/*
 * Copyright (C) 2007 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.
 */

#pragma once

#include <android/gui/DropInputMode.h>
#include <android/gui/ISurfaceComposerClient.h>
#include <ftl/small_map.h>
#include <gui/BufferQueue.h>
#include <gui/LayerState.h>
#include <gui/WindowInfo.h>
#include <layerproto/LayerProtoHeader.h>
#include <math/vec4.h>
#include <sys/types.h>
#include <ui/BlurRegion.h>
#include <ui/DisplayMap.h>
#include <ui/FloatRect.h>
#include <ui/FrameStats.h>
#include <ui/GraphicBuffer.h>
#include <ui/LayerStack.h>
#include <ui/PixelFormat.h>
#include <ui/Region.h>
#include <ui/StretchEffect.h>
#include <ui/Transform.h>
#include <utils/RefBase.h>
#include <utils/Timers.h>

#include <compositionengine/LayerFE.h>
#include <compositionengine/LayerFECompositionState.h>
#include <scheduler/Fps.h>
#include <scheduler/Seamlessness.h>

#include <chrono>
#include <cstdint>
#include <list>
#include <optional>
#include <vector>

#include "Client.h"
#include "DisplayHardware/HWComposer.h"
#include "FrameTracker.h"
#include "LayerFE.h"
#include "LayerVector.h"
#include "Scheduler/LayerInfo.h"
#include "SurfaceFlinger.h"
#include "Tracing/LayerTracing.h"
#include "TransactionCallbackInvoker.h"

using namespace android::surfaceflinger;

namespace android {

class Client;
class Colorizer;
class DisplayDevice;
class GraphicBuffer;
class SurfaceFlinger;

namespace compositionengine {
class OutputLayer;
struct LayerFECompositionState;
}

namespace frametimeline {
class SurfaceFrame;
} // namespace frametimeline

class Layer : public virtual RefBase {
public:
    // The following constants represent priority of the window. SF uses this information when
    // deciding which window has a priority when deciding about the refresh rate of the screen.
    // Priority 0 is considered the highest priority. -1 means that the priority is unset.
    static constexpr int32_t PRIORITY_UNSET = -1;
    // Windows that are in focus and voted for the preferred mode ID
    static constexpr int32_t PRIORITY_FOCUSED_WITH_MODE = 0;
    // // Windows that are in focus, but have not requested a specific mode ID.
    static constexpr int32_t PRIORITY_FOCUSED_WITHOUT_MODE = 1;
    // Windows that are not in focus, but voted for a specific mode ID.
    static constexpr int32_t PRIORITY_NOT_FOCUSED_WITH_MODE = 2;

    enum { // flags for doTransaction()
        eDontUpdateGeometryState = 0x00000001,
        eVisibleRegion = 0x00000002,
        eInputInfoChanged = 0x00000004
    };

    struct Geometry {
        uint32_t w;
        uint32_t h;
        ui::Transform transform;

        inline bool operator==(const Geometry& rhs) const {
            return (w == rhs.w && h == rhs.h) && (transform.tx() == rhs.transform.tx()) &&
                    (transform.ty() == rhs.transform.ty());
        }
        inline bool operator!=(const Geometry& rhs) const { return !operator==(rhs); }
    };

    using FrameRate = scheduler::LayerInfo::FrameRate;
    using FrameRateCompatibility = scheduler::FrameRateCompatibility;
    using FrameRateSelectionStrategy = scheduler::LayerInfo::FrameRateSelectionStrategy;

    struct State {
        int32_t z;
        ui::LayerStack layerStack;
        uint32_t flags;
        int32_t sequence; // changes when visible regions can change
        bool modified;
        // Crop is expressed in layer space coordinate.
        Rect crop;
        LayerMetadata metadata;
        // If non-null, a Surface this Surface's Z-order is interpreted relative to.
        wp<Layer> zOrderRelativeOf;
        bool isRelativeOf{false};

        // A list of surfaces whose Z-order is interpreted relative to ours.
        SortedVector<wp<Layer>> zOrderRelatives;
        half4 color;
        float cornerRadius;
        int backgroundBlurRadius;
        gui::WindowInfo inputInfo;
        wp<Layer> touchableRegionCrop;

        ui::Dataspace dataspace;

        uint64_t frameNumber;
        uint64_t previousFrameNumber;
        // high watermark framenumber to use to check for barriers to protect ourselves
        // from out of order transactions
        uint64_t barrierFrameNumber;
        ui::Transform transform;

        uint32_t producerId = 0;
        // high watermark producerId to use to check for barriers to protect ourselves
        // from out of order transactions
        uint32_t barrierProducerId = 0;

        uint32_t bufferTransform;
        bool transformToDisplayInverse;
        Region transparentRegionHint;
        std::shared_ptr<renderengine::ExternalTexture> buffer;
        sp<Fence> acquireFence;
        std::shared_ptr<FenceTime> acquireFenceTime;
        HdrMetadata hdrMetadata;
        Region surfaceDamageRegion;
        int32_t api;
        sp<NativeHandle> sidebandStream;
        mat4 colorTransform;
        bool hasColorTransform;
        // pointer to background color layer that, if set, appears below the buffer state layer
        // and the buffer state layer's children.  Z order will be set to
        // INT_MIN
        sp<Layer> bgColorLayer;

        // The deque of callback handles for this frame. The back of the deque contains the most
        // recent callback handle.
        std::deque<sp<CallbackHandle>> callbackHandles;
        bool colorSpaceAgnostic;
        nsecs_t desiredPresentTime = 0;
        bool isAutoTimestamp = true;

        // Length of the cast shadow. If the radius is > 0, a shadow of length shadowRadius will
        // be rendered around the layer.
        float shadowRadius;

        // Layer regions that are made of custom materials, like frosted glass
        std::vector<BlurRegion> blurRegions;

        // Priority of the layer assigned by Window Manager.
        int32_t frameRateSelectionPriority;

        // Default frame rate compatibility used to set the layer refresh rate votetype.
        FrameRateCompatibility defaultFrameRateCompatibility;
        FrameRate frameRate;

        // The combined frame rate of parents / children of this layer
        FrameRate frameRateForLayerTree;

        FrameRateSelectionStrategy frameRateSelectionStrategy;

        // Set by window manager indicating the layer and all its children are
        // in a different orientation than the display. The hint suggests that
        // the graphic producers should receive a transform hint as if the
        // display was in this orientation. When the display changes to match
        // the layer orientation, the graphic producer may not need to allocate
        // a buffer of a different size. ui::Transform::ROT_INVALID means the
        // a fixed transform hint is not set.
        ui::Transform::RotationFlags fixedTransformHint;

        // The vsync info that was used to start the transaction
        FrameTimelineInfo frameTimelineInfo;

