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1 /*
2  * Copyright 2018 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #define ATRACE_TAG ATRACE_TAG_GRAPHICS
18 
19 #include "GLFramebuffer.h"
20 
21 #include <GLES/gl.h>
22 #include <GLES/glext.h>
23 #include <GLES2/gl2ext.h>
24 #include <GLES3/gl3.h>
25 #include <gui/DebugEGLImageTracker.h>
26 #include <nativebase/nativebase.h>
27 #include <utils/Trace.h>
28 #include "GLESRenderEngine.h"
29 
30 namespace android {
31 namespace renderengine {
32 namespace gl {
33 
GLFramebuffer(GLESRenderEngine & engine)34 GLFramebuffer::GLFramebuffer(GLESRenderEngine& engine)
35       : mEngine(engine), mEGLDisplay(engine.getEGLDisplay()), mEGLImage(EGL_NO_IMAGE_KHR) {
36     glGenTextures(1, &mTextureName);
37     glGenFramebuffers(1, &mFramebufferName);
38 }
39 
~GLFramebuffer()40 GLFramebuffer::~GLFramebuffer() {
41     setNativeWindowBuffer(nullptr, false, false);
42     glDeleteFramebuffers(1, &mFramebufferName);
43     glDeleteTextures(1, &mTextureName);
44 }
45 
setNativeWindowBuffer(ANativeWindowBuffer * nativeBuffer,bool isProtected,const bool useFramebufferCache)46 bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
47                                           const bool useFramebufferCache) {
48     ATRACE_CALL();
49     if (mEGLImage != EGL_NO_IMAGE_KHR) {
50         if (!usingFramebufferCache) {
51             eglDestroyImageKHR(mEGLDisplay, mEGLImage);
52             DEBUG_EGL_IMAGE_TRACKER_DESTROY();
53         }
54         mEGLImage = EGL_NO_IMAGE_KHR;
55         mBufferWidth = 0;
56         mBufferHeight = 0;
57     }
58 
59     if (nativeBuffer) {
60         mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected,
61                                                            useFramebufferCache);
62         if (mEGLImage == EGL_NO_IMAGE_KHR) {
63             return false;
64         }
65         usingFramebufferCache = useFramebufferCache;
66         mBufferWidth = nativeBuffer->width;
67         mBufferHeight = nativeBuffer->height;
68     }
69     return true;
70 }
71 
allocateBuffers(uint32_t width,uint32_t height,void * data)72 void GLFramebuffer::allocateBuffers(uint32_t width, uint32_t height, void* data) {
73     ATRACE_CALL();
74 
75     glBindTexture(GL_TEXTURE_2D, mTextureName);
76     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
77     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
78     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
79     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
80     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
81 
82     mBufferHeight = height;
83     mBufferWidth = width;
84     mEngine.checkErrors("Allocating Fbo texture");
85 
86     bind();
87     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextureName, 0);
88     mStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
89     unbind();
90     glBindTexture(GL_TEXTURE_2D, 0);
91 
92     if (mStatus != GL_FRAMEBUFFER_COMPLETE) {
93         ALOGE("Frame buffer is not complete. Error %d", mStatus);
94     }
95 }
96 
bind() const97 void GLFramebuffer::bind() const {
98     glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName);
99 }
100 
bindAsReadBuffer() const101 void GLFramebuffer::bindAsReadBuffer() const {
102     glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferName);
103 }
104 
bindAsDrawBuffer() const105 void GLFramebuffer::bindAsDrawBuffer() const {
106     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferName);
107 }
108 
unbind() const109 void GLFramebuffer::unbind() const {
110     glBindFramebuffer(GL_FRAMEBUFFER, 0);
111 }
112 
113 } // namespace gl
114 } // namespace renderengine
115 } // namespace android
116