1 /*
2 * Copyright 2013 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 #define ATRACE_TAG ATRACE_TAG_GRAPHICS
18
19 #include <GLES2/gl2.h>
20 #include <GLES2/gl2ext.h>
21
22 #include <utils/String8.h>
23 #include <utils/Trace.h>
24
25 #include <cutils/compiler.h>
26
27 #include "GLES20RenderEngine.h"
28 #include "Program.h"
29 #include "ProgramCache.h"
30 #include "Description.h"
31 #include "Mesh.h"
32 #include "Texture.h"
33
34 // ---------------------------------------------------------------------------
35 namespace android {
36 // ---------------------------------------------------------------------------
37
GLES20RenderEngine()38 GLES20RenderEngine::GLES20RenderEngine() :
39 mVpWidth(0), mVpHeight(0) {
40
41 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
42 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
43
44 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
45 glPixelStorei(GL_PACK_ALIGNMENT, 4);
46
47 struct pack565 {
48 inline uint16_t operator() (int r, int g, int b) const {
49 return (r<<11)|(g<<5)|b;
50 }
51 } pack565;
52
53 const uint16_t protTexData[] = { 0 };
54 glGenTextures(1, &mProtectedTexName);
55 glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
56 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
57 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
58 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
59 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
60 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
61 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
62
63 //mColorBlindnessCorrection = M;
64 }
65
~GLES20RenderEngine()66 GLES20RenderEngine::~GLES20RenderEngine() {
67 }
68
69
getMaxTextureSize() const70 size_t GLES20RenderEngine::getMaxTextureSize() const {
71 return mMaxTextureSize;
72 }
73
getMaxViewportDims() const74 size_t GLES20RenderEngine::getMaxViewportDims() const {
75 return
76 mMaxViewportDims[0] < mMaxViewportDims[1] ?
77 mMaxViewportDims[0] : mMaxViewportDims[1];
78 }
79
setViewportAndProjection(size_t vpw,size_t vph,size_t w,size_t h,bool yswap)80 void GLES20RenderEngine::setViewportAndProjection(
81 size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
82 mat4 m;
83 if (yswap) m = mat4::ortho(0, w, h, 0, 0, 1);
84 else m = mat4::ortho(0, w, 0, h, 0, 1);
85
86 glViewport(0, 0, vpw, vph);
87 mState.setProjectionMatrix(m);
88 mVpWidth = vpw;
89 mVpHeight = vph;
90 }
91
setupLayerBlending(bool premultipliedAlpha,bool opaque,int alpha)92 void GLES20RenderEngine::setupLayerBlending(
93 bool premultipliedAlpha, bool opaque, int alpha) {
94
95 mState.setPremultipliedAlpha(premultipliedAlpha);
96 mState.setOpaque(opaque);
97 mState.setPlaneAlpha(alpha / 255.0f);
98
99 if (alpha < 0xFF || !opaque) {
100 glEnable(GL_BLEND);
101 glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 } else {
103 glDisable(GL_BLEND);
104 }
105 }
106
setupDimLayerBlending(int alpha)107 void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
108 mState.setPlaneAlpha(1.0f);
109 mState.setPremultipliedAlpha(true);
110 mState.setOpaque(false);
111 mState.setColor(0, 0, 0, alpha/255.0f);
112 mState.disableTexture();
113
114 if (alpha == 0xFF) {
115 glDisable(GL_BLEND);
116 } else {
117 glEnable(GL_BLEND);
118 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
119 }
120 }
121
setupLayerTexturing(const Texture & texture)122 void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
123 GLuint target = texture.getTextureTarget();
124 glBindTexture(target, texture.getTextureName());
125 GLenum filter = GL_NEAREST;
126 if (texture.getFiltering()) {
127 filter = GL_LINEAR;
128 }
129 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
130 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
131 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
132 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
133
134 mState.setTexture(texture);
135 }
136
setupLayerBlackedOut()137 void GLES20RenderEngine::setupLayerBlackedOut() {
138 glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
139 Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
140 texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
141 mState.setTexture(texture);
142 }
143
disableTexturing()144 void GLES20RenderEngine::disableTexturing() {
145 mState.disableTexture();
146 }
147
disableBlending()148 void GLES20RenderEngine::disableBlending() {
149 glDisable(GL_BLEND);
150 }
151
152
bindImageAsFramebuffer(EGLImageKHR image,uint32_t * texName,uint32_t * fbName,uint32_t * status)153 void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
