1*38e8c45fSAndroid Build Coastguard Worker /* 2*38e8c45fSAndroid Build Coastguard Worker * Copyright 2013 The Android Open Source Project 3*38e8c45fSAndroid Build Coastguard Worker * 4*38e8c45fSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*38e8c45fSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*38e8c45fSAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*38e8c45fSAndroid Build Coastguard Worker * 8*38e8c45fSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*38e8c45fSAndroid Build Coastguard Worker * 10*38e8c45fSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*38e8c45fSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*38e8c45fSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*38e8c45fSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*38e8c45fSAndroid Build Coastguard Worker * limitations under the License. 15*38e8c45fSAndroid Build Coastguard Worker */ 16*38e8c45fSAndroid Build Coastguard Worker 17*38e8c45fSAndroid Build Coastguard Worker #pragma once 18*38e8c45fSAndroid Build Coastguard Worker 19*38e8c45fSAndroid Build Coastguard Worker #include <optional> 20*38e8c45fSAndroid Build Coastguard Worker #include <string> 21*38e8c45fSAndroid Build Coastguard Worker 22*38e8c45fSAndroid Build Coastguard Worker #include <compositionengine/DisplaySurface.h> 23*38e8c45fSAndroid Build Coastguard Worker #include <gui/BufferQueue.h> 24*38e8c45fSAndroid Build Coastguard Worker #include <gui/ConsumerBase.h> 25*38e8c45fSAndroid Build Coastguard Worker #include <gui/IGraphicBufferProducer.h> 26*38e8c45fSAndroid Build Coastguard Worker #include <ui/DisplayId.h> 27*38e8c45fSAndroid Build Coastguard Worker 28*38e8c45fSAndroid Build Coastguard Worker #include <ui/DisplayIdentification.h> 29*38e8c45fSAndroid Build Coastguard Worker 30*38e8c45fSAndroid Build Coastguard Worker namespace android { 31*38e8c45fSAndroid Build Coastguard Worker 32*38e8c45fSAndroid Build Coastguard Worker class HWComposer; 33*38e8c45fSAndroid Build Coastguard Worker class IProducerListener; 34*38e8c45fSAndroid Build Coastguard Worker 35*38e8c45fSAndroid Build Coastguard Worker /* This DisplaySurface implementation supports virtual displays, where GPU 36*38e8c45fSAndroid Build Coastguard Worker * and/or HWC compose into a buffer that is then passed to an arbitrary 37*38e8c45fSAndroid Build Coastguard Worker * consumer (the sink) running in another process. 38*38e8c45fSAndroid Build Coastguard Worker * 39*38e8c45fSAndroid Build Coastguard Worker * The simplest case is when the virtual display will never use the h/w 40*38e8c45fSAndroid Build Coastguard Worker * composer -- either the h/w composer doesn't support writing to buffers, or 41*38e8c45fSAndroid Build Coastguard Worker * there are more virtual displays than it supports simultaneously. In this 42*38e8c45fSAndroid Build Coastguard Worker * case, the GPU driver works directly with the output buffer queue, and 43*38e8c45fSAndroid Build Coastguard Worker * calls to the VirtualDisplay from SurfaceFlinger and DisplayHardware do 44*38e8c45fSAndroid Build Coastguard Worker * nothing. 45*38e8c45fSAndroid Build Coastguard Worker * 46*38e8c45fSAndroid Build Coastguard Worker * If h/w composer might be used, then each frame will fall into one of three 47*38e8c45fSAndroid Build Coastguard Worker * configurations: GPU-only, HWC-only, and MIXED composition. In all of these, 48*38e8c45fSAndroid Build Coastguard Worker * we must provide a FB target buffer and output buffer for the HWC set() call. 49*38e8c45fSAndroid Build Coastguard Worker * 50*38e8c45fSAndroid Build Coastguard Worker * In GPU-only composition, the GPU driver is given a buffer from the sink to 51*38e8c45fSAndroid Build Coastguard Worker * render into. When the GPU driver queues the buffer to