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1 /*
2 * Copyright (C) 2011 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 #include "ColorBuffer.h"
17 #include "FrameBuffer.h"
18 #include "EGLDispatch.h"
19 #include "GLDispatch.h"
20 #include "ThreadInfo.h"
21 #ifdef WITH_GLES2
22 #include "GL2Dispatch.h"
23 #endif
24 #include <stdio.h>
25 
create(int p_width,int p_height,GLenum p_internalFormat)26 ColorBuffer *ColorBuffer::create(int p_width, int p_height,
27                                  GLenum p_internalFormat)
28 {
29     FrameBuffer *fb = FrameBuffer::getFB();
30 
31     GLenum texInternalFormat = 0;
32 
33     switch(p_internalFormat) {
34         case GL_RGB:
35         case GL_RGB565_OES:
36             texInternalFormat = GL_RGB;
37             break;
38 
39         case GL_RGBA:
40         case GL_RGB5_A1_OES:
41         case GL_RGBA4_OES:
42             texInternalFormat = GL_RGBA;
43             break;
44 
45         default:
46             return NULL;
47             break;
48     }
49 
50     if (!fb->bind_locked()) {
51         return NULL;
52     }
53 
54     ColorBuffer *cb = new ColorBuffer();
55 
56 
57     s_gl.glGenTextures(1, &cb->m_tex);
58     s_gl.glBindTexture(GL_TEXTURE_2D, cb->m_tex);
59     int nComp = (texInternalFormat == GL_RGB ? 3 : 4);
60     char *zBuff = new char[nComp*p_width*p_height];
61     if (zBuff) {
62         memset(zBuff, 0, nComp*p_width*p_height);
63     }
64     s_gl.glTexImage2D(GL_TEXTURE_2D, 0, texInternalFormat,
65                       p_width, p_height, 0,
66                       texInternalFormat,
67                       GL_UNSIGNED_BYTE, zBuff);
68     delete [] zBuff;
69     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
71     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
72     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
73     s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
74 
75     //
76     // create another texture for that colorbuffer for blit
77     //
78     s_gl.glGenTextures(1, &cb->m_blitTex);
79     s_gl.glBindTexture(GL_TEXTURE_2D, cb->m_blitTex);
80     s_gl.glTexImage2D(GL_TEXTURE_2D, 0, texInternalFormat,
81                       p_width, p_height, 0,
82                       texInternalFormat,
83                       GL_UNSIGNED_BYTE, NULL);
84     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
85     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
86     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
87     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
88     s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
89 
90     cb->m_width = p_width;
91     cb->m_height = p_height;
92     cb->m_internalFormat = texInternalFormat;
93 
94     if (fb->getCaps().has_eglimage_texture_2d) {
95         cb->m_eglImage = s_egl.eglCreateImageKHR(fb->getDisplay(),
96                                                  s_egl.eglGetCurrentContext(),
97                                                  EGL_GL_TEXTURE_2D_KHR,
98                                                  (EGLClientBuffer)cb->m_tex,
99                                                  NULL);
100 
101         cb->m_blitEGLImage = s_egl.eglCreateImageKHR(fb->getDisplay(),
102                                                  s_egl.eglGetCurrentContext(),
103                                                  EGL_GL_TEXTURE_2D_KHR,
104                                                  (EGLClientBuffer)cb->m_blitTex,
105                                                  NULL);
106     }
107 
108     fb->unbind_locked();
109     return cb;
110 }
111 
ColorBuffer()112 ColorBuffer::ColorBuffer() :
113     m_tex(0),
114     m_eglImage(NULL),
115     m_fbo(0),
116     m_internalFormat(0),
117     m_warYInvertBug(false)
118 {
119 #if __APPLE__
120     // On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some
121     // screens or parts of the screen are displayed upside down. The exact
122     // conditions/sequence that triggers this aren't known yet; I haven't
123     // been able to reproduce it in a standalone test. This way of enabling the
124     // workaround will break if it is a driver bug (rather than a bug in this
125     // code which works by accident elsewhere) and Apple/Intel release a fix for
126     // it. Running a standalone test to detect the problem at runtime would be
127     // more robust.
