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    const uint16_t protTexData[] = { 0 };
52    glGenTextures(1, &mProtectedTexName);
53    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
54    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
55    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
56    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
57    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
58    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
59            GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
60
61    //mColorBlindnessCorrection = M;
62}
63
64GLES20RenderEngine::~GLES20RenderEngine() {
65}
66
67
68size_t GLES20RenderEngine::getMaxTextureSize() const {
69    return mMaxTextureSize;
70}
71
72size_t GLES20RenderEngine::getMaxViewportDims() const {
73    return
74        mMaxViewportDims[0] < mMaxViewportDims[1] ?
75            mMaxViewportDims[0] : mMaxViewportDims[1];
76}
77
78void GLES20RenderEngine::setViewportAndProjection(
79        size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
80        Transform::orientation_flags rotation) {
81
82    size_t l = sourceCrop.left;
83    size_t r = sourceCrop.right;
84
85    // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
86    size_t t = hwh - sourceCrop.top;
87    size_t b = hwh - sourceCrop.bottom;
88
89    mat4 m;
90    if (yswap) {
91        m = mat4::ortho(l, r, t, b, 0, 1);
92    } else {
93        m = mat4::ortho(l, r, b, t, 0, 1);
94    }
95
96    // Apply custom rotation to the projection.
97    float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
98    switch (rotation) {
99        case Transform::ROT_0:
100            break;
101        case Transform::ROT_90:
102            m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
103            break;
104        case Transform::ROT_180:
105            m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
106            break;
107        case Transform::ROT_270:
108            m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
109            break;
110        default:
111            break;
112    }
113
114    glViewport(0, 0, vpw, vph);
115    mState.setProjectionMatrix(m);
116    mVpWidth = vpw;
117    mVpHeight = vph;
118}
119
120#ifdef USE_HWC2
121void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha,
122        bool opaque, float alpha) {
123#else
124void GLES20RenderEngine::setupLayerBlending(
125    bool premultipliedAlpha, bool opaque, int alpha) {
126#endif
127
128    mState.setPremultipliedAlpha(premultipliedAlpha);
129    mState.setOpaque(opaque);
130#ifdef USE_HWC2
131    mState.setPlaneAlpha(alpha);
132
133    if (alpha < 1.0f || !opaque) {
134#else
135    mState.setPlaneAlpha(alpha / 255.0f);
136
137    if (alpha < 0xFF || !opaque) {
138#endif
139        glEnable(GL_BLEND);
140        glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141    } else {
142        glDisable(GL_BLEND);
143    }
144}
145
146#ifdef USE_HWC2
147void GLES20RenderEngine::setupDimLayerBlending(float alpha) {
148#else
149void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
150#endif
151    mState.setPlaneAlpha(1.0f);
152    mState.setPremultipliedAlpha(true);
153    mState.setOpaque(false);
154#ifdef USE_HWC2
155    mState.setColor(0, 0, 0, alpha);
156#else
157    mState.setColor(0, 0, 0, alpha/255.0f);
158#endif
159    mState.disableTexture();
160
161#ifdef USE_HWC2
162    if (alpha == 1.0f) {
163#else
164    if (alpha == 0xFF) {
165#endif
166        glDisable(GL_BLEND);
167    } else {
168        glEnable(GL_BLEND);
169        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
170    }
171}
172
173void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
174    GLuint target = texture.getTextureTarget();
175    glBindTexture(target, texture.getTextureName());
176    GLenum filter = GL_NEAREST;
177    if (texture.getFiltering()) {
178        filter = GL_LINEAR;
179    }
180    glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
181    glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
182    glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
183    glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
184
185    mState.setTexture(texture);
186}
187
188void GLES20RenderEngine::setupLayerBlackedOut() {
189    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
190    Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
191    texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
192    mState.setTexture(texture);
193}
194
195mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
196    mat4 oldTransform = mState.getColorMatrix();
197    mState.setColorMatrix(colorTransform);
198    return oldTransform;
199}
200
201void GLES20RenderEngine::disableTexturing() {
202    mState.disableTexture();
203}
204
205void GLES20RenderEngine::disableBlending() {
206    glDisable(GL_BLEND);
207}
208
209
210void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
211        uint32_t* texName, uint32_t* fbName, uint32_t* status) {
212    GLuint tname, name;
213    // turn our EGLImage into a texture
214    glGenTextures(1, &tname);
215    glBindTexture(GL_TEXTURE_2D, tname);
216    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
217
218    // create a Framebuffer Object to render into
219    glGenFramebuffers(1, &name);
220    glBindFramebuffer(GL_FRAMEBUFFER, name);
221    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
222
223    *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
224    *texName = tname;
225    *fbName = name;
226}
227
228void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
229    glBindFramebuffer(GL_FRAMEBUFFER, 0);
230    glDeleteFramebuffers(1, &fbName);
231    glDeleteTextures(1, &texName);
232}
233
234void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
235    mState.setPlaneAlpha(1.0f);
236    mState.setPremultipliedAlpha(true);
237    mState.setOpaque(false);
238    mState.setColor(r, g, b, a);
239    mState.disableTexture();
240    glDisable(GL_BLEND);
241}
242
243void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
244
245    ProgramCache::getInstance().useProgram(mState);
246
247    if (mesh.getTexCoordsSize()) {
248        glEnableVertexAttribArray(Program::texCoords);
249        glVertexAttribPointer(Program::texCoords,
250                mesh.getTexCoordsSize(),
251                GL_FLOAT, GL_FALSE,
252                mesh.getByteStride(),
253                mesh.getTexCoords());
254    }
255
256    glVertexAttribPointer(Program::position,
257            mesh.getVertexSize(),
258            GL_FLOAT, GL_FALSE,
259            mesh.getByteStride(),
260            mesh.getPositions());
261
262    glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
263
264    if (mesh.getTexCoordsSize()) {
265        glDisableVertexAttribArray(Program::texCoords);
266    }
267}
268
269void GLES20RenderEngine::dump(String8& result) {
270    RenderEngine::dump(result);
271}
272
273// ---------------------------------------------------------------------------
274}; // namespace android
275// ---------------------------------------------------------------------------
276
277#if defined(__gl_h_)
278#error "don't include gl/gl.h in this file"
279#endif
280