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1 /*
2  * Copyright (c) 2019-2020, The Linux Foundation. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions are
6  * met:
7     * Redistributions of source code must retain the above copyright
8       notice, this list of conditions and the following disclaimer.
9     * Redistributions in binary form must reproduce the above
10       copyright notice, this list of conditions and the following
11       disclaimer in the documentation and/or other materials provided
12       with the distribution.
13     * Neither the name of The Linux Foundation nor the names of its
14       contributors may be used to endorse or promote products derived
15       from this software without specific prior written permission.
16 
17  * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED
18  * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT
20  * ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
21  * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
24  * BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
25  * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
26  * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
27  * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28  */
29 
30 #include "gl_layer_stitch_impl.h"
31 
32 #define __CLASS__ "GLLayerStitchImpl"
33 
34 namespace sdm {
35 
36 const float kFullScreenVertices[] = {
37   -1.0f,  3.0f,
38   -1.0f, -1.0f,
39   3.0f, -1.0f
40 };
41 
42 const float kFullScreenTexCoords[] = {
43   0.0f, 2.0f,
44   0.0f, 0.0f,
45   2.0f, 0.0f
46 };
47 
48 const char *kVertexShader1 = ""
49   "#version 300 es                                                       \n"
50   "precision highp float;                                                \n"
51   "layout(location = 0) in vec2 in_pos;                                  \n"
52   "layout(location = 1) in vec2 in_uv;                                   \n"
53   "                                                                      \n"
54   "out vec2 uv;                                                          \n"
55   "                                                                      \n"
56   "void main()                                                           \n"
57   "{                                                                     \n"
58   "    gl_Position = vec4(in_pos, 0.0, 1.0);                             \n"
59   "    uv = in_uv;                                                       \n"
60   "}                                                                     \n";
61 
62 const char *kConvertRenderRGBShader = ""
63   "precision highp float;                                                \n"
64   "                                                                      \n"
65   "layout(binding = 0) uniform sampler2D u_sTexture;                     \n"
66   "                                                                      \n"
67   "in vec2 uv;                                                           \n"
68   "out vec4 color;                                                       \n"
69   "                                                                      \n"
70   "void main()                                                           \n"
71   "{                                                                     \n"
72   "    color = texture(u_sTexture, uv);                                  \n"
73   "}                                                                     \n";
74 
CreateContext(bool secure)75 int GLLayerStitchImpl::CreateContext(bool secure) {
76   ctx_.egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
77   EGL(eglBindAPI(EGL_OPENGL_ES_API));
78 
79   // Initialize current display.
80   EGL(eglInitialize(ctx_.egl_display, nullptr, nullptr));
81 
82   // Get attributes corresponing to render target.
83   // Describes Framebuffer attributes like buffer depth, color space etc;
84   EGLConfig eglConfig;
85   int numConfig = 0;
86   EGLint eglConfigAttribList[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
87                                   EGL_RED_SIZE,     8,
88                                   EGL_GREEN_SIZE,   8,
89                                   EGL_BLUE_SIZE,    8,
90                                   EGL_ALPHA_SIZE,   8,
91                                   EGL_NONE};
92   EGL(eglChooseConfig(ctx_.egl_display, eglConfigAttribList, &eglConfig, 1, &numConfig));
93 
94   // When GPU runs in protected context it can read from
95   //  - Protected sources
96   //  - UnProtected source
97   // and writes into Protected buffer.
98   // VS in UnProtected context it can read/write happen from/to Unprotected sources.
99   EGLint egl_contextAttribList[] = {EGL_CONTEXT_CLIENT_VERSION, 3,
100                                     secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
101                                     secure ? EGL_TRUE : EGL_NONE,
102                                     EGL_NONE};
103   ctx_.egl_context = eglCreateContext(ctx_.egl_display, eglConfig, NULL, egl_contextAttribList);
104 
105   // eglCreatePbufferSurface creates an off-screen pixel buffer surface and returns its handle
106   EGLint egl_surfaceAttribList[] = {EGL_WIDTH, 1,
107                                     EGL_HEIGHT, 1,
108                                     secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
109                                     secure ? EGL_TRUE : EGL_NONE,
110                                     EGL_NONE};
111   ctx_.egl_surface = eglCreatePbufferSurface(ctx_.egl_display, eglConfig, egl_surfaceAttribList);
112 
113   // eglMakeCurrent attaches rendering context to rendering surface.
