GLES20RenderEngine.cpp revision 89fd4f7fa6bd17ce5400979c3b9e5ba0bf7e919e
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 120void GLES20RenderEngine::setupLayerBlending( 121 bool premultipliedAlpha, bool opaque, int alpha) { 122 123 mState.setPremultipliedAlpha(premultipliedAlpha); 124 mState.setOpaque(opaque); 125 mState.setPlaneAlpha(alpha / 255.0f); 126 127 if (alpha < 0xFF || !opaque) { 128 glEnable(GL_BLEND); 129 glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 130 } else { 131 glDisable(GL_BLEND); 132 } 133} 134 135void GLES20RenderEngine::setupDimLayerBlending(int alpha) { 136 mState.setPlaneAlpha(1.0f); 137 mState.setPremultipliedAlpha(true); 138 mState.setOpaque(false); 139 mState.setColor(0, 0, 0, alpha/255.0f); 140 mState.disableTexture(); 141 142 if (alpha == 0xFF) { 143 glDisable(GL_BLEND); 144 } else { 145 glEnable(GL_BLEND); 146 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 147 } 148} 149 150void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) { 151 GLuint target = texture.getTextureTarget(); 152 glBindTexture(target, texture.getTextureName()); 153 GLenum filter = GL_NEAREST; 154 if (texture.getFiltering()) { 155 filter = GL_LINEAR; 156 } 157 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 158 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 159 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); 160 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); 161 162 mState.setTexture(texture); 163} 164 165void GLES20RenderEngine::setupLayerBlackedOut() { 166 glBindTexture(GL_TEXTURE_2D, mProtectedTexName); 167 Texture texture(Texture::TEXTURE_2D, mProtectedTexName); 168 texture.setDimensions(1, 1); // FIXME: we should get that from somewhere 169 mState.setTexture(texture); 170} 171 172void GLES20RenderEngine::disableTexturing() { 173 mState.disableTexture(); 174} 175 176void GLES20RenderEngine::disableBlending() { 177 glDisable(GL_BLEND); 178} 179 180 181void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, 182 uint32_t* texName, uint32_t* fbName, uint32_t* status) { 183 GLuint tname, name; 184 // turn our EGLImage into a texture 185 glGenTextures(1, &tname); 186 glBindTexture(GL_TEXTURE_2D, tname); 187 glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image); 188 189 // create a Framebuffer Object to render into 190 glGenFramebuffers(1, &name); 191 glBindFramebuffer(GL_FRAMEBUFFER, name); 192 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); 193 194 *status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 195 *texName = tname; 196 *fbName = name; 197} 198 199void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) { 200 glBindFramebuffer(GL_FRAMEBUFFER, 0); 201 glDeleteFramebuffers(1, &fbName); 202 glDeleteTextures(1, &texName); 203} 204 205void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) { 206 mState.setPlaneAlpha(1.0f); 207 mState.setPremultipliedAlpha(true); 208 mState.setOpaque(false); 209 mState.setColor(r, g, b, a); 210 mState.disableTexture(); 211 glDisable(GL_BLEND); 212} 213 214void GLES20RenderEngine::drawMesh(const Mesh& mesh) { 215 216 ProgramCache::getInstance().useProgram(mState); 217 218 if (mesh.getTexCoordsSize()) { 219 glEnableVertexAttribArray(Program::texCoords); 220 glVertexAttribPointer(Program::texCoords, 221 mesh.getTexCoordsSize(), 222 GL_FLOAT, GL_FALSE, 223 mesh.getByteStride(), 224 mesh.getTexCoords()); 225 } 226 227 glVertexAttribPointer(Program::position, 228 mesh.getVertexSize(), 229 GL_FLOAT, GL_FALSE, 230 mesh.getByteStride(), 231 mesh.getPositions()); 232 233 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); 234 235 if (mesh.getTexCoordsSize()) { 236 glDisableVertexAttribArray(Program::texCoords); 237 } 238} 239 240void GLES20RenderEngine::beginGroup(const mat4& colorTransform) { 241 242 GLuint tname, name; 243 // create the texture 244 glGenTextures(1, &tname); 245 glBindTexture(GL_TEXTURE_2D, tname); 246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 247 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 248 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 249 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 250 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mVpWidth, mVpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); 251 252 // create a Framebuffer Object to render into 253 glGenFramebuffers(1, &name); 254 glBindFramebuffer(GL_FRAMEBUFFER, name); 255 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); 256 257 Group group; 258 group.texture = tname; 259 group.fbo = name; 260 group.width = mVpWidth; 261 group.height = mVpHeight; 262 group.colorTransform = colorTransform; 263 264 mGroupStack.push(group); 265} 266 267void GLES20RenderEngine::endGroup() { 268 269 const Group group(mGroupStack.top()); 270 mGroupStack.pop(); 271 272 // activate the previous render target 273 GLuint fbo = 0; 274 if (!mGroupStack.isEmpty()) { 275 fbo = mGroupStack.top().fbo; 276 } 277 glBindFramebuffer(GL_FRAMEBUFFER, fbo); 278 279 // set our state 280 Texture texture(Texture::TEXTURE_2D, group.texture); 281 texture.setDimensions(group.width, group.height); 282 glBindTexture(GL_TEXTURE_2D, group.texture); 283 284 mState.setPlaneAlpha(1.0f); 285 mState.setPremultipliedAlpha(true); 286 mState.setOpaque(false); 287 mState.setTexture(texture); 288 mState.setColorMatrix(group.colorTransform); 289 glDisable(GL_BLEND); 290 291 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2); 292 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); 293 Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>()); 294 position[0] = vec2(0, 0); 295 position[1] = vec2(group.width, 0); 296 position[2] = vec2(group.width, group.height); 297 position[3] = vec2(0, group.height); 298 texCoord[0] = vec2(0, 0); 299 texCoord[1] = vec2(1, 0); 300 texCoord[2] = vec2(1, 1); 301 texCoord[3] = vec2(0, 1); 302 drawMesh(mesh); 303 304 // reset color matrix 305 mState.setColorMatrix(mat4()); 306 307 // free our fbo and texture 308 glDeleteFramebuffers(1, &group.fbo); 309 glDeleteTextures(1, &group.texture); 310} 311 312void GLES20RenderEngine::dump(String8& result) { 313 RenderEngine::dump(result); 314} 315 316// --------------------------------------------------------------------------- 317}; // namespace android 318// --------------------------------------------------------------------------- 319 320#if defined(__gl_h_) 321#error "don't include gl/gl.h in this file" 322#endif 323