the 52*38e8c45fSAndroid Build Coastguard Worker * VirtualDisplaySurface, the VirtualDisplaySurface holds onto it instead of 53*38e8c45fSAndroid Build Coastguard Worker * immediately queueing it to the sink. The buffer is used as both the FB 54*38e8c45fSAndroid Build Coastguard Worker * target and output buffer for HWC, though on these frames the HWC doesn't 55*38e8c45fSAndroid Build Coastguard Worker * do any work for this display and doesn't write to the output buffer. After 56*38e8c45fSAndroid Build Coastguard Worker * composition is complete, the buffer is queued to the sink. 57*38e8c45fSAndroid Build Coastguard Worker * 58*38e8c45fSAndroid Build Coastguard Worker * In HWC-only composition, the VirtualDisplaySurface dequeues a buffer from 59*38e8c45fSAndroid Build Coastguard Worker * the sink and passes it to HWC as both the FB target buffer and output 60*38e8c45fSAndroid Build Coastguard Worker * buffer. The HWC doesn't need to read from the FB target buffer, but does 61*38e8c45fSAndroid Build Coastguard Worker * write to the output buffer. After composition is complete, the buffer is 62*38e8c45fSAndroid Build Coastguard Worker * queued to the sink. 63*38e8c45fSAndroid Build Coastguard Worker * 64*38e8c45fSAndroid Build Coastguard Worker * On MIXED frames, things become more complicated, since some h/w composer 65*38e8c45fSAndroid Build Coastguard Worker * implementations can't read from and write to the same buffer. This class has 66*38e8c45fSAndroid Build Coastguard Worker * an internal BufferQueue that it uses as a scratch buffer pool. The GPU 67*38e8c45fSAndroid Build Coastguard Worker * driver is given a scratch buffer to render into. When it finishes rendering, 68*38e8c45fSAndroid Build Coastguard Worker * the buffer is queued and then immediately acquired by the 69*38e8c45fSAndroid Build Coastguard Worker * VirtualDisplaySurface. The scratch buffer is then used as the FB target 70*38e8c45fSAndroid Build Coastguard Worker * buffer for HWC, and a separate buffer is dequeued from the sink and used as 71*38e8c45fSAndroid Build Coastguard Worker * the HWC output buffer. When HWC composition is complete, the scratch buffer 72*38e8c45fSAndroid Build Coastguard Worker * is released and the output buffer is queued to the sink. 73*38e8c45fSAndroid Build Coastguard Worker */ 74*38e8c45fSAndroid Build Coastguard Worker class VirtualDisplaySurface : public compositionengine::DisplaySurface, 75*38e8c45fSAndroid Build Coastguard Worker public BnGraphicBufferProducer, 76*38e8c45fSAndroid Build Coastguard Worker private ConsumerBase { 77*38e8c45fSAndroid Build Coastguard Worker public: 78*38e8c45fSAndroid Build Coastguard Worker VirtualDisplaySurface(HWComposer&, VirtualDisplayId, const sp<IGraphicBufferProducer>& sink, 79*38e8c45fSAndroid Build Coastguard Worker const sp<IGraphicBufferProducer>& bqProducer, 80*38e8c45fSAndroid Build Coastguard Worker const sp<IGraphicBufferConsumer>& bqConsumer, const std::string& name); 81*38e8c45fSAndroid Build Coastguard Worker 82*38e8c45fSAndroid Build Coastguard Worker // 83*38e8c45fSAndroid Build Coastguard Worker // DisplaySurface interface 84*38e8c45fSAndroid Build Coastguard Worker // 85*38e8c45fSAndroid Build Coastguard Worker virtual status_t beginFrame(bool mustRecompose); 86*38e8c45fSAndroid Build Coastguard Worker virtual status_t prepareFrame(CompositionType); 87*38e8c45fSAndroid Build Coastguard Worker virtual status_t advanceFrame(float hdrSdrRatio); 88*38e8c45fSAndroid Build Coastguard Worker virtual void onFrameCommitted(); 89*38e8c45fSAndroid Build Coastguard Worker virtual void dumpAsString(String8& result) const; 90*38e8c45fSAndroid Build Coastguard Worker virtual void resizeBuffers(const ui::Size&) override; 91*38e8c45fSAndroid Build