        // When the transaction was posted
        nsecs_t postTime;
        sp<ITransactionCompletedListener> releaseBufferListener;
        // SurfaceFrame that tracks the timeline of Transactions that contain a Buffer. Only one
        // such SurfaceFrame exists because only one buffer can be presented on the layer per vsync.
        // If multiple buffers are queued, the prior ones will be dropped, along with the
        // SurfaceFrame that's tracking them.
        std::shared_ptr<frametimeline::SurfaceFrame> bufferSurfaceFrameTX;
        // A map of token(frametimelineVsyncId) to the SurfaceFrame that's tracking a transaction
        // that contains the token. Only one SurfaceFrame exisits for transactions that share the
        // same token, unless they are presented in different vsyncs.
        std::unordered_map<int64_t, std::shared_ptr<frametimeline::SurfaceFrame>>
                bufferlessSurfaceFramesTX;
        // An arbitrary threshold for the number of BufferlessSurfaceFrames in the state. Used to
        // trigger a warning if the number of SurfaceFrames crosses the threshold.
        static constexpr uint32_t kStateSurfaceFramesThreshold = 25;

        // Stretch effect to apply to this layer
        StretchEffect stretchEffect;

        // Whether or not this layer is a trusted overlay for input
        bool isTrustedOverlay;
        Rect bufferCrop;
        Rect destinationFrame;
        sp<IBinder> releaseBufferEndpoint;
        gui::DropInputMode dropInputMode;
        bool autoRefresh = false;
        bool dimmingEnabled = true;
        float currentHdrSdrRatio = 1.f;
        float desiredHdrSdrRatio = -1.f;
        gui::CachingHint cachingHint = gui::CachingHint::Enabled;
        int64_t latchedVsyncId = 0;
        bool useVsyncIdForRefreshRateSelection = false;
    };

    explicit Layer(const surfaceflinger::LayerCreationArgs& args);
    virtual ~Layer();

    static bool isLayerFocusedBasedOnPriority(int32_t priority);
    static void miniDumpHeader(std::string& result);

    // Provide unique string for each class type in the Layer hierarchy
    virtual const char* getType() const { return "Layer"; }

    // true if this layer is visible, false otherwise
    virtual bool isVisible() const;

    virtual sp<Layer> createClone();

    // Set a 2x2 transformation matrix on the layer. This transform
    // will be applied after parent transforms, but before any final
    // producer specified transform.
    bool setMatrix(const layer_state_t::matrix22_t& matrix);

    // This second set of geometry attributes are controlled by
    // setGeometryAppliesWithResize, and their default mode is to be
    // immediate. If setGeometryAppliesWithResize is specified
    // while a resize is pending, then update of these attributes will
    // be delayed until the resize completes.

    // setPosition operates in parent buffer space (pre parent-transform) or display
    // space for top-level layers.
    bool setPosition(float x, float y);
    // Buffer space
    bool setCrop(const Rect& crop);

    // TODO(b/38182121): Could we eliminate the various latching modes by
    // using the layer hierarchy?
    // -----------------------------------------------------------------------
    virtual bool setLayer(int32_t z);
    virtual bool setRelativeLayer(const sp<IBinder>& relativeToHandle, int32_t relativeZ);

    virtual bool setAlpha(float alpha);
    bool setColor(const half3& /*color*/);

    // Set rounded corner radius for this layer and its children.
    //
    // We only support 1 radius per layer in the hierarchy, where parent layers have precedence.
    // The shape of the rounded corner rectangle is specified by the crop rectangle of the layer
    // from which we inferred the rounded corner radius.
    virtual bool setCornerRadius(float cornerRadius);
    // When non-zero, everything below this layer will be blurred by backgroundBlurRadius, which
    // is specified in pixels.
    virtual bool setBackgroundBlurRadius(int backgroundBlurRadius);
    virtual bool setBlurRegions(const std::vector<BlurRegion>& effectRegions);
    bool setTransparentRegionHint(const Region& transparent);
    virtual bool setTrustedOverlay(bool);
    virtual bool setFlags(uint32_t flags, uint32_t mask);
    virtual bool setLayerStack(ui::LayerStack);
    virtual ui::LayerStack getLayerStack(
            LayerVector::StateSet state = LayerVector::StateSet::Drawing) const;

    virtual bool setMetadata(const LayerMetadata& data);
    virtual void setChildrenDrawingParent(const sp<Layer>&);
    virtual bool reparent(const sp<IBinder>& newParentHandle) REQUIRES(mFlinger->mStateLock);
    virtual bool setColorTransform(const mat4& matrix);
    virtual mat4 getColorTransform() const;
    virtual bool hasColorTransform() const;
    virtual bool isColorSpaceAgnostic() const { return mDrawingState.colorSpaceAgnostic; }
    virtual bool isDimmingEnabled() const { return getDrawingState().dimmingEnabled; }
    float getDesiredHdrSdrRatio() const { return getDrawingState().desiredHdrSdrRatio; }
    float getCurrentHdrSdrRatio() const { return getDrawingState().currentHdrSdrRatio; }
    gui::CachingHint getCachingHint() const { return getDrawingState().cachingHint; }

    bool setTransform(uint32_t /*transform*/);
    bool setTransformToDisplayInverse(bool /*transformToDisplayInverse*/);
    bool setBuffer(std::shared_ptr<renderengine::ExternalTexture>& /* buffer */,
                   const BufferData& /* bufferData */, nsecs_t /* postTime */,
                   nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/,
                   const FrameTimelineInfo& /*info*/);
    void setDesiredPresentTime(nsecs_t /*desiredPresentTime*/, bool /*isAutoTimestamp*/);
    bool setDataspace(ui::Dataspace /*dataspace*/);
    bool setExtendedRangeBrightness(float currentBufferRatio, float desiredRatio);
    bool setDesiredHdrHeadroom(float desiredRatio);
    bool setCachingHint(gui::CachingHint cachingHint);
    bool setHdrMetadata(const HdrMetadata& /*hdrMetadata*/);
    bool setSurfaceDamageRegion(const Region& /*surfaceDamage*/);
    bool setApi(int32_t /*api*/);
    bool setSidebandStream(const sp<NativeHandle>& /*sidebandStream*/,
                           const FrameTimelineInfo& /* info*/, nsecs_t /* postTime */);
    bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& /*handles*/,
                                          bool willPresent);
    virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace)
            REQUIRES(mFlinger->mStateLock);
    virtual bool setColorSpaceAgnostic(const bool agnostic);
    virtual bool setDimmingEnabled(const bool dimmingEnabled);
    virtual bool setDefaultFrameRateCompatibility(FrameRateCompatibility compatibility);
    virtual bool setFrameRateSelectionPriority(int32_t priority);
    virtual bool setFixedTransformHint(ui::Transform::RotationFlags fixedTransformHint);
    void setAutoRefresh(bool /* autoRefresh */);
    bool setDropInputMode(gui::DropInputMode);

