1/*
2 * Copyright (C) 2007 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 LOG_TAG "SurfaceFlinger"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <utils/Errors.h>
24#include <utils/Log.h>
25
26#include <GLES/gl.h>
27#include <GLES/glext.h>
28
29#include "BlurFilter.h"
30#include "LayerBlur.h"
31#include "SurfaceFlinger.h"
32#include "DisplayHardware/DisplayHardware.h"
33
34namespace android {
35// ---------------------------------------------------------------------------
36
37const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
38const char* const LayerBlur::typeID = "LayerBlur";
39
40// ---------------------------------------------------------------------------
41
42LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
43        Client* client, int32_t i)
44     : LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
45     mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
46{
47}
48
49LayerBlur::~LayerBlur()
50{
51    if (mTextureName != -1U) {
52        //glDeleteTextures(1, &mTextureName);
53        deletedTextures.add(mTextureName);
54    }
55}
56
57void LayerBlur::setVisibleRegion(const Region& visibleRegion)
58{
59    LayerBaseClient::setVisibleRegion(visibleRegion);
60    if (visibleRegionScreen.isEmpty()) {
61        if (mTextureName != -1U) {
62            // We're not visible, free the texture up.
63            glBindTexture(GL_TEXTURE_2D, 0);
64            glDeleteTextures(1, &mTextureName);
65            mTextureName = -1U;
66        }
67    }
68}
69
70uint32_t LayerBlur::doTransaction(uint32_t flags)
71{
72    // we're doing a transaction, refresh the cache!
73    if (!mFlinger->isFrozen()) {
74        mRefreshCache = true;
75        mCacheDirty = true;
76        flags |= eVisibleRegion;
77        this->contentDirty = true;
78    }
79    return LayerBase::doTransaction(flags);
80}
81
82void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
83{
84    // this code-path must be as tight as possible, it's called each time
85    // the screen is composited.
86    if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
87        // if anything visible below us is invalidated, the cache becomes dirty
88        if (!mCacheDirty &&
89                !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
90            mCacheDirty = true;
91        }
92        if (mCacheDirty) {
93            if (!mFlinger->isFrozen()) {
94                // update everything below us that is visible
95                outDirtyRegion.orSelf(visibleRegionScreen);
96                nsecs_t now = systemTime();
97                if ((now - mCacheAge) >= ms2ns(500)) {
98                    mCacheAge = now;
99                    mRefreshCache = true;
100                    mCacheDirty = false;
101                } else {
102                    if (!mAutoRefreshPending) {
103                        mFlinger->signalDelayedEvent(ms2ns(500));
104                        mAutoRefreshPending = true;
105                    }
106                }
107            }
108        }
109    }
110    LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
111}
112
113void LayerBlur::onDraw(const Region& clip) const
114{
115    const DisplayHardware& hw(graphicPlane(0).displayHardware());
116    const uint32_t fbHeight = hw.getHeight();
117    int x = mTransformedBounds.left;
118    int y = mTransformedBounds.top;
119    int w = mTransformedBounds.width();
120    int h = mTransformedBounds.height();
121    GLint X = x;
122    GLint Y = fbHeight - (y + h);
123    if (X < 0) {
124        w += X;
125        X = 0;
126    }
127    if (Y < 0) {
128        h += Y;
129        Y = 0;
130    }
131    if (w<0 || h<0) {
132        // we're outside of the framebuffer
133        return;
134    }
135
136    if (mTextureName == -1U) {
137        // create the texture name the first time
138        // can't do that in the ctor, because it runs in another thread.
139        glGenTextures(1, &mTextureName);
140    }
141
142    Region::iterator iterator(clip);
143    if (iterator) {
144        glEnable(GL_TEXTURE_2D);
145        glBindTexture(GL_TEXTURE_2D, mTextureName);
146
147        if (mRefreshCache) {
148            mRefreshCache = false;
149            mAutoRefreshPending = false;
150
151            // allocate enough memory for 4-bytes (2 pixels) aligned data
152            const int32_t s = (w + 1) & ~1;
153            uint16_t* const pixels = (uint16_t*)malloc(s*h*2);
154
155            // This reads the frame-buffer, so a h/w GL would have to
156            // finish() its rendering first. we don't want to do that
157            // too often. Read data is 4-bytes aligned.
158            glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
159
160            // blur that texture.
161            GGLSurface bl;
162            bl.version = sizeof(GGLSurface);
163            bl.width = w;
164            bl.height = h;
165            bl.stride = s;
166            bl.format = GGL_PIXEL_FORMAT_RGB_565;
167            bl.data = (GGLubyte*)pixels;
168            blurFilter(&bl, 8, 2);
169
170            // NOTE: this works only because we have POT. we'd have to round the
171            // texture size up, otherwise.
172            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
173                    GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
174
175            free((void*)pixels);
176        }
177
178        const State& s = drawingState();
179        if (UNLIKELY(s.alpha < 0xFF)) {
180            const GGLfixed alpha = (s.alpha << 16)/255;
181            glColor4x(0, 0, 0, alpha);
182            glEnable(GL_BLEND);
183            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
184            glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
185        } else {
186            glDisable(GL_BLEND);
187        }
188
189        glDisable(GL_DITHER);
190        glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
191        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
192        glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
193
194        if (UNLIKELY(transformed()
195                || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
196            // This is a very rare scenario.
197            glMatrixMode(GL_TEXTURE);
198            glLoadIdentity();
199            glScalef(1.0f/w, -1.0f/h, 1);
200            glTranslatef(-x, -y, 0);
201            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
202            glVertexPointer(2, GL_FIXED, 0, mVertices);
203            glTexCoordPointer(2, GL_FIXED, 0, mVertices);
204            Rect r;
205            while (iterator.iterate(&r)) {
206                const GLint sy = fbHeight - (r.top + r.height());
207                glScissor(r.left, sy, r.width(), r.height());
208                glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
209            }
210        } else {
211            Region::iterator iterator(clip);
212            if (iterator) {
213                // NOTE: this is marginally faster with the software gl, because
214                // glReadPixels() reads the fb bottom-to-top, however we'll
215                // skip all the jaccobian computations.
216                Rect r;
217                GLint crop[4] = { 0, 0, w, h };
218                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
219                y = fbHeight - (y + h);
220                while (iterator.iterate(&r)) {
221                    const GLint sy = fbHeight - (r.top + r.height());
222                    glScissor(r.left, sy, r.width(), r.height());
223                    glDrawTexiOES(x, y, 0, w, h);
224                }
225            }
226        }
227    }
228
229    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
230}
231
232// ---------------------------------------------------------------------------
233
234}; // namespace android
235