Coastguard Worker virtual const sp<Fence>& getClientTargetAcquireFence() const override; 92*38e8c45fSAndroid Build Coastguard Worker // Virtual display surface needs to prepare the frame based on composition type. Skip 93*38e8c45fSAndroid Build Coastguard Worker // any client composition prediction. supportsCompositionStrategyPrediction()94*38e8c45fSAndroid Build Coastguard Worker virtual bool supportsCompositionStrategyPrediction() const override { return false; }; 95*38e8c45fSAndroid Build Coastguard Worker 96*38e8c45fSAndroid Build Coastguard Worker private: 97*38e8c45fSAndroid Build Coastguard Worker enum Source : size_t { 98*38e8c45fSAndroid Build Coastguard Worker SOURCE_SINK = 0, 99*38e8c45fSAndroid Build Coastguard Worker SOURCE_SCRATCH = 1, 100*38e8c45fSAndroid Build Coastguard Worker 101*38e8c45fSAndroid Build Coastguard Worker ftl_first = SOURCE_SINK, 102*38e8c45fSAndroid Build Coastguard Worker ftl_last = SOURCE_SCRATCH, 103*38e8c45fSAndroid Build Coastguard Worker }; 104*38e8c45fSAndroid Build Coastguard Worker 105*38e8c45fSAndroid Build Coastguard Worker virtual ~VirtualDisplaySurface(); 106*38e8c45fSAndroid Build Coastguard Worker 107*38e8c45fSAndroid Build Coastguard Worker // 108*38e8c45fSAndroid Build Coastguard Worker // IGraphicBufferProducer interface, used by the GPU driver. 109*38e8c45fSAndroid Build Coastguard Worker // 110*38e8c45fSAndroid Build Coastguard Worker virtual status_t requestBuffer(int pslot, sp<GraphicBuffer>* outBuf); 111*38e8c45fSAndroid Build Coastguard Worker virtual status_t setMaxDequeuedBufferCount(int maxDequeuedBuffers); 112*38e8c45fSAndroid Build Coastguard Worker virtual status_t setAsyncMode(bool async); 113*38e8c45fSAndroid Build Coastguard Worker virtual status_t dequeueBuffer(int* pslot, sp<Fence>*, uint32_t w, uint32_t h, PixelFormat, 114*38e8c45fSAndroid Build Coastguard Worker uint64_t usage, uint64_t* outBufferAge, 115*38e8c45fSAndroid Build Coastguard Worker FrameEventHistoryDelta* outTimestamps); 116*38e8c45fSAndroid Build Coastguard Worker virtual status_t detachBuffer(int slot); 117*38e8c45fSAndroid Build Coastguard Worker virtual status_t detachNextBuffer(sp<GraphicBuffer>* outBuffer, sp<Fence>* outFence); 118*38e8c45fSAndroid Build Coastguard Worker virtual status_t attachBuffer(int* slot, const sp<GraphicBuffer>&); 119*38e8c45fSAndroid Build Coastguard Worker virtual status_t queueBuffer(int pslot, const QueueBufferInput&, QueueBufferOutput*); 120*38e8c45fSAndroid Build Coastguard Worker virtual status_t cancelBuffer(int pslot, const sp<Fence>&); 121*38e8c45fSAndroid Build Coastguard Worker virtual int query(int what, int* value); 122*38e8c45fSAndroid Build Coastguard Worker virtual status_t connect(const sp<IProducerListener>&, int api, bool producerControlledByApp, 123*38e8c45fSAndroid Build Coastguard Worker QueueBufferOutput*); 124*38e8c45fSAndroid Build Coastguard Worker virtual status_t disconnect(int api, DisconnectMode); 125*38e8c45fSAndroid Build Coastguard Worker virtual status_t setSidebandStream(const sp<NativeHandle>& stream); 126*38e8c45fSAndroid Build Coastguard Worker virtual void allocateBuffers(uint32_t width, uint32_t height, PixelFormat, uint64_t usage); 127*38e8c45fSAndroid Build Coastguard Worker virtual status_t allowAllocation(bool allow); 128*38e8c45fSAndroid Build Coastguard Worker virtual status_t setGenerationNumber(uint32_t); 129*38e8c45fSAndroid Build Coastguard Worker virtual String8 getConsumerName() const override; 130*38e8c45fSAndroid Build Coastguard Worker virtual status_t setSharedBufferMode(bool sharedBufferMode) override; 131*38e8c45fSAndroid Build Coastguard Worker virtual status_t setAutoRefresh(bool autoRefresh) override; 132*38e8c45fSAndroid Build Coastguard Worker virtual status_t