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1 /*
2  * Copyright (C) 2007 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 #include <stdlib.h>
18 #include <stdint.h>
19 #include <sys/types.h>
20 
21 #include <utils/Errors.h>
22 #include <utils/Log.h>
23 
24 #include <GLES/gl.h>
25 #include <GLES/glext.h>
26 
27 #include "clz.h"
28 #include "BlurFilter.h"
29 #include "LayerBlur.h"
30 #include "SurfaceFlinger.h"
31 #include "DisplayHardware/DisplayHardware.h"
32 
33 namespace android {
34 // ---------------------------------------------------------------------------
35 
LayerBlur(SurfaceFlinger * flinger,DisplayID display,const sp<Client> & client)36 LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
37         const sp<Client>& client)
38     : LayerBaseClient(flinger, display, client), mCacheDirty(true),
39           mRefreshCache(true), mCacheAge(0), mTextureName(-1U),
40           mWidthScale(1.0f), mHeightScale(1.0f),
41           mBlurFormat(GGL_PIXEL_FORMAT_RGB_565)
42 {
43 }
44 
~LayerBlur()45 LayerBlur::~LayerBlur()
46 {
47     if (mTextureName != -1U) {
48         glDeleteTextures(1, &mTextureName);
49     }
50 }
51 
setVisibleRegion(const Region & visibleRegion)52 void LayerBlur::setVisibleRegion(const Region& visibleRegion)
53 {
54     LayerBaseClient::setVisibleRegion(visibleRegion);
55     if (visibleRegionScreen.isEmpty()) {
56         if (mTextureName != -1U) {
57             // We're not visible, free the texture up.
58             glBindTexture(GL_TEXTURE_2D, 0);
59             glDeleteTextures(1, &mTextureName);
60             mTextureName = -1U;
61         }
62     }
63 }
64 
doTransaction(uint32_t flags)65 uint32_t LayerBlur::doTransaction(uint32_t flags)
66 {
67     // we're doing a transaction, refresh the cache!
68     if (!mFlinger->isFrozen()) {
69         mRefreshCache = true;
70         mCacheDirty = true;
71         flags |= eVisibleRegion;
72         this->contentDirty = true;
73     }
74     return LayerBase::doTransaction(flags);
75 }
76 
unlockPageFlip(const Transform & planeTransform,Region & outDirtyRegion)77 void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
78 {
79     // this code-path must be as tight as possible, it's called each time
80     // the screen is composited.
81     if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
82         // if anything visible below us is invalidated, the cache becomes dirty
83         if (!mCacheDirty &&
84                 !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
85             mCacheDirty = true;
86         }
87         if (mCacheDirty) {
88             if (!mFlinger->isFrozen()) {
89                 // update everything below us that is visible
90                 outDirtyRegion.orSelf(visibleRegionScreen);
91                 nsecs_t now = systemTime();
92                 if ((now - mCacheAge) >= ms2ns(500)) {
93                     mCacheAge = now;
94                     mRefreshCache = true;
95                     mCacheDirty = false;
96                 } else {
97                     if (!mAutoRefreshPending) {
98                         mFlinger->postMessageAsync(
99                                 new MessageBase(MessageQueue::INVALIDATE),
100                                 ms2ns(500));
101                         mAutoRefreshPending = true;
102                     }
103                 }
104             }
105         }
106     }
107     LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
108 }
109 
onDraw(const Region & clip) const110 void LayerBlur::onDraw(const Region& clip) const
111 {
112     const DisplayHardware& hw(graphicPlane(0).displayHardware());
113     const uint32_t fbHeight = hw.getHeight();
114     int x = mTransformedBounds.left;
115     int y = mTransformedBounds.top;
116     int w = mTransformedBounds.width();
117     int h = mTransformedBounds.height();
118     GLint X = x;
119     GLint Y = fbHeight - (y + h);
120     if (X < 0) {
121         w += X;
122         X = 0;
123     }
124     if (Y < 0) {
125         h += Y;
126         Y = 0;
127     }
128     if (w<0 || h<0) {
129         // we're outside of the framebuffer
130         return;
131     }
132 
133     if (mTextureName == -1U) {
134         // create the texture name the first time
135         // can't do that in the ctor, because it runs in another thread.