    //  If the variable is not set on the layer, it traverses up the tree to inherit the frame
    //  rate priority from its parent.
    virtual int32_t getFrameRateSelectionPriority() const;
    //
    virtual FrameRateCompatibility getDefaultFrameRateCompatibility() const;
    //
    ui::Dataspace getDataSpace() const;

    virtual bool isFrontBuffered() const;

    virtual sp<LayerFE> getCompositionEngineLayerFE() const;
    virtual sp<LayerFE> copyCompositionEngineLayerFE() const;
    sp<LayerFE> getCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);
    sp<LayerFE> getOrCreateCompositionEngineLayerFE(const frontend::LayerHierarchy::TraversalPath&);

    const frontend::LayerSnapshot* getLayerSnapshot() const;
    frontend::LayerSnapshot* editLayerSnapshot();
    std::unique_ptr<frontend::LayerSnapshot> stealLayerSnapshot();
    void updateLayerSnapshot(std::unique_ptr<frontend::LayerSnapshot> snapshot);

    // If we have received a new buffer this frame, we will pass its surface
    // damage down to hardware composer. Otherwise, we must send a region with
    // one empty rect.
    void useSurfaceDamage();
    void useEmptyDamage();
    Region getVisibleRegion(const DisplayDevice*) const;
    void updateLastLatchTime(nsecs_t latchtime);

    /*
     * isOpaque - true if this surface is opaque
     *
     * This takes into account the buffer format (i.e. whether or not the
     * pixel format includes an alpha channel) and the "opaque" flag set
     * on the layer.  It does not examine the current plane alpha value.
     */
    bool isOpaque(const Layer::State&) const;

    /*
     * Returns whether this layer can receive input.
     */
    bool canReceiveInput() const;

    /*
     * Whether or not the layer should be considered visible for input calculations.
     */
    virtual bool isVisibleForInput() const {
        // For compatibility reasons we let layers which can receive input
        // receive input before they have actually submitted a buffer. Because
        // of this we use canReceiveInput instead of isVisible to check the
        // policy-visibility, ignoring the buffer state. However for layers with
        // hasInputInfo()==false we can use the real visibility state.
        // We are just using these layers for occlusion detection in
        // InputDispatcher, and obviously if they aren't visible they can't occlude
        // anything.
        return hasInputInfo() ? canReceiveInput() : isVisible();
    }

    /*
     * isProtected - true if the layer may contain protected contents in the
     * GRALLOC_USAGE_PROTECTED sense.
     */
    bool isProtected() const;

    /*
     * isFixedSize - true if content has a fixed size
     */
    virtual bool isFixedSize() const { return true; }

    /*
     * usesSourceCrop - true if content should use a source crop
     */
    bool usesSourceCrop() const { return hasBufferOrSidebandStream(); }

    // Most layers aren't created from the main thread, and therefore need to
    // grab the SF state lock to access HWC, but ContainerLayer does, so we need
    // to avoid grabbing the lock again to avoid deadlock
    virtual bool isCreatedFromMainThread() const { return false; }

    ui::Transform getActiveTransform(const Layer::State& s) const { return s.transform; }
    Region getActiveTransparentRegion(const Layer::State& s) const {
        return s.transparentRegionHint;
    }
    Rect getCrop(const Layer::State& s) const { return s.crop; }
    bool needsFiltering(const DisplayDevice*) const;

    // True if this layer requires filtering
    // This method is distinct from needsFiltering() in how the filter
    // requirement is computed. needsFiltering() compares displayFrame and crop,
    // where as this method transforms the displayFrame to layer-stack space
    // first. This method should be used if there is no physical display to
    // project onto when taking screenshots, as the filtering requirements are
    // different.
    // If the parent transform needs to be undone when capturing the layer, then
    // the inverse parent transform is also required.
    bool needsFilteringForScreenshots(const DisplayDevice*, const ui::Transform&) const;

    // from graphics API
    static ui::Dataspace translateDataspace(ui::Dataspace dataspace);
    void updateCloneBufferInfo();
    uint64_t mPreviousFrameNumber = 0;

    void onCompositionPresented(const DisplayDevice*,
                                const std::shared_ptr<FenceTime>& /*glDoneFence*/,
                                const std::shared_ptr<FenceTime>& /*presentFence*/,
                                const CompositorTiming&);

    // If a buffer was replaced this frame, release the former buffer
    void releasePendingBuffer(nsecs_t /*dequeueReadyTime*/);

    /*
     * latchBuffer - called each time the screen is redrawn and returns whether
     * the visible regions need to be recomputed (this is a fairly heavy
     * operation, so this should be set only if needed). Typically this is used
     * to figure out if the content or size of a surface has changed.
     */
    bool latchBuffer(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/);

    bool latchBufferImpl(bool& /*recomputeVisibleRegions*/, nsecs_t /*latchTime*/,
                         bool bgColorOnly);

    /*
     * Returns true if the currently presented buffer will be released when this layer state
     * is latched. This will return false if there is no buffer currently presented.
     */
    bool willReleaseBufferOnLatch() const;

    /*
     * Calls latchBuffer if the buffer has a frame queued and then releases the buffer.
     * This is used if the buffer is just latched and releases to free up the buffer
     * and will not be shown on screen.
     * Should only be called on the main thread.
     */
    void latchAndReleaseBuffer();

    /*
     * returns the rectangle that crops the content of the layer and scales it
     * to the layer's size.
     */
    Rect getBufferCrop() const;

    /*
     * Returns the transform applied to the buffer.
     */
    uint32_t getBufferTransform() const;

    sp<GraphicBuffer> getBuffer() const;
    const std::shared_ptr<renderengine::ExternalTexture>& getExternalTexture() const;

    /*
     * Returns if a frame is ready
     */
    bool hasReadyFrame() const;

    virtual int32_t getQueuedFrameCount() const { return 0; }

    /**
     * Returns active buffer size in the correct orientation. Buffer size is determined by undoing
     * any buffer transformations. Returns Rect::INVALID_RECT if the layer has no buffer or the
     * layer does not have a display frame and its parent is not bounded.
     */
    Rect getBufferSize(const Layer::State&) const;

    /**
     * Returns the source bounds. If the bounds are not defined, it is inferred from the
     * buffer size. Failing that, the bounds are determined from the passed in parent bounds.
     * For the root layer, this is the display viewport size.
     */
    FloatRect computeSourceBounds(const FloatRect& parentBounds) const;
    virtual FrameRate getFrameRateForLayerTree() const;

    bool getTransformToDisplayInverse() const;

