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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_LINEAR);
70     s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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_blitTex(0),
115     m_eglImage(NULL),
116     m_blitEGLImage(NULL),
117     m_fbo(0),
118     m_internalFormat(0),
119     m_warYInvertBug(false)
120 {
121 #if __APPLE__
122     // On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some
123     // screens or parts of the screen are displayed upside down. The exact
124     // conditions/sequence that triggers this aren't known yet; I haven't
125     // been able to reproduce it in a standalone test. This way of enabling the
126     // workaround will break if it is a driver bug (rather than a bug in this
127     // code which works by accident elsewhere) and Apple/Intel release a fix for
128     // it. Running a standalone test to detect the problem at runtime would be
129     // more robust.
130     if (strstr((const char*)s_gl.glGetString(GL_RENDERER), "Intel HD Graphics 3000"))
131         m_warYInvertBug = true;
132 #endif
133 }
134 
~ColorBuffer()135 ColorBuffer::~ColorBuffer()
136 {
137     FrameBuffer *fb = FrameBuffer::getFB();
138     fb->bind_locked();
139 
140     if (m_blitEGLImage) {
141         s_egl.eglDestroyImageKHR(fb->getDisplay(), m_blitEGLImage);
142     }
143     if (m_eglImage) {
144         s_egl.eglDestroyImageKHR(fb->getDisplay(), m_eglImage);
145     }
146 
147     if (m_fbo) {
148         s_gl.glDeleteFramebuffersOES(1, &m_fbo);
149     }
150 
151     GLuint tex[2] = {m_tex, m_blitTex};
152     s_gl.glDeleteTextures(2, tex);
153 
154     fb->unbind_locked();
155 }
156 
subUpdate(int x,int y,int width,int height,GLenum p_format,GLenum p_type,void * pixels)157 void ColorBuffer::subUpdate(int x, int y, int width, int height, GLenum p_format, GLenum p_type, void *pixels)
158 {
159     FrameBuffer *fb = FrameBuffer::getFB();
160     if (!fb->bind_locked()) return;
161     s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
162     s_gl.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
163     s_gl.glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
164                          width, height, p_format, p_type, pixels);
165     fb->unbind_locked();
166 }
167 
blitFromCurrentReadBuffer()168 bool ColorBuffer::blitFromCurrentReadBuffer()
169 {
170     RenderThreadInfo *tInfo = getRenderThreadInfo();
171     if (!tInfo->currContext.Ptr()) {
172         // no Current context
173         return false;
174     }
175 
176     //
177     // Create a temporary texture inside the current context
178     // from the blit_texture EGLImage and copy the pixels
179     // from the current read buffer to that texture
180     //
181     GLuint tmpTex;
182     GLint currTexBind;
183     if (tInfo->currContext->isGL2()) {
184         s_gl2.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
185         s_gl2.glGenTextures(1,&tmpTex);
186         s_gl2.glBindTexture(GL_TEXTURE_2D, tmpTex);
187         s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
188         s_gl2.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat,
189                                0, 0, m_width, m_height, 0);
190     }
191     else {
192         s_gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
193         s_gl.glGenTextures(1,&tmpTex);
194         s_gl.glBindTexture(GL_TEXTURE_2D, tmpTex);
195         s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
196         s_gl.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat,
197                               0, 0, m_width, m_height, 0);
198     }
199 
200 
201     //
202     // Now bind the frame buffer context and blit from
203     // m_blitTex into m_tex
204     //
205     FrameBuffer *fb = FrameBuffer::getFB();
206     if (fb->bind_locked()) {
207 
208         //
209         // bind FBO object which has this colorbuffer as render target
210         //
211         if (bind_fbo()) {
212 
213             //
214             // save current viewport and match it to the current
215             // colorbuffer size
216             //
217             GLint vport[4];
218             s_gl.glGetIntegerv(GL_VIEWPORT, vport);
219             s_gl.glViewport(0, 0, m_width, m_height);
220 
221             // render m_blitTex
222             s_gl.glBindTexture(GL_TEXTURE_2D, m_blitTex);
223             s_gl.glEnable(GL_TEXTURE_2D);
224             s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
225             drawTexQuad(!m_warYInvertBug);
226 
227             // unbind the fbo
228             s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