136         glGenTextures(1, &mTextureName);
137         glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &mReadFormat);
138         glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &mReadType);
139         if (mReadFormat != GL_RGB || mReadType != GL_UNSIGNED_SHORT_5_6_5) {
140             mReadFormat = GL_RGBA;
141             mReadType = GL_UNSIGNED_BYTE;
142             mBlurFormat = GGL_PIXEL_FORMAT_RGBX_8888;
143         }
144     }
145 
146     Region::const_iterator it = clip.begin();
147     Region::const_iterator const end = clip.end();
148     if (it != end) {
149 #if defined(GL_OES_EGL_image_external)
150         if (GLExtensions::getInstance().haveTextureExternal()) {
151             glDisable(GL_TEXTURE_EXTERNAL_OES);
152         }
153 #endif
154         glEnable(GL_TEXTURE_2D);
155         glBindTexture(GL_TEXTURE_2D, mTextureName);
156 
157         if (mRefreshCache) {
158             mRefreshCache = false;
159             mAutoRefreshPending = false;
160 
161             int32_t pixelSize = 4;
162             int32_t s = w;
163             if (mReadType == GL_UNSIGNED_SHORT_5_6_5) {
164                 // allocate enough memory for 4-bytes (2 pixels) aligned data
165                 s = (w + 1) & ~1;
166                 pixelSize = 2;
167             }
168 
169             uint16_t* const pixels = (uint16_t*)malloc(s*h*pixelSize);
170 
171             // This reads the frame-buffer, so a h/w GL would have to
172             // finish() its rendering first. we don't want to do that
173             // too often. Read data is 4-bytes aligned.
174             glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels);
175 
176             // blur that texture.
177             GGLSurface bl;
178             bl.version = sizeof(GGLSurface);
179             bl.width = w;
180             bl.height = h;
181             bl.stride = s;
182             bl.format = mBlurFormat;
183             bl.data = (GGLubyte*)pixels;
184             blurFilter(&bl, 8, 2);
185 
186             if (GLExtensions::getInstance().haveNpot()) {
187                 glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, w, h, 0,
188                         mReadFormat, mReadType, pixels);
189                 mWidthScale  = 1.0f / w;
190                 mHeightScale =-1.0f / h;
191                 mYOffset = 0;
192             } else {
193                 GLuint tw = 1 << (31 - clz(w));
194                 GLuint th = 1 << (31 - clz(h));
195                 if (tw < GLuint(w)) tw <<= 1;
196                 if (th < GLuint(h)) th <<= 1;
197                 glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, tw, th, 0,
198                         mReadFormat, mReadType, NULL);
199                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
200                         mReadFormat, mReadType, pixels);
201                 mWidthScale  = 1.0f / tw;
202                 mHeightScale =-1.0f / th;
203                 mYOffset = th-h;
204             }
205 
206             free((void*)pixels);
207         }
208 
209         const State& s = drawingState();
210         if (UNLIKELY(s.alpha < 0xFF)) {
211             const GLfloat alpha = s.alpha * (1.0f/255.0f);
212             glColor4f(0, 0, 0, alpha);
213             glEnable(GL_BLEND);
214             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
215             glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
216         } else {
217             glDisable(GL_BLEND);
218         }
219 
220         if (mFlags & DisplayHardware::SLOW_CONFIG) {
221             glDisable(GL_DITHER);
222         } else {
223             glEnable(GL_DITHER);
224         }
225 
226         glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
227         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
228         glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
229 
230         glMatrixMode(GL_TEXTURE);
231         glLoadIdentity();
232         glScalef(mWidthScale, mHeightScale, 1);
233         glTranslatef(-x, mYOffset - y, 0);
234         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
235         glVertexPointer(2, GL_FLOAT, 0, mVertices);
236         glTexCoordPointer(2, GL_FLOAT, 0, mVertices);
237         while (it != end) {
238             const Rect& r = *it++;
239             const GLint sy = fbHeight - (r.top + r.height());
240             glScissor(r.left, sy, r.width(), r.height());
241             glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
242         }
243         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
244         glLoadIdentity();
245         glMatrixMode(GL_MODELVIEW);
246     }
247 }
248 
249 // ---------------------------------------------------------------------------
250 
251 }; // namespace android
252