128     if (strstr((const char*)s_gl.glGetString(GL_RENDERER), "Intel HD Graphics 3000"))
129         m_warYInvertBug = true;
130 #endif
131 }
132 
~ColorBuffer()133 ColorBuffer::~ColorBuffer()
134 {
135     FrameBuffer *fb = FrameBuffer::getFB();
136     fb->bind_locked();
137     s_gl.glDeleteTextures(1, &m_tex);
138     if (m_eglImage) {
139         s_egl.eglDestroyImageKHR(fb->getDisplay(), m_eglImage);
140     }
141     if (m_fbo) {
142         s_gl.glDeleteFramebuffersOES(1, &m_fbo);
143     }
144     fb->unbind_locked();
145 }
146 
subUpdate(int x,int y,int width,int height,GLenum p_format,GLenum p_type,void * pixels)147 void ColorBuffer::subUpdate(int x, int y, int width, int height, GLenum p_format, GLenum p_type, void *pixels)
148 {
149     FrameBuffer *fb = FrameBuffer::getFB();
150     if (!fb->bind_locked()) return;
151     s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
152     s_gl.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
153     s_gl.glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
154                          width, height, p_format, p_type, pixels);
155     fb->unbind_locked();
156 }
157 
blitFromCurrentReadBuffer()158 bool ColorBuffer::blitFromCurrentReadBuffer()
159 {
160     RenderThreadInfo *tInfo = getRenderThreadInfo();
161     if (!tInfo->currContext.Ptr()) {
162         // no Current context
163         return false;
164     }
165 
166     //
167     // Create a temporary texture inside the current context
168     // from the blit_texture EGLImage and copy the pixels
169     // from the current read buffer to that texture
170     //
171     GLuint tmpTex;
172     GLint currTexBind;
173     if (tInfo->currContext->isGL2()) {
174         s_gl2.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
175         s_gl2.glGenTextures(1,&tmpTex);
176         s_gl2.glBindTexture(GL_TEXTURE_2D, tmpTex);
177         s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
178         s_gl2.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat,
179                                0, 0, m_width, m_height, 0);
180     }
181     else {
182         s_gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
183         s_gl.glGenTextures(1,&tmpTex);
184         s_gl.glBindTexture(GL_TEXTURE_2D, tmpTex);
185         s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
186         s_gl.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat,
187                               0, 0, m_width, m_height, 0);
188     }
189 
190 
191     //
192     // Now bind the frame buffer context and blit from
193     // m_blitTex into m_tex
194     //
195     FrameBuffer *fb = FrameBuffer::getFB();
196     if (fb->bind_locked()) {
197 
198         //
199         // bind FBO object which has this colorbuffer as render target
200         //
201         if (bind_fbo()) {
202 
203             //
204             // save current viewport and match it to the current
205             // colorbuffer size
206             //
207             GLint vport[4];
208             s_gl.glGetIntegerv(GL_VIEWPORT, vport);
209             s_gl.glViewport(0, 0, m_width, m_height);
210 
211             // render m_blitTex
212             s_gl.glBindTexture(GL_TEXTURE_2D, m_blitTex);
213             s_gl.glEnable(GL_TEXTURE_2D);
214             s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
215             drawTexQuad(!m_warYInvertBug);
216 
217             // unbind the fbo
218             s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
219 
220             // restrore previous viewport
221             s_gl.glViewport(vport[0], vport[1], vport[2], vport[3]);
222         }
223 
224         // unbind from the FrameBuffer context
225         fb->unbind_locked();
226     }
227 
228     //
229     // delete the temporary texture and restore the texture binding
230     // inside the current context
231     //
232     if (tInfo->currContext->isGL2()) {
233         s_gl2.glDeleteTextures(1, &tmpTex);
234         s_gl2.glBindTexture(GL_TEXTURE_2D, currTexBind);
235     }
236     else {
237         s_gl.glDeleteTextures(1, &tmpTex);
238         s_gl.glBindTexture(GL_TEXTURE_2D, currTexBind);
239     }
240 
241     return true;
242 }
243 
bindToTexture()244 bool ColorBuffer::bindToTexture()
245 {
246     if (m_eglImage) {
247         RenderThreadInfo *tInfo = getRenderThreadInfo();
248         if (tInfo->currContext.Ptr()) {
249 #ifdef WITH_GLES2
250             if (tInfo->currContext->isGL2()) {
251                 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
252             }
253             else {
254                 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
255             }
256 #else
257             s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
258 #endif
259             return true;
260         }
261     }
262     return false;
263 }
264 
bindToRenderbuffer()265 bool ColorBuffer::bindToRenderbuffer()
266 {
267     if (m_eglImage) {
268         RenderThreadInfo *tInfo = getRenderThreadInfo();
269         if (tInfo->currContext.Ptr()) {
270 #ifdef WITH_GLES2
271             if (tInfo->currContext->isGL2()) {
272                 s_gl2.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
273             }
274             else {
275                 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
276             }
277 #else
278             s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
279 #endif
280             return true;
281         }
282     }
283     return false;
284 }
285 
bind_fbo()286 bool ColorBuffer::bind_fbo()
287 {
288     if (m_fbo) {
289         // fbo already exist - just bind
290         s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
291         return true;
292     }
293 
294     s_gl.glGenFramebuffersOES(1, &m_fbo);
295     s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
296     s_gl.glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
297                                    GL_COLOR_ATTACHMENT0_OES,
298                                    GL_TEXTURE_2D, m_tex, 0);
299     GLenum status = s_gl.glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
300     if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
301         s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
302         s_gl.glDeleteFramebuffersOES(1, &m_fbo);
303         m_fbo = 0;
304         return false;
305     }
306 
307     return true;
308 }
309 
post()310 bool ColorBuffer::post()
311 {
312     s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
313     s_gl.glEnable(GL_TEXTURE_2D);
314     s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
315     drawTexQuad(true);
316 
317     return true;
318 }
319 
drawTexQuad(bool flipy)320 void ColorBuffer::drawTexQuad(bool flipy)
321 {
322     GLfloat verts[] = { -1.0f, -1.0f, 0.0f,
323                          -1.0f, +1.0f, 0.0f,
324                          +1.0f, -1.0f, 0.0f,
325                          +1.0f, +1.0f, 0.0f };
326 
327     GLfloat tcoords[] = { 0.0f, 1.0f,
328                            0.0f, 0.0f,
329                            1.0f, 1.0f,
330                            1.0f, 0.0f };
331 
332     if (!flipy) {
333         for (int i = 0; i < 4; i++) {
334             // swap 0.0/1.0 in second element of each tcoord vector
335             tcoords[2*i + 1] = tcoords[2*i + 1] == 0.0f ? 1.0f : 0.0f;
336         }
337     }
338 
339     s_gl.glClientActiveTexture(GL_TEXTURE0);
340     s_gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
341     s_gl.glTexCoordPointer(2, GL_FLOAT, 0, tcoords);
342 
343     s_gl.glEnableClientState(GL_VERTEX_ARRAY);
344     s_gl.glVertexPointer(3, GL_FLOAT, 0, verts);
345     s_gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
346 }
347