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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 #include <GLES/gl.h>
18 
19 #include <cutils/compiler.h>
20 
21 #include "GLES10RenderEngine.h"
22 
23 // ---------------------------------------------------------------------------
24 namespace android {
25 // ---------------------------------------------------------------------------
26 
~GLES10RenderEngine()27 GLES10RenderEngine::~GLES10RenderEngine() {
28 }
29 
setupLayerBlending(bool premultipliedAlpha,bool opaque,float alpha)30 void GLES10RenderEngine::setupLayerBlending(
31 #ifdef USE_HWC2
32     bool premultipliedAlpha, bool opaque, float alpha) {
33 #else
34     bool premultipliedAlpha, bool opaque, int alpha) {
35 #endif
36     // OpenGL ES 1.0 doesn't support texture combiners.
37     // This path doesn't properly handle opaque layers that have non-opaque
38     // alpha values. The alpha channel will be copied into the framebuffer or
39     // screenshot, so if the framebuffer or screenshot is blended on top of
40     // something else,  whatever is below the window will incorrectly show
41     // through.
42 #ifdef USE_HWC2
43     if (CC_UNLIKELY(alpha < 1.0f)) {
44         if (premultipliedAlpha) {
45             glColor4f(alpha, alpha, alpha, alpha);
46         } else {
47             glColor4f(1.0f, 1.0f, 1.0f, alpha);
48         }
49 #else
50     if (CC_UNLIKELY(alpha < 0xFF)) {
51         GLfloat floatAlpha = alpha * (1.0f / 255.0f);
52         if (premultipliedAlpha) {
53             glColor4f(floatAlpha, floatAlpha, floatAlpha, floatAlpha);
54         } else {
55             glColor4f(1.0f, 1.0f, 1.0f, floatAlpha);
56         }
57 #endif
58         glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
59     } else {
60         glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
61     }
62 
63 #ifdef USE_HWC2
64     if (alpha < 1.0f || !opaque) {
65 #else
66     if (alpha < 0xFF || !opaque) {
67 #endif
68         glEnable(GL_BLEND);
69         glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA,
70                     GL_ONE_MINUS_SRC_ALPHA);
71     } else {
72         glDisable(GL_BLEND);
73     }
74 }
75 
76 // ---------------------------------------------------------------------------
77 }; // namespace android
78 // ---------------------------------------------------------------------------
79