    // Returns how rounded corners should be drawn for this layer.
    // A layer can override its parent's rounded corner settings if the parent's rounded
    // corner crop does not intersect with its own rounded corner crop.
    virtual frontend::RoundedCornerState getRoundedCornerState() const;

    bool hasRoundedCorners() const { return getRoundedCornerState().hasRoundedCorners(); }

    PixelFormat getPixelFormat() const;
    /**
     * Return whether this layer needs an input info. We generate InputWindowHandles for all
     * non-cursor buffered layers regardless of whether they have an InputChannel. This is to enable
     * the InputDispatcher to do PID based occlusion detection.
     */
    bool needsInputInfo() const {
        return (hasInputInfo() || hasBufferOrSidebandStream()) && !mPotentialCursor;
    }

    // Implements RefBase.
    void onFirstRef() override;

    struct BufferInfo {
        nsecs_t mDesiredPresentTime;
        std::shared_ptr<FenceTime> mFenceTime;
        sp<Fence> mFence;
        uint32_t mTransform{0};
        ui::Dataspace mDataspace{ui::Dataspace::UNKNOWN};
        Rect mCrop;
        uint32_t mScaleMode{NATIVE_WINDOW_SCALING_MODE_FREEZE};
        Region mSurfaceDamage;
        HdrMetadata mHdrMetadata;
        int mApi;
        PixelFormat mPixelFormat{PIXEL_FORMAT_NONE};
        bool mTransformToDisplayInverse{false};

        std::shared_ptr<renderengine::ExternalTexture> mBuffer;
        uint64_t mFrameNumber;
        sp<IBinder> mReleaseBufferEndpoint;

        bool mFrameLatencyNeeded{false};
        float mDesiredHdrSdrRatio = -1.f;
    };

    BufferInfo mBufferInfo;

    // implements compositionengine::LayerFE
    const compositionengine::LayerFECompositionState* getCompositionState() const;
    bool fenceHasSignaled() const;
    void onPreComposition(nsecs_t refreshStartTime);
    void onLayerDisplayed(ftl::SharedFuture<FenceResult>, ui::LayerStack layerStack,
                          std::function<FenceResult(FenceResult)>&& continuation = nullptr);

    // Tracks mLastClientCompositionFence and gets the callback handle for this layer.
    sp<CallbackHandle> findCallbackHandle();

    // Adds the future release fence to a list of fences that are used to release the
    // last presented buffer. Also keeps track of the layerstack in a list of previous
    // layerstacks that have been presented.
    void prepareReleaseCallbacks(ftl::Future<FenceResult>, ui::LayerStack layerStack);

    void setWasClientComposed(const sp<Fence>& fence) {
        mLastClientCompositionFence = fence;
        mClearClientCompositionFenceOnLayerDisplayed = false;
    }

    const char* getDebugName() const;

    bool setShadowRadius(float shadowRadius);

    // Before color management is introduced, contents on Android have to be
    // desaturated in order to match what they appears like visually.
    // With color management, these contents will appear desaturated, thus
    // needed to be saturated so that they match what they are designed for
    // visually.
    bool isLegacyDataSpace() const;

    uint32_t getTransactionFlags() const { return mTransactionFlags; }

    static bool computeTrustedPresentationState(const FloatRect& bounds,
                                                const FloatRect& sourceBounds,
                                                const Region& coveredRegion,
                                                const FloatRect& screenBounds, float,
                                                const ui::Transform&,
                                                const TrustedPresentationThresholds&);
    void updateTrustedPresentationState(const DisplayDevice* display,
                                        const frontend::LayerSnapshot* snapshot, int64_t time_in_ms,
                                        bool leaveState);

    inline bool hasTrustedPresentationListener() {
        return mTrustedPresentationListener.callbackInterface != nullptr;
    }

    // Sets the masked bits.
    void setTransactionFlags(uint32_t mask);

    // Clears and returns the masked bits.
    uint32_t clearTransactionFlags(uint32_t mask);

    FloatRect getBounds(const Region& activeTransparentRegion) const;
    FloatRect getBounds() const;
    Rect getInputBoundsInDisplaySpace(const FloatRect& insetBounds,
                                      const ui::Transform& displayTransform);

    // Compute bounds for the layer and cache the results.
    void computeBounds(FloatRect parentBounds, ui::Transform parentTransform, float shadowRadius);

    int32_t getSequence() const { return sequence; }

    // For tracing.
    // TODO: Replace with raw buffer id from buffer metadata when that becomes available.
    // GraphicBuffer::getId() does not provide a reliable global identifier. Since the traces
    // creates its tracks by buffer id and has no way of associating a buffer back to the process
    // that created it, the current implementation is only sufficient for cases where a buffer is
    // only used within a single layer.
    uint64_t getCurrentBufferId() const { return getBuffer() ? getBuffer()->getId() : 0; }

    /*
     * isSecure - true if this surface is secure, that is if it prevents
     * screenshots or VNC servers. A surface can be set to be secure by the
     * application, being secure doesn't mean the surface has DRM contents.
     */
    bool isSecure() const;

    /*
     * isHiddenByPolicy - true if this layer has been forced invisible.
     * just because this is false, doesn't mean isVisible() is true.
     * For example if this layer has no active buffer, it may not be hidden by
     * policy, but it still can not be visible.
     */
    bool isHiddenByPolicy() const;

    // True if the layer should be skipped in screenshots, screen recordings,
    // and mirroring to external or virtual displays.
    bool isInternalDisplayOverlay() const;

    ui::LayerFilter getOutputFilter() const {
        return {getLayerStack(), isInternalDisplayOverlay()};
    }

    bool isRemovedFromCurrentState() const;

    perfetto::protos::LayerProto* writeToProto(perfetto::protos::LayersProto& layersProto,
                                               uint32_t traceFlags);
    void writeCompositionStateToProto(perfetto::protos::LayerProto* layerProto,
                                      ui::LayerStack layerStack);

    // Write states that are modified by the main thread. This includes drawing
    // state as well as buffer data. This should be called in the main or tracing
    // thread.
    void writeToProtoDrawingState(perfetto::protos::LayerProto* layerInfo);
    // Write drawing or current state. If writing current state, the caller should hold the
    // external mStateLock. If writing drawing state, this function should be called on the
    // main or tracing thread.
    void writeToProtoCommonState(perfetto::protos::LayerProto* layerInfo, LayerVector::StateSet,
                                 uint32_t traceFlags = LayerTracing::TRACE_ALL);

    gui::WindowInfo::Type getWindowType() const { return mWindowType; }

    bool updateMirrorInfo(const std::deque<Layer*>& cloneRootsPendingUpdates);

    /*
     * doTransaction - process the transaction. This is a good place to figure
     * out which attributes of the surface have changed.
     */
    virtual uint32_t doTransaction(uint32_t transactionFlags);

