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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 <ui/Rect.h>
23 
24 #include <utils/String8.h>
25 #include <utils/Trace.h>
26 
27 #include <cutils/compiler.h>
28 #include <gui/ISurfaceComposer.h>
29 #include <math.h>
30 
31 #include "GLES20RenderEngine.h"
32 #include "Program.h"
33 #include "ProgramCache.h"
34 #include "Description.h"
35 #include "Mesh.h"
36 #include "Texture.h"
37 
38 // ---------------------------------------------------------------------------
39 namespace android {
40 // ---------------------------------------------------------------------------
41 
GLES20RenderEngine()42 GLES20RenderEngine::GLES20RenderEngine() :
43         mVpWidth(0), mVpHeight(0) {
44 
45     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
46     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
47 
48     glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
49     glPixelStorei(GL_PACK_ALIGNMENT, 4);
50 
51     const uint16_t protTexData[] = { 0 };
52     glGenTextures(1, &mProtectedTexName);
53     glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
54     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
55     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
56     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
57     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
58     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
59             GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
60 
61     //mColorBlindnessCorrection = M;
62 }
63 
~GLES20RenderEngine()64 GLES20RenderEngine::~GLES20RenderEngine() {
65 }
66 
67 
getMaxTextureSize() const68 size_t GLES20RenderEngine::getMaxTextureSize() const {
69     return mMaxTextureSize;
70 }
71 
getMaxViewportDims() const72 size_t GLES20RenderEngine::getMaxViewportDims() const {
73     return
74         mMaxViewportDims[0] < mMaxViewportDims[1] ?
75             mMaxViewportDims[0] : mMaxViewportDims[1];
76 }
77 
setViewportAndProjection(size_t vpw,size_t vph,Rect sourceCrop,size_t hwh,bool yswap,Transform::orientation_flags rotation)78 void GLES20RenderEngine::setViewportAndProjection(
79         size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
80         Transform::orientation_flags rotation) {
81 
82     size_t l = sourceCrop.left;
83     size_t r = sourceCrop.right;
84 
85     // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
86     size_t t = hwh - sourceCrop.top;
87     size_t b = hwh - sourceCrop.bottom;
88 
89     mat4 m;
90     if (yswap) {
91         m = mat4::ortho(l, r, t, b, 0, 1);
92     } else {
93         m = mat4::ortho(l, r, b, t, 0, 1);
94     }
95 
96     // Apply custom rotation to the projection.
97     float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
98     switch (rotation) {
99         case Transform::ROT_0:
100             break;
101         case Transform::ROT_90:
102             m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
103             break;
104         case Transform::ROT_180:
105             m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
106             break;
107         case Transform::ROT_270:
108             m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
109             break;
110         default:
111             break;
112     }
113 
114     glViewport(0, 0, vpw, vph);
115     mState.setProjectionMatrix(m);
116     mVpWidth = vpw;
117     mVpHeight = vph;
118 }
119 
setupLayerBlending(bool premultipliedAlpha,bool opaque,int alpha)120 void GLES20RenderEngine::setupLayerBlending(
121     bool premultipliedAlpha, bool opaque, int alpha) {
122 
123     mState.setPremultipliedAlpha(premultipliedAlpha);
124     mState.setOpaque(opaque);
125     mState.setPlaneAlpha(alpha / 255.0f);
126 
127     if (alpha < 0xFF || !opaque) {
128         glEnable(GL_BLEND);
129         glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130     } else {
131         glDisable(GL_BLEND);
132     }
133 }
134 
setupDimLayerBlending(int alpha)135 void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
136     mState.setPlaneAlpha(1.0f);
137     mState.setPremultipliedAlpha(true);
138     mState.setOpaque(false);
139     mState.setColor(0, 0, 0, alpha/255.0f);
140     mState.disableTexture();
141 
142     if (alpha == 0xFF) {
143         glDisable(GL_BLEND);
144     } else {
145         glEnable(GL_BLEND);
146         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
147     }
148 }
149 
setupLayerTexturing(const Texture & texture)150 void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
151     GLuint target = texture.getTextureTarget();
152     glBindTexture(target, texture.getTextureName());
153     GLenum filter = GL_NEAREST;
154     if (texture.getFiltering()) {
155         filter = GL_LINEAR;
156     }
157     glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
158     glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
159     glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
160     glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
161 
162     mState.setTexture(texture);
163 }
164 
setupLayerBlackedOut()165 void GLES20RenderEngine::setupLayerBlackedOut() {
166     glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
167     Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
168     texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
169     mState.setTexture(texture);
170 }
171 
setupColorTransform(const mat4 & colorTransform)172 mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
173     mat4 oldTransform = mState.getColorMatrix();
174     mState.setColorMatrix(colorTransform);
175     return oldTransform;
176 }
177 
disableTexturing()178 void GLES20RenderEngine::disableTexturing() {
179     mState.disableTexture();
180 }
181 
disableBlending()182 void GLES20RenderEngine::disableBlending() {
183     glDisable(GL_BLEND);
184 }
185 
186 
bindImageAsFramebuffer(EGLImageKHR image,uint32_t * texName,uint32_t * fbName,uint32_t * status)187 void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
188         uint32_t* texName, uint32_t* fbName, uint32_t* status) {
189     GLuint tname, name;
190     // turn our EGLImage into a texture
191     glGenTextures(1, &tname);
192     glBindTexture(GL_TEXTURE_2D, tname);
193     glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
194 
195     // create a Framebuffer Object to render into
196     glGenFramebuffers(1, &name);
197     glBindFramebuffer(GL_FRAMEBUFFER, name);
198     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
199 
200     *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
201     *texName = tname;
202     *fbName = name;
203 }
204 
unbindFramebuffer(uint32_t texName,uint32_t fbName)205 void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
206     glBindFramebuffer(GL_FRAMEBUFFER, 0);
207     glDeleteFramebuffers(1, &fbName);
208     glDeleteTextures(1, &texName);
209 }
210 
setupFillWithColor(float r,float g,float b,float a)211 void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
212     mState.setPlaneAlpha(1.0f);
213     mState.setPremultipliedAlpha(true);
214     mState.setOpaque(false);
215     mState.setColor(r, g, b, a);
216     mState.disableTexture();
217     glDisable(GL_BLEND);
218 }
219 
drawMesh(const Mesh & mesh)220 void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
221 
222     ProgramCache::getInstance().useProgram(mState);
223 
224     if (mesh.getTexCoordsSize()) {
225         glEnableVertexAttribArray(Program::texCoords);
226         glVertexAttribPointer(Program::texCoords,
227                 mesh.getTexCoordsSize(),
228                 GL_FLOAT, GL_FALSE,
229                 mesh.getByteStride(),
230                 mesh.getTexCoords());
231     }
232 
233     glVertexAttribPointer(Program::position,
234             mesh.getVertexSize(),
235             GL_FLOAT, GL_FALSE,
236             mesh.getByteStride(),
237             mesh.getPositions());
238 
239     glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
240 
241     if (mesh.getTexCoordsSize()) {
242         glDisableVertexAttribArray(Program::texCoords);
243     }
244 }
245 
dump(String8 & result)246 void GLES20RenderEngine::dump(String8& result) {
247     RenderEngine::dump(result);
248 }
249 
250 // ---------------------------------------------------------------------------
251 }; // namespace android
252 // ---------------------------------------------------------------------------
253 
254 #if defined(__gl_h_)
255 #error "don't include gl/gl.h in this file"
256 #endif
257