GLES20RenderEngine.cpp revision c3ebe66b49cfba035e1fd0e160a13db38eb81b0e
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// ---------------------------------------------------------------------------
39namespace android {
40// ---------------------------------------------------------------------------
41
42GLES20RenderEngine::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    struct pack565 {
52        inline uint16_t operator() (int r, int g, int b) const {
53            return (r<<11)|(g<<5)|b;
54        }
55    } pack565;
56
57    const uint16_t protTexData[] = { 0 };
58    glGenTextures(1, &mProtectedTexName);
59    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
60    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
61    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
62    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
63    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
64    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
65            GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
66
67    //mColorBlindnessCorrection = M;
68}
69
70GLES20RenderEngine::~GLES20RenderEngine() {
71}
72
73
74size_t GLES20RenderEngine::getMaxTextureSize() const {
75    return mMaxTextureSize;
76}
77
78size_t GLES20RenderEngine::getMaxViewportDims() const {
79    return
80        mMaxViewportDims[0] < mMaxViewportDims[1] ?
81            mMaxViewportDims[0] : mMaxViewportDims[1];
82}
83
84void GLES20RenderEngine::setViewportAndProjection(
85        size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
86        Transform::orientation_flags rotation) {
87
88    size_t l = sourceCrop.left;
89    size_t r = sourceCrop.right;
90
91    // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
92    size_t t = hwh - sourceCrop.top;
93    size_t b = hwh - sourceCrop.bottom;
94
95    mat4 m;
96    if (yswap) {
97        m = mat4::ortho(l, r, t, b, 0, 1);
98    } else {
99        m = mat4::ortho(l, r, b, t, 0, 1);
100    }
101
102    // Apply custom rotation to the projection.
103    float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
104    switch (rotation) {
105        case Transform::ROT_0:
106            break;
107        case Transform::ROT_90:
108            m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
109            break;
110        case Transform::ROT_180:
111            m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
112            break;
113        case Transform::ROT_270:
114            m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
115            break;
116        default:
117            break;
118    }
119
120    glViewport(0, 0, vpw, vph);
121    mState.setProjectionMatrix(m);
122    mVpWidth = vpw;
123    mVpHeight = vph;
124}
125
126void GLES20RenderEngine::setupLayerBlending(
127    bool premultipliedAlpha, bool opaque, int alpha) {
128
129    mState.setPremultipliedAlpha(premultipliedAlpha);
130    mState.setOpaque(opaque);
131    mState.setPlaneAlpha(alpha / 255.0f);
132
133    if (alpha < 0xFF || !opaque) {
134        glEnable(GL_BLEND);
135        glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136    } else {
137        glDisable(GL_BLEND);
138    }
139}
140
141void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
142    mState.setPlaneAlpha(1.0f);
143    mState.setPremultipliedAlpha(true);
144    mState.setOpaque(false);
145    mState.setColor(0, 0, 0, alpha/255.0f);
146    mState.disableTexture();
147
148    if (alpha == 0xFF) {
149        glDisable(GL_BLEND);
150    } else {
151        glEnable(GL_BLEND);
152        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
153    }
154}
155
156void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
157    GLuint target = texture.getTextureTarget();
158    glBindTexture(target, texture.getTextureName());
159    GLenum filter = GL_NEAREST;
160    if (texture.getFiltering()) {
161        filter = GL_LINEAR;
162    }
163    glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
164    glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
165    glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
166    glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
167
168    mState.setTexture(texture);
169}
170
171void GLES20RenderEngine::setupLayerBlackedOut() {
172    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
173    Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
174    texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
175    mState.setTexture(texture);
176}
177
178void GLES20RenderEngine::disableTexturing() {
179    mState.disableTexture();
180}
181
182void GLES20RenderEngine::disableBlending() {
183    glDisable(GL_BLEND);
184}
185
186
187void 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
205void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
206    glBindFramebuffer(GL_FRAMEBUFFER, 0);
207    glDeleteFramebuffers(1, &fbName);
208    glDeleteTextures(1, &texName);
209}
210
211void 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
220void 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
246void GLES20RenderEngine::beginGroup(const mat4& colorTransform) {
247
248    GLuint tname, name;
249    // create the texture
250    glGenTextures(1, &tname);
251    glBindTexture(GL_TEXTURE_2D, tname);
252    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
253    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
254    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
255    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
256    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mVpWidth, mVpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
257
258    // create a Framebuffer Object to render into
259    glGenFramebuffers(1, &name);
260    glBindFramebuffer(GL_FRAMEBUFFER, name);
261    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
262
263    Group group;
264    group.texture = tname;
265    group.fbo = name;
266    group.width = mVpWidth;
267    group.height = mVpHeight;
268    group.colorTransform = colorTransform;
269
270    mGroupStack.push(group);
271}
272
273void GLES20RenderEngine::endGroup() {
274
275    const Group group(mGroupStack.top());
276    mGroupStack.pop();
277
278    // activate the previous render target
279    GLuint fbo = 0;
280    if (!mGroupStack.isEmpty()) {
281        fbo = mGroupStack.top().fbo;
282    }
283    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
284
285    // set our state
286    Texture texture(Texture::TEXTURE_2D, group.texture);
287    texture.setDimensions(group.width, group.height);
288    glBindTexture(GL_TEXTURE_2D, group.texture);
289
290    mState.setPlaneAlpha(1.0f);
291    mState.setPremultipliedAlpha(true);
292    mState.setOpaque(false);
293    mState.setTexture(texture);
294    mState.setColorMatrix(group.colorTransform);
295    glDisable(GL_BLEND);
296
297    Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
298    Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
299    Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>());
300    position[0] = vec2(0, 0);
301    position[1] = vec2(group.width, 0);
302    position[2] = vec2(group.width, group.height);
303    position[3] = vec2(0, group.height);
304    texCoord[0] = vec2(0, 0);
305    texCoord[1] = vec2(1, 0);
306    texCoord[2] = vec2(1, 1);
307    texCoord[3] = vec2(0, 1);
308    drawMesh(mesh);
309
310    // reset color matrix
311    mState.setColorMatrix(mat4());
312
313    // free our fbo and texture
314    glDeleteFramebuffers(1, &group.fbo);
315    glDeleteTextures(1, &group.texture);
316}
317
318void GLES20RenderEngine::dump(String8& result) {
319    RenderEngine::dump(result);
320}
321
322// ---------------------------------------------------------------------------
323}; // namespace android
324// ---------------------------------------------------------------------------
325
326#if defined(__gl_h_)
327#error "don't include gl/gl.h in this file"
328#endif
329