    /*
     * Remove relative z for the layer if its relative parent is not part of the
     * provided layer tree.
     */
    void removeRelativeZ(const std::vector<Layer*>& layersInTree);

    /*
     * Remove from current state and mark for removal.
     */
    void removeFromCurrentState() REQUIRES(mFlinger->mStateLock);

    /*
     * called with the state lock from a binder thread when the layer is
     * removed from the current list to the pending removal list
     */
    void onRemovedFromCurrentState() REQUIRES(mFlinger->mStateLock);

    /*
     * Called when the layer is added back to the current state list.
     */
    void addToCurrentState();

    /*
     * Sets display transform hint on BufferLayerConsumer.
     */
    void updateTransformHint(ui::Transform::RotationFlags);
    inline const State& getDrawingState() const { return mDrawingState; }
    inline State& getDrawingState() { return mDrawingState; }

    void miniDumpLegacy(std::string& result, const DisplayDevice&) const;
    void miniDump(std::string& result, const frontend::LayerSnapshot&, const DisplayDevice&) const;
    void dumpFrameStats(std::string& result) const;
    void dumpOffscreenDebugInfo(std::string& result) const;
    void clearFrameStats();
    void logFrameStats();
    void getFrameStats(FrameStats* outStats) const;
    void onDisconnect();

    ui::Transform getTransform() const;
    bool isTransformValid() const;

    // Returns the Alpha of the Surface, accounting for the Alpha
    // of parent Surfaces in the hierarchy (alpha's will be multiplied
    // down the hierarchy).
    half getAlpha() const;
    half4 getColor() const;
    int32_t getBackgroundBlurRadius() const;
    bool drawShadows() const { return mEffectiveShadowRadius > 0.f; };

    // Returns the transform hint set by Window Manager on the layer or one of its parents.
    // This traverses the current state because the data is needed when creating
    // the layer(off drawing thread) and the hint should be available before the producer
    // is ready to acquire a buffer.
    ui::Transform::RotationFlags getFixedTransformHint() const;

    /**
     * Traverse this layer and it's hierarchy of children directly. Unlike traverseInZOrder
     * which will not emit children who have relativeZOrder to another layer, this method
     * just directly emits all children. It also emits them in no particular order.
     * So this method is not suitable for graphical operations, as it doesn't represent
     * the scene state, but it's also more efficient than traverseInZOrder and so useful for
     * book-keeping.
     */
    void traverse(LayerVector::StateSet, const LayerVector::Visitor&);
    void traverseInReverseZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
    void traverseInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);
    void traverseChildren(const LayerVector::Visitor&);

    /**
     * Traverse only children in z order, ignoring relative layers that are not children of the
     * parent.
     */
    void traverseChildrenInZOrder(LayerVector::StateSet, const LayerVector::Visitor&);

    size_t getDescendantCount() const;
    size_t getChildrenCount() const { return mDrawingChildren.size(); }
    bool isHandleAlive() const { return mHandleAlive; }
    bool onHandleDestroyed() { return mHandleAlive = false; }

    // ONLY CALL THIS FROM THE LAYER DTOR!
    // See b/141111965.  We need to add current children to offscreen layers in
    // the layer dtor so as not to dangle layers.  Since the layer has not
    // committed its transaction when the layer is destroyed, we must add
    // current children.  This is safe in the dtor as we will no longer update
    // the current state, but should not be called anywhere else!
    LayerVector& getCurrentChildren() { return mCurrentChildren; }

    void addChild(const sp<Layer>&);
    // Returns index if removed, or negative value otherwise
    // for symmetry with Vector::remove
    ssize_t removeChild(const sp<Layer>& layer);
    sp<Layer> getParent() const { return mCurrentParent.promote(); }

    // Should be called with the surfaceflinger statelock held
    bool isAtRoot() const { return mIsAtRoot; }
    void setIsAtRoot(bool isAtRoot) { mIsAtRoot = isAtRoot; }

    bool hasParent() const { return getParent() != nullptr; }
    Rect getScreenBounds(bool reduceTransparentRegion = true) const;
    bool setChildLayer(const sp<Layer>& childLayer, int32_t z);
    bool setChildRelativeLayer(const sp<Layer>& childLayer,
            const sp<IBinder>& relativeToHandle, int32_t relativeZ);

    // Copy the current list of children to the drawing state. Called by
    // SurfaceFlinger to complete a transaction.
    void commitChildList();
    int32_t getZ(LayerVector::StateSet) const;

    /**
     * Returns the cropped buffer size or the layer crop if the layer has no buffer. Return
     * INVALID_RECT if the layer has no buffer and no crop.
     * A layer with an invalid buffer size and no crop is considered to be boundless. The layer
     * bounds are constrained by its parent bounds.
     */
    Rect getCroppedBufferSize(const Layer::State& s) const;

    bool setFrameRate(FrameRate::FrameRateVote);
    bool setFrameRateCategory(FrameRateCategory, bool smoothSwitchOnly);

    bool setFrameRateSelectionStrategy(FrameRateSelectionStrategy);

    virtual void setFrameTimelineInfoForBuffer(const FrameTimelineInfo& /*info*/) {}
    void setFrameTimelineVsyncForBufferTransaction(const FrameTimelineInfo& info, nsecs_t postTime);
    void setFrameTimelineVsyncForBufferlessTransaction(const FrameTimelineInfo& info,
                                                       nsecs_t postTime);

    void addSurfaceFrameDroppedForBuffer(std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame,
                                         nsecs_t dropTime);
    void addSurfaceFramePresentedForBuffer(
            std::shared_ptr<frametimeline::SurfaceFrame>& surfaceFrame, nsecs_t acquireFenceTime,
            nsecs_t currentLatchTime);

    std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForTransaction(
            const FrameTimelineInfo& info, nsecs_t postTime);
    std::shared_ptr<frametimeline::SurfaceFrame> createSurfaceFrameForBuffer(
            const FrameTimelineInfo& info, nsecs_t queueTime, std::string debugName);
    void setFrameTimelineVsyncForSkippedFrames(const FrameTimelineInfo& info, nsecs_t postTime,
                                               std::string debugName);

    bool setTrustedPresentationInfo(TrustedPresentationThresholds const& thresholds,
                                    TrustedPresentationListener const& listener);

    // Creates a new handle each time, so we only expect
    // this to be called once.
    sp<IBinder> getHandle();
    const std::string& getName() const { return mName; }
    bool getPremultipledAlpha() const;
    void setInputInfo(const gui::WindowInfo& info);

    struct InputDisplayArgs {
        const ui::Transform* transform = nullptr;
        bool isSecure = false;
    };
    gui::WindowInfo fillInputInfo(const InputDisplayArgs& displayArgs);

