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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