setDequeueTimeout(nsecs_t timeout) override; 133*38e8c45fSAndroid Build Coastguard Worker virtual status_t getLastQueuedBuffer(sp<GraphicBuffer>* outBuffer, 134*38e8c45fSAndroid Build Coastguard Worker sp<Fence>* outFence, float outTransformMatrix[16]) override; 135*38e8c45fSAndroid Build Coastguard Worker virtual status_t getUniqueId(uint64_t* outId) const override; 136*38e8c45fSAndroid Build Coastguard Worker virtual status_t getConsumerUsage(uint64_t* outUsage) const override; 137*38e8c45fSAndroid Build Coastguard Worker 138*38e8c45fSAndroid Build Coastguard Worker // 139*38e8c45fSAndroid Build Coastguard Worker // Utility methods 140*38e8c45fSAndroid Build Coastguard Worker // 141*38e8c45fSAndroid Build Coastguard Worker static Source fbSourceForCompositionType(CompositionType); 142*38e8c45fSAndroid Build Coastguard Worker static std::string toString(CompositionType); 143*38e8c45fSAndroid Build Coastguard Worker 144*38e8c45fSAndroid Build Coastguard Worker status_t dequeueBuffer(Source, PixelFormat, uint64_t usage, int* sslot, sp<Fence>*); 145*38e8c45fSAndroid Build Coastguard Worker void updateQueueBufferOutput(QueueBufferOutput&&); 146*38e8c45fSAndroid Build Coastguard Worker void resetPerFrameState(); 147*38e8c45fSAndroid Build Coastguard Worker status_t refreshOutputBuffer(); 148*38e8c45fSAndroid Build Coastguard Worker 149*38e8c45fSAndroid Build Coastguard Worker // Both the sink and scratch buffer pools have their own set of slots 150*38e8c45fSAndroid Build Coastguard Worker // ("source slots", or "sslot"). We have to merge these into the single 151*38e8c45fSAndroid Build Coastguard Worker // set of slots used by the graphics producer ("producer slots" or "pslot") and 152*38e8c45fSAndroid Build Coastguard Worker // internally in the VirtualDisplaySurface. To minimize the number of times 153*38e8c45fSAndroid Build Coastguard Worker // a producer slot switches which source it comes from, we map source slot 154*38e8c45fSAndroid Build Coastguard Worker // numbers to producer slot numbers differently for each source. 155*38e8c45fSAndroid Build Coastguard Worker static int mapSource2ProducerSlot(Source, int sslot); 156*38e8c45fSAndroid Build Coastguard Worker static int mapProducer2SourceSlot(Source, int pslot); 157*38e8c45fSAndroid Build Coastguard Worker 158*38e8c45fSAndroid Build Coastguard Worker // 159*38e8c45fSAndroid Build Coastguard Worker // Immutable after construction 160*38e8c45fSAndroid Build Coastguard Worker // 161*38e8c45fSAndroid Build Coastguard Worker HWComposer& mHwc; 162*38e8c45fSAndroid Build Coastguard Worker const VirtualDisplayId mDisplayId; 163*38e8c45fSAndroid Build Coastguard Worker const std::string mDisplayName; 164*38e8c45fSAndroid Build Coastguard Worker sp<IGraphicBufferProducer> mSource[2]; // indexed by SOURCE_* 165*38e8c45fSAndroid Build Coastguard Worker uint32_t mDefaultOutputFormat; 166*38e8c45fSAndroid Build Coastguard Worker 167*38e8c45fSAndroid Build Coastguard Worker // Buffers that HWC has seen before, indexed by HWC slot number. 168*38e8c45fSAndroid Build Coastguard Worker // NOTE: The BufferQueue slot number is the same as the HWC slot number. 169*38e8c45fSAndroid Build Coastguard Worker uint64_t mHwcBufferIds[BufferQueue::NUM_BUFFER_SLOTS]; 170*38e8c45fSAndroid Build Coastguard Worker 171*38e8c45fSAndroid Build Coastguard Worker // 172*38e8c45fSAndroid Build Coastguard Worker // Inter-frame state 173*38e8c45fSAndroid Build Coastguard Worker // 174*38e8c45fSAndroid Build Coastguard Worker 175*38e8c45fSAndroid Build Coastguard Worker // To avoid buffer reallocations, we track the buffer usage and format 176*38e8c45fSAndroid Build Coastguard Worker // we used on the previous frame and use it again on the new frame. If 177*38e8c45fSAndroid Build Coastguard Worker // the composition type changes or the GPU driver starts requesting 178*38e8c45fSAndroid Build Coastguard Worker // different usage/format, we'll get a new buffer. 