    /**
     * Returns whether this layer has an explicitly set input-info.
     */
    bool hasInputInfo() const;

    // Sets the gui::GameMode for the tree rooted at this layer. A layer in the tree inherits this
    // gui::GameMode unless it (or an ancestor) has GAME_MODE_METADATA.
    void setGameModeForTree(gui::GameMode);

    void setGameMode(gui::GameMode gameMode) { mGameMode = gameMode; }
    gui::GameMode getGameMode() const { return mGameMode; }

    virtual uid_t getOwnerUid() const { return mOwnerUid; }

    pid_t getOwnerPid() { return mOwnerPid; }

    int32_t getOwnerAppId() { return mOwnerAppId; }

    // This layer is not a clone, but it's the parent to the cloned hierarchy. The
    // variable mClonedChild represents the top layer that will be cloned so this
    // layer will be the parent of mClonedChild.
    // The layers in the cloned hierarchy will match the lifetime of the real layers. That is
    // if the real layer is destroyed, then the clone layer will also be destroyed.
    sp<Layer> mClonedChild;
    bool mHadClonedChild = false;
    void setClonedChild(const sp<Layer>& mClonedChild);

    mutable bool contentDirty{false};
    Region surfaceDamageRegion;

    // True when the surfaceDamageRegion is recognized as a small area update.
    bool mSmallDirty{false};
    // Used to check if mUsedVsyncIdForRefreshRateSelection should be expired when it stop updating.
    nsecs_t mMaxTimeForUseVsyncId = 0;
    // True when DrawState.useVsyncIdForRefreshRateSelection previously set to true during updating
    // buffer.
    bool mUsedVsyncIdForRefreshRateSelection{false};

    // Layer serial number.  This gives layers an explicit ordering, so we
    // have a stable sort order when their layer stack and Z-order are
    // the same.
    const int32_t sequence;

    bool mPendingHWCDestroy{false};

    bool backpressureEnabled() const {
        return mDrawingState.flags & layer_state_t::eEnableBackpressure;
    }

    bool setStretchEffect(const StretchEffect& effect);
    StretchEffect getStretchEffect() const;

    bool setBufferCrop(const Rect& /* bufferCrop */);
    bool setDestinationFrame(const Rect& /* destinationFrame */);
    // See mPendingBufferTransactions
    void decrementPendingBufferCount();
    std::atomic<int32_t>* getPendingBufferCounter() { return &mPendingBufferTransactions; }
    std::string getPendingBufferCounterName() { return mBlastTransactionName; }
    bool updateGeometry();

    bool isSimpleBufferUpdate(const layer_state_t& s) const;

    static bool isOpaqueFormat(PixelFormat format);

    // Updates the LayerSnapshot. This must be called prior to sending layer data to
    // CompositionEngine or RenderEngine (i.e. before calling CompositionEngine::present or
    // LayerFE::prepareClientComposition).
    //
    // TODO(b/238781169) Remove direct calls to RenderEngine::drawLayers that don't go through
    // CompositionEngine to create a single path for composing layers.
    void updateSnapshot(bool updateGeometry);
    void updateChildrenSnapshots(bool updateGeometry);
    void updateMetadataSnapshot(const LayerMetadata& parentMetadata);
    void updateRelativeMetadataSnapshot(const LayerMetadata& relativeLayerMetadata,
                                        std::unordered_set<Layer*>& visited);
    sp<Layer> getClonedFrom() const {
        return mClonedFrom != nullptr ? mClonedFrom.promote() : nullptr;
    }
    bool isClone() { return mClonedFrom != nullptr; }

    bool willPresentCurrentTransaction() const;

    void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
                                   const sp<GraphicBuffer>& buffer, uint64_t framenumber,
                                   const sp<Fence>& releaseFence);
    bool setFrameRateForLayerTreeLegacy(FrameRate, nsecs_t now);
    bool setFrameRateForLayerTree(FrameRate, const scheduler::LayerProps&, nsecs_t now);
    void recordLayerHistoryBufferUpdate(const scheduler::LayerProps&, nsecs_t now);
    void recordLayerHistoryAnimationTx(const scheduler::LayerProps&, nsecs_t now);
    auto getLayerProps() const {
        return scheduler::LayerProps{.visible = isVisible(),
                                     .bounds = getBounds(),
                                     .transform = getTransform(),
                                     .setFrameRateVote = getFrameRateForLayerTree(),
                                     .frameRateSelectionPriority = getFrameRateSelectionPriority(),
                                     .isSmallDirty = mSmallDirty,
                                     .isFrontBuffered = isFrontBuffered()};
    };
    bool hasBuffer() const { return mBufferInfo.mBuffer != nullptr; }
    void setTransformHint(std::optional<ui::Transform::RotationFlags> transformHint) {
        mTransformHint = transformHint;
    }
    void commitTransaction();
    // Keeps track of the previously presented layer stacks. This is used to get
    // the release fences from the correct displays when we release the last buffer
    // from the layer.
    std::vector<ui::LayerStack> mPreviouslyPresentedLayerStacks;

    struct FenceAndContinuation {
        ftl::SharedFuture<FenceResult> future;
        std::function<FenceResult(FenceResult)> continuation;

        ftl::SharedFuture<FenceResult> chain() const {
            if (continuation) {
                return ftl::Future(future).then(continuation).share();
            } else {
                return future;
            }
        }
    };
    std::vector<FenceAndContinuation> mPreviousReleaseFenceAndContinuations;

    // Release fences for buffers that have not yet received a release
    // callback. A release callback may not be given when capturing
    // screenshots asynchronously. There may be no buffer update for the
    // layer, but the layer will still be composited on the screen in every
    // frame. Kepping track of these fences ensures that they are not dropped
    // and can be dispatched to the client at a later time. Older fences are
    // dropped when a layer stack receives a new fence.
    // TODO(b/300533018): Track fence per multi-instance RenderEngine
    ftl::SmallMap<ui::LayerStack, ftl::Future<FenceResult>, ui::kDisplayCapacity>
            mAdditionalPreviousReleaseFences;

    // Exposed so SurfaceFlinger can assert that it's held
    const sp<SurfaceFlinger> mFlinger;

