/* * Copyright (C) 2015 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. */ #include "TextureResize.h" #include #include #include #include #include #include #include #include "OpenGLESDispatch/DispatchTables.h" #include "aemu/base/synchronization/Lock.h" #include "host-common/logging.h" #include "host-common/misc.h" #include "host-common/opengl/misc.h" namespace gfxstream { namespace gl { // #define V(...) VERBOSE_PRINT(gles,__VA_ARGS__) #define V(...) #define MAX_FACTOR_POWER 4 static const char kCommonShaderSource[] = "precision mediump float;\n" "varying vec2 vUV00, vUV01;\n" "#if FACTOR > 2\n" "varying vec2 vUV02, vUV03;\n" "#if FACTOR > 4\n" "varying vec2 vUV04, vUV05, vUV06, vUV07;\n" "#if FACTOR > 8\n" "varying vec2 vUV08, vUV09, vUV10, vUV11, vUV12, vUV13, vUV14, vUV15;\n" "#endif\n" "#endif\n" "#endif\n"; static const char kVertexShaderSource[] = "attribute vec2 aPosition;\n" "void main() {\n" " gl_Position = vec4(aPosition, 0, 1);\n" " vec2 uv = ((aPosition + 1.0) / 2.0) + 0.5 / kDimension;\n" " vUV00 = uv;\n" " #ifdef HORIZONTAL\n" " vUV01 = uv + vec2( 1.0 / kDimension.x, 0);\n" " #if FACTOR > 2\n" " vUV02 = uv + vec2( 2.0 / kDimension.x, 0);\n" " vUV03 = uv + vec2( 3.0 / kDimension.x, 0);\n" " #if FACTOR > 4\n" " vUV04 = uv + vec2( 4.0 / kDimension.x, 0);\n" " vUV05 = uv + vec2( 5.0 / kDimension.x, 0);\n" " vUV06 = uv + vec2( 6.0 / kDimension.x, 0);\n" " vUV07 = uv + vec2( 7.0 / kDimension.x, 0);\n" " #if FACTOR > 8\n" " vUV08 = uv + vec2( 8.0 / kDimension.x, 0);\n" " vUV09 = uv + vec2( 9.0 / kDimension.x, 0);\n" " vUV10 = uv + vec2(10.0 / kDimension.x, 0);\n" " vUV11 = uv + vec2(11.0 / kDimension.x, 0);\n" " vUV12 = uv + vec2(12.0 / kDimension.x, 0);\n" " vUV13 = uv + vec2(13.0 / kDimension.x, 0);\n" " vUV14 = uv + vec2(14.0 / kDimension.x, 0);\n" " vUV15 = uv + vec2(15.0 / kDimension.x, 0);\n" " #endif\n" // FACTOR > 8 " #endif\n" // FACTOR > 4 " #endif\n" // FACTOR > 2 " #else\n" " vUV01 = uv + vec2(0, 1.0 / kDimension.y);\n" " #if FACTOR > 2\n" " vUV02 = uv + vec2(0, 2.0 / kDimension.y);\n" " vUV03 = uv + vec2(0, 3.0 / kDimension.y);\n" " #if FACTOR > 4\n" " vUV04 = uv + vec2(0, 4.0 / kDimension.y);\n" " vUV05 = uv + vec2(0, 5.0 / kDimension.y);\n" " vUV06 = uv + vec2(0, 6.0 / kDimension.y);\n" " vUV07 = uv + vec2(0, 7.0 / kDimension.y);\n" " #if FACTOR > 8\n" " vUV08 = uv + vec2(0, 8.0 / kDimension.y);\n" " vUV09 = uv + vec2(0, 9.0 / kDimension.y);\n" " vUV10 = uv + vec2(0, 10.0 / kDimension.y);\n" " vUV11 = uv + vec2(0, 11.0 / kDimension.y);\n" " vUV12 = uv + vec2(0, 12.0 / kDimension.y);\n" " vUV13 = uv + vec2(0, 13.0 / kDimension.y);\n" " vUV14 = uv + vec2(0, 14.0 / kDimension.y);\n" " vUV15 = uv + vec2(0, 15.0 / kDimension.y);\n" " #endif\n" // FACTOR > 8 " #endif\n" // FACTOR > 4 " #endif\n" // FACTOR > 2 " #endif\n" // HORIZONTAL/VERTICAL "}\n"; const char kFragmentShaderSource[] = "uniform sampler2D uTexture;\n" "vec3 read(vec2 uv) {\n" " vec3 r = texture2D(uTexture, uv).rgb;\n" " #ifdef HORIZONTAL\n" " r.rgb = pow(r.rgb, vec3(2.2));\n" " #endif\n" " return r;\n" "}\n" "void main() {\n" " vec3 sum = read(vUV00) + read(vUV01);\n" " #if FACTOR > 2\n" " sum += read(vUV02) + read(vUV03);\n" " #if FACTOR > 4\n" " sum += read(vUV04) + read(vUV05) + read(vUV06) + read(vUV07);\n" " #if FACTOR > 8\n" " sum += read(vUV08) + read(vUV09) + read(vUV10) + read(vUV11) +" " read(vUV12) + read(vUV13) + read(vUV14) + read(vUV15);\n" " #endif\n" " #endif\n" " #endif\n" " sum /= float(FACTOR);\n" " #ifdef VERTICAL\n" " sum.rgb = pow(sum.rgb, vec3(1.0 / 2.2));\n" " #endif\n" " gl_FragColor = vec4(sum.rgb, 1.0);\n" "}\n"; // Vertex shader for anti-aliasing - doesn't do anything special. const char kGenericVertexShaderSource[] = R"( attribute vec2 position; attribute vec2 inCoord; varying vec2 outCoord; void main(void) { gl_Position = vec4(position.x, position.y, 0.0, 1.0); outCoord = inCoord; })"; // Fragment shader const char kGenericFragmentShaderSource[] = R"( precision mediump float; uniform sampler2D texSampler; varying vec2 outCoord; void main(void) { gl_FragColor = texture2D(texSampler, outCoord); } )"; static const float kVertexData[] = {-1, -1, 3, -1, -1, 3}; static android::base::Lock s_postContextResources; static std::vector s_programsToRelease; static std::vector s_framebuffersToRelease; static GLuint createShader(GLenum type, std::initializer_list source) { GLint success, infoLength; GLuint shader = s_gles2.glCreateShader(type); if (shader) { s_gles2.glShaderSource(shader, source.size(), source.begin(), nullptr); s_gles2.glCompileShader(shader); s_gles2.glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (success == GL_FALSE) { s_gles2.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength); std::string infoLog(infoLength + 1, '\0'); s_gles2.glGetShaderInfoLog(shader, infoLength, nullptr, &infoLog[0]); ERR("%s shader compile failed:\n%s\n", (type == GL_VERTEX_SHADER) ? "Vertex" : "Fragment", infoLog.c_str()); s_gles2.glDeleteShader(shader); shader = 0; } } return shader; } static void attachShaders(TextureResize::Framebuffer* fb, const char* factorDefine, const char* dimensionDefine, GLuint width, GLuint height) { std::ostringstream dimensionConst; dimensionConst << "const vec2 kDimension = vec2(" << width << ", " << height << ");\n"; GLuint vShader = createShader(GL_VERTEX_SHADER, { factorDefine, dimensionDefine, kCommonShaderSource, dimensionConst.str().c_str(), kVertexShaderSource }); GLuint fShader = createShader(GL_FRAGMENT_SHADER, { factorDefine, dimensionDefine, kCommonShaderSource, kFragmentShaderSource }); if (!vShader || !fShader) { return; } if (!fb->program) { fb->program = s_gles2.glCreateProgram(); } s_gles2.glAttachShader(fb->program, vShader); s_gles2.glAttachShader(fb->program, fShader); s_gles2.glLinkProgram(fb->program); s_gles2.glDeleteShader(vShader); s_gles2.glDeleteShader(fShader); fb->aPosition = s_gles2.glGetAttribLocation(fb->program, "aPosition"); fb->uTexture = s_gles2.glGetUniformLocation(fb->program, "uTexture"); } TextureResize::TextureResize(GLuint width, GLuint height) : mWidth(width), mHeight(height), mFactor(1), mFBWidth({0,}), mFBHeight({0,}), // Use unsigned byte as the default since it has the most support // and is the input/output format in the end // (TODO) until HDR is common on both guest and host, and we'll // cross that bridge when we get there. mTextureDataType(GL_UNSIGNED_BYTE) { // Fix color banding by trying to use a texture type with a high precision. const char* exts = (const char*)s_gles2.glGetString(GL_EXTENSIONS); bool hasColorBufferFloat = emugl::getRenderer() == SELECTED_RENDERER_HOST || emugl::hasExtension(exts, "GL_EXT_color_buffer_float"); bool hasColorBufferHalfFloat = emugl::hasExtension(exts, "GL_EXT_color_buffer_half_float"); bool hasTextureFloat = emugl::hasExtension(exts, "GL_OES_texture_float"); bool hasTextureHalfFloat = emugl::hasExtension(exts, "GL_OES_texture_half_float"); bool hasTextureFloatLinear = emugl::hasExtension(exts, "GL_OES_texture_float_linear"); if (hasColorBufferFloat && hasTextureFloat) { mTextureDataType = GL_FLOAT; } else if (hasColorBufferHalfFloat && hasTextureHalfFloat) { mTextureDataType = GL_HALF_FLOAT_OES; } if (hasTextureFloat || hasTextureHalfFloat) { mTextureFilteringMode = hasTextureFloatLinear ? GL_LINEAR : GL_NEAREST; } s_gles2.glGenTextures(1, &mFBWidth.texture); s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); s_gles2.glGenTextures(1, &mFBHeight.texture); s_gles2.glBindTexture(GL_TEXTURE_2D, mFBHeight.texture); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mTextureFilteringMode); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mTextureFilteringMode); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); s_gles2.glGenBuffers(1, &mVertexBuffer); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STATIC_DRAW); // Clear