154 uint32_t* texName, uint32_t* fbName, uint32_t* status) {
155 GLuint tname, name;
156 // turn our EGLImage into a texture
157 glGenTextures(1, &tname);
158 glBindTexture(GL_TEXTURE_2D, tname);
159 glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
160
161 // create a Framebuffer Object to render into
162 glGenFramebuffers(1, &name);
163 glBindFramebuffer(GL_FRAMEBUFFER, name);
164 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
165
166 *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
167 *texName = tname;
168 *fbName = name;
169 }
170
unbindFramebuffer(uint32_t texName,uint32_t fbName)171 void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
172 glBindFramebuffer(GL_FRAMEBUFFER, 0);
173 glDeleteFramebuffers(1, &fbName);
174 glDeleteTextures(1, &texName);
175 }
176
setupFillWithColor(float r,float g,float b,float a)177 void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
178 mState.setPlaneAlpha(1.0f);
179 mState.setPremultipliedAlpha(true);
180 mState.setOpaque(false);
181 mState.setColor(r, g, b, a);
182 mState.disableTexture();
183 glDisable(GL_BLEND);
184 }
185
drawMesh(const Mesh & mesh)186 void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
187
188 ProgramCache::getInstance().useProgram(mState);
189
190 if (mesh.getTexCoordsSize()) {
191 glEnableVertexAttribArray(Program::texCoords);
192 glVertexAttribPointer(Program::texCoords,
193 mesh.getTexCoordsSize(),
194 GL_FLOAT, GL_FALSE,
195 mesh.getByteStride(),
196 mesh.getTexCoords());
197 }
198
199 glVertexAttribPointer(Program::position,
200 mesh.getVertexSize(),
201 GL_FLOAT, GL_FALSE,
202 mesh.getByteStride(),
203 mesh.getPositions());
204
205 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
206
207 if (mesh.getTexCoordsSize()) {
208 glDisableVertexAttribArray(Program::texCoords);
209 }
210 }
211
beginGroup(const mat4 & colorTransform)212 void GLES20RenderEngine::beginGroup(const mat4& colorTransform) {
213
214 GLuint tname, name;
215 // create the texture
216 glGenTextures(1, &tname);
217 glBindTexture(GL_TEXTURE_2D, tname);
218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
220 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
222 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mVpWidth, mVpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
223
224 // create a Framebuffer Object to render into
225 glGenFramebuffers(1, &name);
226 glBindFramebuffer(GL_FRAMEBUFFER, name);
227 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
228
229 Group group;
230 group.texture = tname;
231 group.fbo = name;
232 group.width = mVpWidth;
233 group.height = mVpHeight;
234 group.colorTransform = colorTransform;
235
236 mGroupStack.push(group);
237 }
238
endGroup()239 void GLES20RenderEngine::endGroup() {
240
241 const Group group(mGroupStack.top());
242 mGroupStack.pop();
243
244 // activate the previous render target
245 GLuint fbo = 0;
246 if (!mGroupStack.isEmpty()) {
247 fbo = mGroupStack.top().fbo;
248 }
249 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
250
251 // set our state
252 Texture texture(Texture::TEXTURE_2D, group.texture);
253 texture.setDimensions(group.width, group.height);
254 glBindTexture(GL_TEXTURE_2D, group.texture);
255
256 mState.setPlaneAlpha(1.0f);
257 mState.setPremultipliedAlpha(true);
258 mState.setOpaque(false);
259 mState.setTexture(texture);
260 mState.setColorMatrix(group.colorTransform);
261 glDisable(GL_BLEND);
262
263 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
264 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
265 Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>());
266 position[0] = vec2(0, 0);
267 position[1] = vec2(group.width, 0);
268 position[2] = vec2(group.width, group.height);
269 position[3] = vec2(0, group.height);
270 texCoord[0] = vec2(0, 0);
271 texCoord[1] = vec2(1, 0);
272 texCoord[2] = vec2(1, 1);
273 texCoord[3] = vec2(0, 1);
274 drawMesh(mesh);
275
276 // reset color matrix
277 mState.setColorMatrix(mat4());
278
279 // free our fbo and texture
280 glDeleteFramebuffers(1, &group.fbo);
281 glDeleteTextures(1, &group.texture);
282 }
283
dump(String8 & result)284 void GLES20RenderEngine::dump(String8& result) {
285 RenderEngine::dump(result);
286 }
287
288 // ---------------------------------------------------------------------------
289 }; // namespace android
290 // ---------------------------------------------------------------------------
291
292 #if defined(__gl_h_)
293 #error "don't include gl/gl.h in this file"
294 #endif
295