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 or 4000,
123 // some 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 been
125 // 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
128 // for it. Running a standalone test to detect the problem at runtime would
129 // be more robust.
130 const char* renderer = (const char*)s_gl.glGetString(GL_RENDERER);
131 if (strstr(renderer, "Intel HD Graphics 3000") ||
132 strstr(renderer, "Intel HD Graphics 4000")) {
133 m_warYInvertBug = true;
134 }
135 #endif
136 }
137
~ColorBuffer()138 ColorBuffer::~ColorBuffer()
139 {
140 FrameBuffer *fb = FrameBuffer::getFB();
141 fb->bind_locked();
142
143 if (m_blitEGLImage) {
144 s_egl.eglDestroyImageKHR(fb->getDisplay(), m_blitEGLImage);
145 }
146 if (m_eglImage) {
147 s_egl.eglDestroyImageKHR(fb->getDisplay(), m_eglImage);
148 }
149
150 if (m_fbo) {
151 s_gl.glDeleteFramebuffersOES(1, &m_fbo);
152 }
153
154 GLuint tex[2] = {m_tex, m_blitTex};
155 s_gl.glDeleteTextures(2, tex);
156
157 fb->unbind_locked();
158 }
159
subUpdate(int x,int y,int width,int height,GLenum p_format,GLenum p_type,void * pixels)160 void ColorBuffer::subUpdate(int x, int y, int width, int height, GLenum p_format, GLenum p_type, void *pixels)
161 {
162 FrameBuffer *fb = FrameBuffer::getFB();
163 if (!fb->bind_locked()) return;
164 s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
165 s_gl.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
166 s_gl.glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
167 width, height, p_format, p_type, pixels);
168 fb->unbind_locked();
169 }
170
blitFromCurrentReadBuffer()171 bool ColorBuffer::blitFromCurrentReadBuffer()
172 {
173 RenderThreadInfo *tInfo = RenderThreadInfo::get();
174 if (!tInfo->currContext.Ptr()) {
175 // no Current context
176 return false;
177 }
178
179 //
180 // Create a temporary texture inside the current context
181 // from the blit_texture EGLImage and copy the pixels
182 // from the current read buffer to that texture
183 //
184 GLuint tmpTex;
185 GLint currTexBind;
186 if (tInfo->currContext->isGL2()) {
187 s_gl2.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
188 s_gl2.glGenTextures(1,&tmpTex);
189 s_gl2.glBindTexture(GL_TEXTURE_2D, tmpTex);
190 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
191 s_gl2.glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
192 m_width, m_height);
193 }
194 else {
195 s_gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind);
196 s_gl.glGenTextures(1,&tmpTex);
197 s_gl.glBindTexture(GL_TEXTURE_2D, tmpTex);
198 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage);
199 s_gl.glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
200 m_width, m_height);
201 }
202
203
204 //
205 // Now bind the frame buffer context and blit from
206 // m_blitTex into m_tex
207 //
208 FrameBuffer *fb = FrameBuffer::getFB();
209 if (fb->bind_locked()) {
210
211 //
212 // bind FBO object which has this colorbuffer as render target
213 //
214 if (bind_fbo()) {
215
216 //
217 // save current viewport and match it to the current
218 // colorbuffer size
219 //
220 GLint vport[4];
221 s_gl.glGetIntegerv(GL_VIEWPORT, vport);
222 s_gl.glViewport(0, 0, m_width, m_height);
223
224 // render m_blitTex
225 s_gl.glBindTexture(GL_TEXTURE_2D, m_blitTex);
226 s_gl.glEnable(GL_TEXTURE_2D);
227 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
228 drawTexQuad(!m_warYInvertBug);
229
230 // unbind the fbo
231 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
232
233 // restrore previous viewport
234 s_gl.glViewport(vport[0], vport[1], vport[2], vport[3]);
235 }
236