    // Check if the damage region is a small dirty.
    void setIsSmallDirty(const Region& damageRegion, const ui::Transform& layerToDisplayTransform);
    void setIsSmallDirty(frontend::LayerSnapshot* snapshot);

protected:
    // For unit tests
    friend class TestableSurfaceFlinger;
    friend class FpsReporterTest;
    friend class RefreshRateSelectionTest;
    friend class SetFrameRateTest;
    friend class TransactionFrameTracerTest;
    friend class TransactionSurfaceFrameTest;

    void preparePerFrameCompositionState();
    void preparePerFrameBufferCompositionState();
    void preparePerFrameEffectsCompositionState();
    void gatherBufferInfo();
    void onSurfaceFrameCreated(const std::shared_ptr<frametimeline::SurfaceFrame>&);

    bool isClonedFromAlive() { return getClonedFrom() != nullptr; }

    void cloneDrawingState(const Layer* from);
    void updateClonedDrawingState(std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
    void updateClonedChildren(const sp<Layer>& mirrorRoot,
                              std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
    void updateClonedRelatives(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);
    void addChildToDrawing(const sp<Layer>&);
    void updateClonedInputInfo(const std::map<sp<Layer>, sp<Layer>>& clonedLayersMap);

    void prepareBasicGeometryCompositionState();
    void prepareGeometryCompositionState();
    void prepareCursorCompositionState();

    uint32_t getEffectiveUsage(uint32_t usage) const;

    /**
     * Setup rounded corners coordinates of this layer, taking into account the layer bounds and
     * crop coordinates, transforming them into layer space.
     */
    void setupRoundedCornersCropCoordinates(Rect win, const FloatRect& roundedCornersCrop) const;
    void setParent(const sp<Layer>&);
    LayerVector makeTraversalList(LayerVector::StateSet, bool* outSkipRelativeZUsers);
    void addZOrderRelative(const wp<Layer>& relative);
    void removeZOrderRelative(const wp<Layer>& relative);
    compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
    compositionengine::OutputLayer* findOutputLayerForDisplay(
            const DisplayDevice*, const frontend::LayerHierarchy::TraversalPath& path) const;
    bool usingRelativeZ(LayerVector::StateSet) const;

    virtual ui::Transform getInputTransform() const;
    /**
     * Get the bounds in layer space within which this layer can receive input.
     *
     * These bounds are used to:
     * - Determine the input frame for the layer to be used for occlusion detection; and
     * - Determine the coordinate space within which the layer will receive input. The top-left of
     *   this rect will be the origin of the coordinate space that the input events sent to the
     *   layer will be in (prior to accounting for surface insets).
     *
     * The layer can still receive touch input if these bounds are invalid if
     * "replaceTouchableRegionWithCrop" is specified. In this case, the layer will receive input
     * in this layer's space, regardless of the specified crop layer.
     */
    std::pair<FloatRect, bool> getInputBounds(bool fillParentBounds) const;

    bool mPremultipliedAlpha{true};
    const std::string mName;
    const std::string mTransactionName{"TX - " + mName};

    // These are only accessed by the main thread or the tracing thread.
    State mDrawingState;

    TrustedPresentationThresholds mTrustedPresentationThresholds;
    TrustedPresentationListener mTrustedPresentationListener;
    bool mLastComputedTrustedPresentationState = false;
    bool mLastReportedTrustedPresentationState = false;
    int64_t mEnteredTrustedPresentationStateTime = -1;

    uint32_t mTransactionFlags{0};
    // Updated in doTransaction, used to track the last sequence number we
    // committed. Currently this is really only used for updating visible
    // regions.
    int32_t mLastCommittedTxSequence = -1;

    // Timestamp history for UIAutomation. Thread safe.
    FrameTracker mFrameTracker;

    // main thread
    sp<NativeHandle> mSidebandStream;
    // False if the buffer and its contents have been previously used for GPU
    // composition, true otherwise.
    bool mIsActiveBufferUpdatedForGpu = true;

    // We encode unset as -1.
    std::atomic<uint64_t> mCurrentFrameNumber{0};
    // Whether filtering is needed b/c of the drawingstate
    bool mNeedsFiltering{false};

    std::atomic<bool> mRemovedFromDrawingState{false};

    // page-flip thread (currently main thread)
    bool mProtectedByApp{false}; // application requires protected path to external sink

    // protected by mLock
    mutable Mutex mLock;

    const wp<Client> mClientRef;

    // This layer can be a cursor on some displays.
    bool mPotentialCursor{false};

    LayerVector mCurrentChildren{LayerVector::StateSet::Current};
    LayerVector mDrawingChildren{LayerVector::StateSet::Drawing};

    wp<Layer> mCurrentParent;
    wp<Layer> mDrawingParent;

    // Window types from WindowManager.LayoutParams
    const gui::WindowInfo::Type mWindowType;

    // The owner of the layer. If created from a non system process, it will be the calling uid.
    // If created from a system process, the value can be passed in.
    uid_t mOwnerUid;

    // The owner pid of the layer. If created from a non system process, it will be the calling pid.
    // If created from a system process, the value can be passed in.
    pid_t mOwnerPid;

    int32_t mOwnerAppId;

    // Keeps track of the time SF latched the last buffer from this layer.
    // Used in buffer stuffing analysis in FrameTimeline.
    nsecs_t mLastLatchTime = 0;

    mutable bool mDrawingStateModified = false;

    sp<Fence> mLastClientCompositionFence;
    bool mClearClientCompositionFenceOnLayerDisplayed = false;
private:
    // Range of uids allocated for a user.
    // This value is taken from android.os.UserHandle#PER_USER_RANGE.
    static constexpr int32_t PER_USER_RANGE = 100000;

    friend class SlotGenerationTest;
    friend class TransactionFrameTracerTest;
    friend class TransactionSurfaceFrameTest;

    bool getAutoRefresh() const { return mDrawingState.autoRefresh; }
    bool getSidebandStreamChanged() const { return mSidebandStreamChanged; }

    std::atomic<bool> mSidebandStreamChanged{false};

    // Returns true if the layer can draw shadows on its border.
    virtual bool canDrawShadows() const { return true; }

    aidl::android::hardware::graphics::composer3::Composition getCompositionType(
            const DisplayDevice&) const;
    aidl::android::hardware::graphics::composer3::Composition getCompositionType(
            const compositionengine::OutputLayer*) const;
    /**
     * Returns an unsorted vector of all layers that are part of this tree.
     * That includes the current layer and all its descendants.
     */
    std::vector<Layer*> getLayersInTree(LayerVector::StateSet);
    /**
     * Traverses layers that are part of this tree in the correct z order.
     * layersInTree must be sorted before calling this method.
     */
    void traverseChildrenInZOrderInner(const std::vector<Layer*>& layersInTree,
                                       LayerVector::StateSet, const LayerVector::Visitor&);
    LayerVector makeChildrenTraversalList(LayerVector::StateSet,
                                          const std::vector<Layer*>& layersInTree);

    void updateTreeHasFrameRateVote();
    bool propagateFrameRateForLayerTree(FrameRate parentFrameRate, bool overrideChildren,
                                        bool* transactionNeeded);
    void setZOrderRelativeOf(const wp<Layer>& relativeOf);
    bool isTrustedOverlay() const;
    gui::DropInputMode getDropInputMode() const;
    void handleDropInputMode(gui::WindowInfo& info) const;