bindings. s_gles2.glBindTexture(GL_TEXTURE_2D, 0); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); } TextureResize::~TextureResize() { GLuint tex[2] = {mFBWidth.texture, mFBHeight.texture}; s_gles2.glDeleteTextures(2, tex); s_gles2.glDeleteBuffers(1, &mVertexBuffer); // b/242245912 // There seems to be a mesa bug that we have to delete the // program in the post thread. android::base::AutoLock lock(s_postContextResources); s_programsToRelease.push_back(mFBWidth.program); s_programsToRelease.push_back(mFBHeight.program); // b/285421327 // We should create, use and destroy framebuffers in the same context. // Framebuffer ownership is driver-dependent. s_framebuffersToRelease.push_back(mFBWidth.framebuffer); s_framebuffersToRelease.push_back(mFBHeight.framebuffer); } GLuint TextureResize::update(GLuint texture) { // Store the viewport. The viewport is clobbered due to the framebuffers. GLint vport[4] = { 0, }; s_gles2.glGetIntegerv(GL_VIEWPORT, vport); GLint prevFbo = 0; s_gles2.glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prevFbo); // Correctly deal with rotated screens. GLint tWidth = vport[2], tHeight = vport[3]; if ((mWidth < mHeight) != (tWidth < tHeight)) { std::swap(tWidth, tHeight); } // Compute the scaling factor needed to get an image just larger than the target viewport. unsigned int factor = 1; for (int i = 0, w = mWidth / 2, h = mHeight / 2; i < MAX_FACTOR_POWER && w >= tWidth && h >= tHeight; i++, w /= 2, h /= 2, factor *= 2) { } // No resizing needed if factor == 1 if (factor == 1) { return texture; } s_gles2.glGetError(); // Clear any GL errors. setupFramebuffers(factor); resize(texture); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, prevFbo); s_gles2.glViewport(vport[0], vport[1], vport[2], vport[3]); // Restore the viewport. // If there was an error while resizing, just use the unscaled texture. GLenum error = s_gles2.glGetError(); if (error != GL_NO_ERROR) { V("GL error while resizing: 0x%x (ignored)\n", error); return texture; } return mFBHeight.texture; } GLuint TextureResize::update(GLuint texture, int width, int height, int rotation) { if (mGenericResizer.get() == nullptr) { mGenericResizer.reset(new TextureResize::GenericResizer()); } return mGenericResizer->draw(texture, width, height, rotation); } void TextureResize::setupFramebuffers(unsigned int factor) { if (factor == mFactor) { // The factor hasn't changed, no need to update the framebuffers. return; } // Update the framebuffer sizes to match the new factor. s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture); s_gles2.glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, mWidth / factor, mHeight, 0, GL_RGB, mTextureDataType, nullptr); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, mFBHeight.texture); s_gles2.glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, mWidth / factor, mHeight / factor, 0, GL_RGB, mTextureDataType, nullptr); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); // Update the shaders to the new factor. std::ostringstream factorDefine; factorDefine << "#define FACTOR " << factor << '\n'; const std::string factorDefineStr = factorDefine.str(); attachShaders(&mFBWidth, factorDefineStr.c_str(), "#define HORIZONTAL\n", mWidth, mHeight); attachShaders(&mFBHeight, factorDefineStr.c_str(), "#define VERTICAL\n", mWidth, mHeight); mFactor = factor; s_gles2.glBindTexture(GL_TEXTURE_2D, 0); } void TextureResize::resize(GLuint texture) { s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glActiveTexture(GL_TEXTURE0); if (!mFBWidth.framebuffer) { s_gles2.glGenFramebuffers(1, &mFBWidth.framebuffer); } if (!mFBHeight.framebuffer) { s_gles2.glGenFramebuffers(1, &mFBHeight.framebuffer); } // First scale the horizontal dimension by rendering the input texture to a scaled framebuffer. s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBWidth.framebuffer); s_gles2.glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBWidth.texture, 0); s_gles2.glClear(GL_COLOR_BUFFER_BIT); s_gles2.glViewport(0, 0, mWidth / mFactor, mHeight); s_gles2.glUseProgram(mFBWidth.program); s_gles2.glEnableVertexAttribArray(mFBWidth.aPosition); s_gles2.glVertexAttribPointer(mFBWidth.aPosition, 2, GL_FLOAT, GL_FALSE, 0, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, texture); // Store the current texture filters and set to nearest for scaling. GLint mag_filter, min_filter; s_gles2.glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &mag_filter); s_gles2.glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &min_filter); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); s_gles2.glUniform1i(mFBWidth.uTexture, 0); s_gles2.glDrawArrays(GL_TRIANGLES, 0, sizeof(kVertexData) / (2 * sizeof(float))); // Restore the previous texture filters. s_gles2.glDisableVertexAttribArray(mFBWidth.aPosition); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); s_gles2.glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); // Secondly, scale the vertical dimension using the second framebuffer. s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBHeight.framebuffer); s_gles2.glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBHeight.texture, 0); s_gles2.glClear(GL_COLOR_BUFFER_BIT); s_gles2.glViewport(0, 0, mWidth / mFactor, mHeight / mFactor); s_gles2.glUseProgram(mFBHeight.program); s_gles2.glEnableVertexAttribArray(mFBHeight.aPosition); s_gles2.glVertexAttribPointer(mFBHeight.aPosition, 2, GL_FLOAT, GL_FALSE, 0, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture); s_gles2.glUniform1i(mFBHeight.uTexture, 0); s_gles2.glDrawArrays(GL_TRIANGLES, 0, sizeof(kVertexData) / (2 * sizeof(float))); s_gles2.glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); // Clear the bindings. (Viewport restored outside) s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); s_gles2.glDisableVertexAttribArray(mFBHeight.aPosition); s_gles2.glUseProgram(0); android::base::AutoLock lock(s_postContextResources); while (s_programsToRelease.size()) { s_gles2.glDeleteProgram(s_programsToRelease.back()); s_programsToRelease.pop_back(); } if (s_framebuffersToRelease.size()) { s_gles2.glDeleteFramebuffers(s_framebuffersToRelease.size(), s_framebuffersToRelease.data()); s_framebuffersToRelease.clear(); } } struct Vertex { float pos[2]; float coord[2]; }; TextureResize::GenericResizer::GenericResizer() : mProgram(0), mVertexBuffer(0), mIndexBuffer(0), mWidth(0), mHeight(0) { GLuint vertex_shader = createShader(GL_VERTEX_SHADER, {kGenericVertexShaderSource}); GLuint fragment_shader = createShader(GL_FRAGMENT_SHADER, {kGenericFragmentShaderSource}); mProgram = s_gles2.glCreateProgram(); s_gles2.glAttachShader(mProgram, vertex_shader); s_gles2.glAttachShader(mProgram, fragment_shader); s_gles2.glLinkProgram(mProgram); // Shader objects no longer needed. s_gles2.glDeleteShader(vertex_shader); s_gles2.glDeleteShader(fragment_shader); // Check for errors. GLint success; s_gles2.glGetProgramiv(mProgram, GL_LINK_STATUS, &success); if (success == GL_FALSE) { GLchar infolog[256]; s_gles2.glGetProgramInfoLog(mProgram, sizeof(infolog), 0, infolog); fprintf(stderr, "Could not create/link program: %s\n", infolog); return; } // Get all the attributes and uniforms. mPositionAttribLocation = s_gles2.glGetAttribLocation(mProgram, "position"); mInCoordAttribLocation = s_gles2.glGetAttribLocation(mProgram, "inCoord"); mInputUniformLocation = s_gles2.glGetUniformLocation(mProgram, "texSampler"); // Create vertex