uint32_t LayerScreenshot::doTransaction(uint32_t flags)
-{
- const LayerBase::State& draw(drawingState());
- const LayerBase::State& curr(currentState());
-
- if (draw.flags & layer_state_t::eLayerHidden) {
- if (!(curr.flags & layer_state_t::eLayerHidden)) {
- // we're going from hidden to visible
- status_t err = captureLocked(curr.layerStack);
- if (err != NO_ERROR) {
- ALOGW("createScreenshotSurface failed (%s)", strerror(-err));
- }
- }
- } else if (curr.flags & layer_state_t::eLayerHidden) {
- // we're going from visible to hidden
- if (mTextureName) {
- glDeleteTextures(1, &mTextureName);
- mTextureName = 0;
- }
- }
- return LayerBaseClient::doTransaction(flags);
-}
-
-void LayerScreenshot::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const
-{
- const State& s(drawingState());
- if (s.alpha>0) {
- const GLfloat alpha = s.alpha/255.0f;
- const uint32_t fbHeight = hw->getHeight();
-
- if (s.alpha == 0xFF) {
- glDisable(GL_BLEND);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- } else {
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
-
- GLuint texName = mTextureName;
- if (isSecure() && !hw->isSecure()) {
- texName = mFlinger->getProtectedTexName();
- }
-
- LayerMesh mesh;
- computeGeometry(hw, &mesh);
-
- glColor4f(alpha, alpha, alpha, alpha);
-
- glDisable(GL_TEXTURE_EXTERNAL_OES);
- glEnable(GL_TEXTURE_2D);
-
- glBindTexture(GL_TEXTURE_2D, texName);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords);
- glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices());
- glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount());
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
+ // FIXME: we currently hardcode the default display
+ // it's unclear what should we do instead.
+ sp<const DisplayDevice> hw(mFlinger->getDefaultDisplayDevice());
+ mFlinger->captureScreenImplLocked(hw, getConsumer()->getBufferQueue(),
+ 0, 0, 0, 0x7FFFFFFF);
}
// ---------------------------------------------------------------------------