    // Find the root of the cloned hierarchy, this means the first non cloned parent.
    // This will return null if first non cloned parent is not found.
    sp<Layer> getClonedRoot();

    // Finds the top most layer in the hierarchy. This will find the root Layer where the parent is
    // null.
    sp<Layer> getRootLayer();

    // Fills in the touch occlusion mode of the first parent (including this layer) that
    // hasInputInfo() or no-op if no such parent is found.
    void fillTouchOcclusionMode(gui::WindowInfo& info);

    // Fills in the frame and transform info for the gui::WindowInfo.
    void fillInputFrameInfo(gui::WindowInfo&, const ui::Transform& screenToDisplay);

    inline void tracePendingBufferCount(int32_t pendingBuffers);

    // Latch sideband stream and returns true if the dirty region should be updated.
    bool latchSidebandStream(bool& recomputeVisibleRegions);

    bool hasFrameUpdate() const;

    void updateTexImage(nsecs_t latchTime, bool bgColorOnly = false);

    // Crop that applies to the buffer
    Rect computeBufferCrop(const State& s);

    void callReleaseBufferCallback(const sp<ITransactionCompletedListener>& listener,
                                   const sp<GraphicBuffer>& buffer, uint64_t framenumber,
                                   const sp<Fence>& releaseFence,
                                   uint32_t currentMaxAcquiredBufferCount);

    // Returns true if the transformed buffer size does not match the layer size and we need
    // to apply filtering.
    bool bufferNeedsFiltering() const;

    // Returns true if there is a valid color to fill.
    bool fillsColor() const;
    // Returns true if this layer has a blur value.
    bool hasBlur() const;
    bool hasEffect() const { return fillsColor() || drawShadows() || hasBlur(); }
    bool hasBufferOrSidebandStream() const {
        return ((mSidebandStream != nullptr) || (mBufferInfo.mBuffer != nullptr));
    }

    bool hasBufferOrSidebandStreamInDrawing() const {
        return ((mDrawingState.sidebandStream != nullptr) || (mDrawingState.buffer != nullptr));
    }

    bool hasSomethingToDraw() const { return hasEffect() || hasBufferOrSidebandStream(); }

    // Fills the provided vector with the currently available JankData and removes the processed
    // JankData from the pending list.
    void transferAvailableJankData(const std::deque<sp<CallbackHandle>>& handles,
                                   std::vector<JankData>& jankData);

    bool shouldOverrideChildrenFrameRate() const {
        return getDrawingState().frameRateSelectionStrategy ==
                FrameRateSelectionStrategy::OverrideChildren;
    }

    bool shouldPropagateFrameRate() const {
        return getDrawingState().frameRateSelectionStrategy != FrameRateSelectionStrategy::Self;
    }

    // Cached properties computed from drawing state
    // Effective transform taking into account parent transforms and any parent scaling, which is
    // a transform from the current layer coordinate space to display(screen) coordinate space.
    ui::Transform mEffectiveTransform;

    // Bounds of the layer before any transformation is applied and before it has been cropped
    // by its parents.
    FloatRect mSourceBounds;

    // Bounds of the layer in layer space. This is the mSourceBounds cropped by its layer crop and
    // its parent bounds.
    FloatRect mBounds;

    // Layer bounds in screen space.
    FloatRect mScreenBounds;

    bool mGetHandleCalled = false;

    // The current layer is a clone of mClonedFrom. This means that this layer will update it's
    // properties based on mClonedFrom. When mClonedFrom latches a new buffer for BufferLayers,
    // this layer will update it's buffer. When mClonedFrom updates it's drawing state, children,
    // and relatives, this layer will update as well.
    wp<Layer> mClonedFrom;

    // The inherited shadow radius after taking into account the layer hierarchy. This is the
    // final shadow radius for this layer. If a shadow is specified for a layer, then effective
    // shadow radius is the set shadow radius, otherwise its the parent's shadow radius.
    float mEffectiveShadowRadius = 0.f;

    // Game mode for the layer. Set by WindowManagerShell and recorded by SurfaceFlingerStats.
    gui::GameMode mGameMode = gui::GameMode::Unsupported;

    // A list of regions on this layer that should have blurs.
    const std::vector<BlurRegion> getBlurRegions() const;

    bool mIsAtRoot = false;

    uint32_t mLayerCreationFlags;

    bool findInHierarchy(const sp<Layer>&);

    void setTransformHintLegacy(ui::Transform::RotationFlags);
    void releasePreviousBuffer();
    void resetDrawingStateBufferInfo();

    // Transform hint provided to the producer. This must be accessed holding
    // the mStateLock.
    ui::Transform::RotationFlags mTransformHintLegacy = ui::Transform::ROT_0;
    std::optional<ui::Transform::RotationFlags> mTransformHint = std::nullopt;

    ReleaseCallbackId mPreviousReleaseCallbackId = ReleaseCallbackId::INVALID_ID;
    sp<IBinder> mPreviousReleaseBufferEndpoint;

    bool mReleasePreviousBuffer = false;

    // Stores the last set acquire fence signal time used to populate the callback handle's acquire
    // time.
    std::variant<nsecs_t, sp<Fence>> mCallbackHandleAcquireTimeOrFence = -1;

    std::deque<std::shared_ptr<android::frametimeline::SurfaceFrame>> mPendingJankClassifications;
    // An upper bound on the number of SurfaceFrames in the pending classifications deque.
    static constexpr int kPendingClassificationMaxSurfaceFrames = 50;

    const std::string mBlastTransactionName{"BufferTX - " + mName};
    // This integer is incremented everytime a buffer arrives at the server for this layer,
    // and decremented when a buffer is dropped or latched. When changed the integer is exported
    // to systrace with ATRACE_INT and mBlastTransactionName. This way when debugging perf it is
    // possible to see when a buffer arrived at the server, and in which frame it latched.
    //
    // You can understand the trace this way:
    //     - If the integer increases, a buffer arrived at the server.
    //     - If the integer decreases in latchBuffer, that buffer was latched
    //     - If the integer decreases in setBuffer or doTransaction, a buffer was dropped
    std::atomic<int32_t> mPendingBufferTransactions{0};

    // Contains requested position and matrix updates. This will be applied if the client does
    // not specify a destination frame.
    ui::Transform mRequestedTransform;

    sp<LayerFE> mLegacyLayerFE;
    std::vector<std::pair<frontend::LayerHierarchy::TraversalPath, sp<LayerFE>>> mLayerFEs;
    std::unique_ptr<frontend::LayerSnapshot> mSnapshot =
            std::make_unique<frontend::LayerSnapshot>();
    bool mHandleAlive = false;
};

std::ostream& operator<<(std::ostream& stream, const Layer::FrameRate& rate);

} // namespace android