229 
230             // restrore previous viewport
231             s_gl.glViewport(vport[0], vport[1], vport[2], vport[3]);
232         }
233 
234         // unbind from the FrameBuffer context
235         fb->unbind_locked();
236     }
237 
238     //
239     // delete the temporary texture and restore the texture binding
240     // inside the current context
241     //
242     if (tInfo->currContext->isGL2()) {
243         s_gl2.glDeleteTextures(1, &tmpTex);
244         s_gl2.glBindTexture(GL_TEXTURE_2D, currTexBind);
245     }
246     else {
247         s_gl.glDeleteTextures(1, &tmpTex);
248         s_gl.glBindTexture(GL_TEXTURE_2D, currTexBind);
249     }
250 
251     return true;
252 }
253 
bindToTexture()254 bool ColorBuffer::bindToTexture()
255 {
256     if (m_eglImage) {
257         RenderThreadInfo *tInfo = getRenderThreadInfo();
258         if (tInfo->currContext.Ptr()) {
259 #ifdef WITH_GLES2
260             if (tInfo->currContext->isGL2()) {
261                 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
262             }
263             else {
264                 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
265             }
266 #else
267             s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
268 #endif
269             return true;
270         }
271     }
272     return false;
273 }
274 
bindToRenderbuffer()275 bool ColorBuffer::bindToRenderbuffer()
276 {
277     if (m_eglImage) {
278         RenderThreadInfo *tInfo = getRenderThreadInfo();
279         if (tInfo->currContext.Ptr()) {
280 #ifdef WITH_GLES2
281             if (tInfo->currContext->isGL2()) {
282                 s_gl2.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
283             }
284             else {
285                 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
286             }
287 #else
288             s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
289 #endif
290             return true;
291         }
292     }
293     return false;
294 }
295 
bind_fbo()296 bool ColorBuffer::bind_fbo()
297 {
298     if (m_fbo) {
299         // fbo already exist - just bind
300         s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
301         return true;
302     }
303 
304     s_gl.glGenFramebuffersOES(1, &m_fbo);
305     s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
306     s_gl.glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
307                                    GL_COLOR_ATTACHMENT0_OES,
308                                    GL_TEXTURE_2D, m_tex, 0);
309     GLenum status = s_gl.glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
310     if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
311         s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
312         s_gl.glDeleteFramebuffersOES(1, &m_fbo);
313         m_fbo = 0;
314         return false;
315     }
316 
317     return true;
318 }
319 
post()320 bool ColorBuffer::post()
321 {
322     s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
323     s_gl.glEnable(GL_TEXTURE_2D);
324     s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
325     drawTexQuad(true);
326 
327     return true;
328 }
329 
drawTexQuad(bool flipy)330 void ColorBuffer::drawTexQuad(bool flipy)
331 {
332     GLfloat verts[] = { -1.0f, -1.0f, 0.0f,
333                          -1.0f, +1.0f, 0.0f,
334                          +1.0f, -1.0f, 0.0f,
335                          +1.0f, +1.0f, 0.0f };
336 
337     GLfloat tcoords[] = { 0.0f, 1.0f,
338                            0.0f, 0.0f,
339                            1.0f, 1.0f,
340                            1.0f, 0.0f };
341 
342     if (!flipy) {
343         for (int i = 0; i < 4; i++) {
344             // swap 0.0/1.0 in second element of each tcoord vector
345             tcoords[2*i + 1] = tcoords[2*i + 1] == 0.0f ? 1.0f : 0.0f;
346         }
347     }
348 
349     s_gl.glClientActiveTexture(GL_TEXTURE0);
350     s_gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
351     s_gl.glTexCoordPointer(2, GL_FLOAT, 0, tcoords);
352 
353     s_gl.glEnableClientState(GL_VERTEX_ARRAY);
354     s_gl.glVertexPointer(3, GL_FLOAT, 0, verts);
355     s_gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
356 }
357 
readback(unsigned char * img)358 void ColorBuffer::readback(unsigned char* img)
359 {
360     FrameBuffer *fb = FrameBuffer::getFB();
361     if (fb->bind_locked()) {
362         if (bind_fbo()) {
363             s_gl.glReadPixels(0, 0, m_width, m_height,
364                     GL_RGBA, GL_UNSIGNED_BYTE, img);
365         }
366         fb->unbind_locked();
367     }
368 }
369