179*38e8c45fSAndroid Build Coastguard Worker uint32_t mOutputFormat; 180*38e8c45fSAndroid Build Coastguard Worker uint64_t mOutputUsage; 181*38e8c45fSAndroid Build Coastguard Worker 182*38e8c45fSAndroid Build Coastguard Worker // Since we present a single producer interface to the GPU driver, but 183*38e8c45fSAndroid Build Coastguard Worker // are internally muxing between the sink and scratch producers, we have 184*38e8c45fSAndroid Build Coastguard Worker // to keep track of which source last returned each producer slot from 185*38e8c45fSAndroid Build Coastguard Worker // dequeueBuffer. Each bit in mProducerSlotSource corresponds to a producer 186*38e8c45fSAndroid Build Coastguard Worker // slot. Both mProducerSlotSource and mProducerBuffers are indexed by a 187*38e8c45fSAndroid Build Coastguard Worker // "producer slot"; see the mapSlot*() functions. 188*38e8c45fSAndroid Build Coastguard Worker uint64_t mProducerSlotSource; 189*38e8c45fSAndroid Build Coastguard Worker sp<GraphicBuffer> mProducerBuffers[BufferQueueDefs::NUM_BUFFER_SLOTS]; 190*38e8c45fSAndroid Build Coastguard Worker 191*38e8c45fSAndroid Build Coastguard Worker // Need to propagate reallocation to VDS consumer. 192*38e8c45fSAndroid Build Coastguard Worker // Each bit corresponds to a producer slot. 193*38e8c45fSAndroid Build Coastguard Worker uint64_t mProducerSlotNeedReallocation; 194*38e8c45fSAndroid Build Coastguard Worker 195*38e8c45fSAndroid Build Coastguard Worker // The QueueBufferOutput with the latest info from the sink, and with the 196*38e8c45fSAndroid Build Coastguard Worker // transform hint cleared. Since we defer queueBuffer from the GPU driver 197*38e8c45fSAndroid Build Coastguard Worker // to the sink, we have to return the previous version. 198*38e8c45fSAndroid Build Coastguard Worker // Moves instead of copies are performed to avoid duplicate 199*38e8c45fSAndroid Build Coastguard Worker // FrameEventHistoryDeltas. 200*38e8c45fSAndroid Build Coastguard Worker QueueBufferOutput mQueueBufferOutput; 201*38e8c45fSAndroid Build Coastguard Worker 202*38e8c45fSAndroid Build Coastguard Worker // Details of the current sink buffer. These become valid when a buffer is 203*38e8c45fSAndroid Build Coastguard Worker // dequeued from the sink, and are used when queueing the buffer. 204*38e8c45fSAndroid Build Coastguard Worker uint32_t mSinkBufferWidth, mSinkBufferHeight; 205*38e8c45fSAndroid Build Coastguard Worker 206*38e8c45fSAndroid Build Coastguard Worker // 207*38e8c45fSAndroid Build Coastguard Worker // Intra-frame state 208*38e8c45fSAndroid Build Coastguard Worker // 209*38e8c45fSAndroid Build Coastguard Worker 210*38e8c45fSAndroid Build Coastguard Worker // Composition type and graphics buffer source for the current frame. 211*38e8c45fSAndroid Build Coastguard Worker // Valid after prepareFrame(), cleared in onFrameCommitted. 212*38e8c45fSAndroid Build Coastguard Worker CompositionType mCompositionType = CompositionType::Unknown; 213*38e8c45fSAndroid Build Coastguard Worker 214*38e8c45fSAndroid Build Coastguard Worker // mFbFence is the fence HWC should wait for before reading the framebuffer 215*38e8c45fSAndroid Build Coastguard Worker // target buffer. 216*38e8c45fSAndroid Build Coastguard Worker sp<Fence> mFbFence; 217*38e8c45fSAndroid Build Coastguard Worker 218*38e8c45fSAndroid Build Coastguard Worker // mOutputFence is the fence HWC should wait for before writing to the 219*38e8c45fSAndroid Build Coastguard Worker // output buffer. 