1 // Copyright (C) 2015 The Android Open Source Project 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef TEXTURE_DRAW_H 16 #define TEXTURE_DRAW_H 17 18 #include <EGL/egl.h> 19 #include <EGL/eglext.h> 20 #include <GLES2/gl2.h> 21 #include "Hwc2.h" 22 #include "base/Lock.h" 23 24 #include <vector> 25 26 // Helper class used to draw a simple texture to the current framebuffer. 27 // Usage is pretty simple: 28 // 29 // 1) Create a TextureDraw instance. 30 // 31 // 2) Each time you want to draw a texture, call draw(texture, rotation), 32 // where |texture| is the name of a GLES 2.x texture object, and 33 // |rotation| is an angle in degrees describing the clockwise rotation 34 // in the GL y-upwards coordinate space. This function fills the whole 35 // framebuffer with texture content. 36 // 37 class TextureDraw { 38 public: 39 TextureDraw(); 40 ~TextureDraw(); 41 42 // Fill the current framebuffer with the content of |texture|, which must 43 // be the name of a GLES 2.x texture object. |rotationDegrees| is a 44 // clockwise rotation angle in degrees (clockwise in the GL Y-upwards 45 // coordinate space; only supported values are 0, 90, 180, 270). |dx,dy| is 46 // the translation of the image towards the origin. draw(GLuint texture,float rotationDegrees,float dx,float dy)47 bool draw(GLuint texture, float rotationDegrees, float dx, float dy) { 48 return drawImpl(texture, rotationDegrees, dx, dy, false); 49 } 50 // Same as 'draw()', but if an overlay has been provided, that overlay is 51 // drawn on top of everything else. drawWithOverlay(GLuint texture,float rotationDegrees,float dx,float dy)52 bool drawWithOverlay(GLuint texture, float rotationDegrees, float dx, float dy) { 53 return drawImpl(texture, rotationDegrees, dx, dy, true); 54 } 55 56 void setScreenMask(int width, int height, const unsigned char* rgbaData); 57 void drawLayer(ComposeLayer* l, int frameWidth, int frameHeight, 58 int cbWidth, int cbHeight, GLuint texture); 59 void prepareForDrawLayer(); 60 void cleanupForDrawLayer(); 61 62 private: 63 bool drawImpl(GLuint texture, float rotationDegrees, float dx, float dy, bool wantOverlay); 64 65 GLuint mVertexShader; 66 GLuint mFragmentShader; 67 GLuint mProgram; 68 GLint mAlpha; 69 GLint mComposeMode; 70 GLint mColor; 71 GLint mCoordTranslation; 72 GLint mCoordScale; 73 GLint mPositionSlot; 74 GLint mInCoordSlot; 75 GLint mScaleSlot; 76 GLint mTextureSlot; 77 GLint mTranslationSlot; 78 GLuint mVertexBuffer; 79 GLuint mIndexBuffer; 80 81 android::base::Lock mMaskLock; 82 GLuint mMaskTexture; 83 int mMaskWidth; 84 int mMaskHeight; 85 // The size of the mMaskPixels. If the new mask is smaller than this size, we won't 86 // allocate new memory for mMaskPixels. 87 int mMaskTextureWidth; 88 int mMaskTextureHeight; 89 bool mHaveNewMask; 90 bool mMaskIsValid; 91 bool mShouldReallocateTexture; 92 // The size of mMaskPixels are always of size mMaskWidth * mMaskHeight * 4 bytes 93 std::vector<unsigned char> mMaskPixels; 94 bool mBlendResetNeeded = false; 95 }; 96 97 #endif // TEXTURE_DRAW_H 98