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