220*38e8c45fSAndroid Build Coastguard Worker sp<Fence> mOutputFence; 221*38e8c45fSAndroid Build Coastguard Worker 222*38e8c45fSAndroid Build Coastguard Worker // Producer slot numbers for the buffers to use for HWC framebuffer target 223*38e8c45fSAndroid Build Coastguard Worker // and output. 224*38e8c45fSAndroid Build Coastguard Worker int mFbProducerSlot; 225*38e8c45fSAndroid Build Coastguard Worker int mOutputProducerSlot; 226*38e8c45fSAndroid Build Coastguard Worker 227*38e8c45fSAndroid Build Coastguard Worker // Debug only -- track the sequence of events in each frame so we can make 228*38e8c45fSAndroid Build Coastguard Worker // sure they happen in the order we expect. This class implicitly models 229*38e8c45fSAndroid Build Coastguard Worker // a state machine; this enum/variable makes it explicit. 230*38e8c45fSAndroid Build Coastguard Worker // 231*38e8c45fSAndroid Build Coastguard Worker // +-----------+-------------------+-------------+ 232*38e8c45fSAndroid Build Coastguard Worker // | State | Event || Next State | 233*38e8c45fSAndroid Build Coastguard Worker // +-----------+-------------------+-------------+ 234*38e8c45fSAndroid Build Coastguard Worker // | Idle | beginFrame || Begun | 235*38e8c45fSAndroid Build Coastguard Worker // | Begun | prepareFrame || Prepared | 236*38e8c45fSAndroid Build Coastguard Worker // | Prepared | dequeueBuffer [1] || Gpu | 237*38e8c45fSAndroid Build Coastguard Worker // | Prepared | advanceFrame [2] || Hwc | 238*38e8c45fSAndroid Build Coastguard Worker // | Gpu | queueBuffer || GpuDone | 239*38e8c45fSAndroid Build Coastguard Worker // | GpuDone | advanceFrame || Hwc | 240*38e8c45fSAndroid Build Coastguard Worker // | Hwc | onFrameCommitted || Idle | 241*38e8c45fSAndroid Build Coastguard Worker // +-----------+-------------------++------------+ 242*38e8c45fSAndroid Build Coastguard Worker // [1] CompositionType::Gpu and CompositionType::Mixed frames. 243*38e8c45fSAndroid Build Coastguard Worker // [2] CompositionType::Hwc frames. 244*38e8c45fSAndroid Build Coastguard Worker // 245*38e8c45fSAndroid Build Coastguard Worker enum class DebugState { 246*38e8c45fSAndroid Build Coastguard Worker // no buffer dequeued, don't know anything about the next frame 247*38e8c45fSAndroid Build Coastguard Worker Idle, 248*38e8c45fSAndroid Build Coastguard Worker // output buffer dequeued, framebuffer source not yet known 249*38e8c45fSAndroid Build Coastguard Worker Begun, 250*38e8c45fSAndroid Build Coastguard Worker // output buffer dequeued, framebuffer source known but not provided 251*38e8c45fSAndroid Build Coastguard Worker // to GPU yet. 252*38e8c45fSAndroid Build Coastguard Worker Prepared, 253*38e8c45fSAndroid Build Coastguard Worker // GPU driver has a buffer dequeued 254*38e8c45fSAndroid Build Coastguard Worker Gpu, 255*38e8c45fSAndroid Build Coastguard Worker // GPU driver has queued the buffer, we haven't sent it to HWC yet 256*38e8c45fSAndroid Build Coastguard Worker GpuDone, 257*38e8c45fSAndroid Build Coastguard Worker // HWC has the buffer for this frame 258*38e8c45fSAndroid Build Coastguard Worker Hwc, 259*38e8c45fSAndroid Build Coastguard Worker 260*38e8c45fSAndroid Build Coastguard Worker ftl_last = Hwc 261*38e8c45fSAndroid Build Coastguard Worker }; 262*38e8c45fSAndroid Build Coastguard Worker DebugState mDebugState = DebugState::Idle; 263*38e8c45fSAndroid Build Coastguard Worker CompositionType mDebugLastCompositionType = CompositionType::Unknown; 264*38e8c45fSAndroid Build Coastguard Worker 265*38e8c45fSAndroid Build Coastguard Worker bool mMustRecompose = false; 266*38e8c45fSAndroid Build Coastguard Worker 267*38e8c45fSAndroid Build Coastguard Worker bool mForceHwcCopy; 268*38e8c45fSAndroid Build Coastguard Worker }; 269*38e8c45fSAndroid Build Coastguard Worker 270*38e8c45fSAndroid Build Coastguard Worker } // namespace android 271