114   MakeCurrent(&ctx_);
115 
116   DLOGI("Created context = %p", (void *)(&ctx_.egl_context));
117 
118   // Load Vertex and Fragment shaders.
119   const char *fragment_shaders[2] = { };
120   int count = 0;
121   const char *version = "#version 300 es\n";
122 
123   fragment_shaders[count++] = version;
124 
125   // ToDo: Add support to yuv_to_rgb shader.
126   fragment_shaders[count++] = kConvertRenderRGBShader;
127 
128   ctx_.program_id = LoadProgram(1, &kVertexShader1, count, fragment_shaders);
129 
130   SetRealTimePriority();
131 
132   return 0;
133 }
134 
Blit(const private_handle_t * src_hnd,const private_handle_t * dst_hnd,const GLRect & src_rect,const GLRect & dst_rect,const GLRect & scissor_rect,const shared_ptr<Fence> & src_acquire_fence,const shared_ptr<Fence> & dst_acquire_fence,shared_ptr<Fence> * release_fence)135 int GLLayerStitchImpl::Blit(const private_handle_t *src_hnd, const private_handle_t *dst_hnd,
136                             const GLRect &src_rect, const GLRect &dst_rect,
137                             const GLRect &scissor_rect,
138                             const shared_ptr<Fence> &src_acquire_fence,
139                             const shared_ptr<Fence> &dst_acquire_fence,
140                             shared_ptr<Fence> *release_fence) {
141   DTRACE_SCOPED();
142   // eglMakeCurrent attaches rendering context to rendering surface.
143   MakeCurrent(&ctx_);
144 
145   SetProgram(ctx_.program_id);
146 
147   ClearWithTransparency(scissor_rect);
148 
149   SetSourceBuffer(src_hnd);
150   SetDestinationBuffer(dst_hnd, dst_rect);
151 
152   glEnableVertexAttribArray(0);
153   glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenVertices);
154   glEnableVertexAttribArray(1);
155   glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenTexCoords);
156   glDrawArrays(GL_TRIANGLES, 0, 3);
157 
158   // Dst. is always guaranteed to be signaled.
159   WaitOnInputFence(src_acquire_fence);
160 
161   // Create output fence for client to wait on.
162   CreateOutputFence(release_fence);
163 
164   return 0;
165 }
166 
Init()167 int GLLayerStitchImpl::Init() {
168   return CreateContext(secure_);
169 }
170 
Deinit()171 int GLLayerStitchImpl::Deinit() {
172   MakeCurrent(&ctx_);
173   DestroyContext(&ctx_);
174 
175   return 0;
176 }
177 
ClearWithTransparency(const GLRect & scissor_rect)178 void GLLayerStitchImpl::ClearWithTransparency(const GLRect &scissor_rect) {
179   DTRACE_SCOPED();
180   GL(glScissor(scissor_rect.left, scissor_rect.top, scissor_rect.right - scissor_rect.left,
181                scissor_rect.bottom - scissor_rect.top));
182   GL(glEnable(GL_SCISSOR_TEST));
183   GL(glClearColor(0, 0, 0, 0));
184   GL(glClear(GL_COLOR_BUFFER_BIT));
185 }
186 
~GLLayerStitchImpl()187 GLLayerStitchImpl::~GLLayerStitchImpl() {}
188 
GLLayerStitchImpl(bool secure)189 GLLayerStitchImpl::GLLayerStitchImpl(bool secure) {
190   secure_ = secure;
191 }
192 
193 }  // namespace sdm
194 
195