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// ---------------------------------------------------------------------------
35namespace android {
36// ---------------------------------------------------------------------------
37
38GLES20RenderEngine::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
66GLES20RenderEngine::~GLES20RenderEngine() {
67}
68
69
70size_t GLES20RenderEngine::getMaxTextureSize() const {
71    return mMaxTextureSize;
72}
73
74size_t GLES20RenderEngine::getMaxViewportDims() const {
75    return
76        mMaxViewportDims[0] < mMaxViewportDims[1] ?
77            mMaxViewportDims[0] : mMaxViewportDims[1];
78}
79
80void 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
92void 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
107void 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
122void 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
137void 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
144void GLES20RenderEngine::disableTexturing() {
145    mState.disableTexture();
146}
147
148void GLES20RenderEngine::disableBlending() {
149    glDisable(GL_BLEND);
150}
151
152
153void 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
171void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
172    glBindFramebuffer(GL_FRAMEBUFFER, 0);
173    glDeleteFramebuffers(1, &fbName);
174    glDeleteTextures(1, &texName);
175}
176
177void 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
186void 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
212void 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
239void 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
284void 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