237 // unbind from the FrameBuffer context
238 fb->unbind_locked();
239 }
240
241 //
242 // delete the temporary texture and restore the texture binding
243 // inside the current context
244 //
245 if (tInfo->currContext->isGL2()) {
246 s_gl2.glDeleteTextures(1, &tmpTex);
247 s_gl2.glBindTexture(GL_TEXTURE_2D, currTexBind);
248 }
249 else {
250 s_gl.glDeleteTextures(1, &tmpTex);
251 s_gl.glBindTexture(GL_TEXTURE_2D, currTexBind);
252 }
253
254 return true;
255 }
256
bindToTexture()257 bool ColorBuffer::bindToTexture()
258 {
259 if (m_eglImage) {
260 RenderThreadInfo *tInfo = RenderThreadInfo::get();
261 if (tInfo->currContext.Ptr()) {
262 #ifdef WITH_GLES2
263 if (tInfo->currContext->isGL2()) {
264 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
265 }
266 else {
267 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
268 }
269 #else
270 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
271 #endif
272 return true;
273 }
274 }
275 return false;
276 }
277
bindToRenderbuffer()278 bool ColorBuffer::bindToRenderbuffer()
279 {
280 if (m_eglImage) {
281 RenderThreadInfo *tInfo = RenderThreadInfo::get();
282 if (tInfo->currContext.Ptr()) {
283 #ifdef WITH_GLES2
284 if (tInfo->currContext->isGL2()) {
285 s_gl2.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
286 }
287 else {
288 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
289 }
290 #else
291 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage);
292 #endif
293 return true;
294 }
295 }
296 return false;
297 }
298
bind_fbo()299 bool ColorBuffer::bind_fbo()
300 {
301 if (m_fbo) {
302 // fbo already exist - just bind
303 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
304 return true;
305 }
306
307 s_gl.glGenFramebuffersOES(1, &m_fbo);
308 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo);
309 s_gl.glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
310 GL_COLOR_ATTACHMENT0_OES,
311 GL_TEXTURE_2D, m_tex, 0);
312 GLenum status = s_gl.glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
313 if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
314 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
315 s_gl.glDeleteFramebuffersOES(1, &m_fbo);
316 m_fbo = 0;
317 return false;
318 }
319
320 return true;
321 }
322
post()323 bool ColorBuffer::post()
324 {
325 s_gl.glBindTexture(GL_TEXTURE_2D, m_tex);
326 s_gl.glEnable(GL_TEXTURE_2D);
327 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
328 drawTexQuad(true);
329
330 return true;
331 }
332
drawTexQuad(bool flipy)333 void ColorBuffer::drawTexQuad(bool flipy)
334 {
335 GLfloat verts[] = { -1.0f, -1.0f, 0.0f,
336 -1.0f, +1.0f, 0.0f,
337 +1.0f, -1.0f, 0.0f,
338 +1.0f, +1.0f, 0.0f };
339
340 GLfloat tcoords[] = { 0.0f, 1.0f,
341 0.0f, 0.0f,
342 1.0f, 1.0f,
343 1.0f, 0.0f };
344
345 if (!flipy) {
346 for (int i = 0; i < 4; i++) {
347 // swap 0.0/1.0 in second element of each tcoord vector
348 tcoords[2*i + 1] = tcoords[2*i + 1] == 0.0f ? 1.0f : 0.0f;
349 }
350 }
351
352 s_gl.glClientActiveTexture(GL_TEXTURE0);
353 s_gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
354 s_gl.glTexCoordPointer(2, GL_FLOAT, 0, tcoords);
355
356 s_gl.glEnableClientState(GL_VERTEX_ARRAY);
357 s_gl.glVertexPointer(3, GL_FLOAT, 0, verts);
358 s_gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
359 }
360
readback(unsigned char * img)361 void ColorBuffer::readback(unsigned char* img)
362 {
363 FrameBuffer *fb = FrameBuffer::getFB();
364 if (fb->bind_locked()) {
365 if (bind_fbo()) {
366 s_gl.glReadPixels(0, 0, m_width, m_height,
367 GL_RGBA, GL_UNSIGNED_BYTE, img);
368 }
369 fb->unbind_locked();
370 }
371 }
372