buffers. static const Vertex kVertices[] = { // 0 degree {{ +1, -1 }, { +1, +0 }}, {{ +1, +1 }, { +1, +1 }}, {{ -1, +1 }, { +0, +1 }}, {{ -1, -1 }, { +0, +0 }}, // 90 degree clock-wise {{ +1, -1 }, { +0, +0 }}, {{ +1, +1 }, { +1, +0 }}, {{ -1, +1 }, { +1, +1 }}, {{ -1, -1 }, { +0, +1 }}, // 180 degree clock-wise {{ +1, -1 }, { +0, +1 }}, {{ +1, +1 }, { +0, +0 }}, {{ -1, +1 }, { +1, +0 }}, {{ -1, -1 }, { +1, +1 }}, // 270 degree clock-wise {{ +1, -1 }, { +1, +1 }}, {{ +1, +1 }, { +0, +1 }}, {{ -1, +1 }, { +0, +0 }}, {{ -1, -1 }, { +1, +0 }}, }; s_gles2.glGenBuffers(1, &mVertexBuffer); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices, GL_STATIC_DRAW); // indices for predefined rotation angles. static const GLubyte kIndices[] = { 0, 1, 2, 2, 3, 0, // 0 4, 5, 6, 6, 7, 4, // 90 8, 9, 10, 10, 11, 8, // 180 12, 13, 14, 14, 15, 12, // 270 }; s_gles2.glGenBuffers(1, &mIndexBuffer); s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); s_gles2.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndices), kIndices, GL_STATIC_DRAW); s_gles2.glGenTextures(1, &mFrameBuffer.texture); s_gles2.glBindTexture(GL_TEXTURE_2D, mFrameBuffer.texture); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); s_gles2.glGenFramebuffers(1, &mFrameBuffer.framebuffer); // Clear bindings. s_gles2.glBindTexture(GL_TEXTURE_2D, 0); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } GLuint TextureResize::GenericResizer::draw(GLuint texture, int width, int height, int rotation) { if (mWidth != width || mHeight != height) { // update the framebuffer to match the new resolution mWidth = width; mHeight = height; s_gles2.glBindTexture(GL_TEXTURE_2D, mFrameBuffer.texture); s_gles2.glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); } // Store the viewport. GLint vport[4] = { 0, }; s_gles2.glGetIntegerv(GL_VIEWPORT, vport); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFrameBuffer.framebuffer); s_gles2.glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFrameBuffer.texture, 0); s_gles2.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); s_gles2.glViewport(0, 0, mWidth, mHeight); s_gles2.glUseProgram(mProgram); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glEnableVertexAttribArray(mPositionAttribLocation); s_gles2.glVertexAttribPointer(mPositionAttribLocation, 2, // components per attrib GL_FLOAT, GL_FALSE, sizeof(Vertex), // stride 0); // offset s_gles2.glEnableVertexAttribArray(mInCoordAttribLocation); s_gles2.glVertexAttribPointer(mInCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast(sizeof(float) * 2)); s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); s_gles2.glActiveTexture(GL_TEXTURE0); s_gles2.glBindTexture(GL_TEXTURE_2D, texture); s_gles2.glUniform1i(mInputUniformLocation, 0); intptr_t indexShift; switch(rotation) { case SKIN_ROTATION_0: indexShift = 0; break; case SKIN_ROTATION_90: indexShift = 6; break; case SKIN_ROTATION_180: indexShift = 12; break; case SKIN_ROTATION_270: indexShift = 18; break; default: indexShift = 0; } s_gles2.glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const GLvoid*)indexShift); // Clear the bindings. s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); s_gles2.glDisableVertexAttribArray(mPositionAttribLocation); s_gles2.glDisableVertexAttribArray(mInCoordAttribLocation); // Restore the viewport. s_gles2.glViewport(vport[0], vport[1], vport[2], vport[3]); return mFrameBuffer.texture; } TextureResize::GenericResizer::~GenericResizer() { s_gles2.glDeleteFramebuffers(1, &mFrameBuffer.framebuffer); s_gles2.glDeleteTextures(1, &mFrameBuffer.texture); s_gles2.glUseProgram(0); s_gles2.glDeleteProgram(mProgram); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); s_gles2.glDeleteBuffers(1, &mVertexBuffer); s_gles2.glDeleteBuffers(1, &mIndexBuffer); } } // namespace gl } // namespace gfxstream