| /* |
| * Copyright (C) 2007 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #include <stdlib.h> |
| #include <stdint.h> |
| #include <sys/types.h> |
| |
| #include <utils/Errors.h> |
| #include <utils/Log.h> |
| |
| #include <GLES/gl.h> |
| #include <GLES/glext.h> |
| |
| #include "clz.h" |
| #include "BlurFilter.h" |
| #include "LayerBlur.h" |
| #include "SurfaceFlinger.h" |
| #include "DisplayHardware/DisplayHardware.h" |
| |
| namespace android { |
| // --------------------------------------------------------------------------- |
| |
| const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8; |
| const char* const LayerBlur::typeID = "LayerBlur"; |
| |
| // --------------------------------------------------------------------------- |
| |
| LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display, |
| const sp<Client>& client, int32_t i) |
| : LayerBaseClient(flinger, display, client, i), mCacheDirty(true), |
| mRefreshCache(true), mCacheAge(0), mTextureName(-1U), |
| mWidthScale(1.0f), mHeightScale(1.0f) |
| { |
| } |
| |
| LayerBlur::~LayerBlur() |
| { |
| if (mTextureName != -1U) { |
| glDeleteTextures(1, &mTextureName); |
| } |
| } |
| |
| void LayerBlur::setVisibleRegion(const Region& visibleRegion) |
| { |
| LayerBaseClient::setVisibleRegion(visibleRegion); |
| if (visibleRegionScreen.isEmpty()) { |
| if (mTextureName != -1U) { |
| // We're not visible, free the texture up. |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glDeleteTextures(1, &mTextureName); |
| mTextureName = -1U; |
| } |
| } |
| } |
| |
| uint32_t LayerBlur::doTransaction(uint32_t flags) |
| { |
| // we're doing a transaction, refresh the cache! |
| if (!mFlinger->isFrozen()) { |
| mRefreshCache = true; |
| mCacheDirty = true; |
| flags |= eVisibleRegion; |
| this->contentDirty = true; |
| } |
| return LayerBase::doTransaction(flags); |
| } |
| |
| void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion) |
| { |
| // this code-path must be as tight as possible, it's called each time |
| // the screen is composited. |
| if (UNLIKELY(!visibleRegionScreen.isEmpty())) { |
| // if anything visible below us is invalidated, the cache becomes dirty |
| if (!mCacheDirty && |
| !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) { |
| mCacheDirty = true; |
| } |
| if (mCacheDirty) { |
| if (!mFlinger->isFrozen()) { |
| // update everything below us that is visible |
| outDirtyRegion.orSelf(visibleRegionScreen); |
| nsecs_t now = systemTime(); |
| if ((now - mCacheAge) >= ms2ns(500)) { |
| mCacheAge = now; |
| mRefreshCache = true; |
| mCacheDirty = false; |
| } else { |
| if (!mAutoRefreshPending) { |
| mFlinger->signalDelayedEvent(ms2ns(500)); |
| mAutoRefreshPending = true; |
| } |
| } |
| } |
| } |
| } |
| LayerBase::unlockPageFlip(planeTransform, outDirtyRegion); |
| } |
| |
| void LayerBlur::onDraw(const Region& clip) const |
| { |
| const DisplayHardware& hw(graphicPlane(0).displayHardware()); |
| const uint32_t fbHeight = hw.getHeight(); |
| int x = mTransformedBounds.left; |
| int y = mTransformedBounds.top; |
| int w = mTransformedBounds.width(); |
| int h = mTransformedBounds.height(); |
| GLint X = x; |
| GLint Y = fbHeight - (y + h); |
| if (X < 0) { |
| w += X; |
| X = 0; |
| } |
| if (Y < 0) { |
| h += Y; |
| Y = 0; |
| } |
| if (w<0 || h<0) { |
| // we're outside of the framebuffer |
| return; |
| } |
| |
| if (mTextureName == -1U) { |
| // create the texture name the first time |
| // can't do that in the ctor, because it runs in another thread. |
| glGenTextures(1, &mTextureName); |
| glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &mReadFormat); |
| glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &mReadType); |
| if (mReadFormat != GL_RGB || mReadType != GL_UNSIGNED_SHORT_5_6_5) { |
| mReadFormat = GL_RGBA; |
| mReadType = GL_UNSIGNED_BYTE; |
| mBlurFormat = GGL_PIXEL_FORMAT_RGBX_8888; |
| } |
| } |
| |
| Region::const_iterator it = clip.begin(); |
| Region::const_iterator const end = clip.end(); |
| if (it != end) { |
| glEnable(GL_TEXTURE_2D); |
| glBindTexture(GL_TEXTURE_2D, mTextureName); |
| |
| if (mRefreshCache) { |
| mRefreshCache = false; |
| mAutoRefreshPending = false; |
| |
| int32_t pixelSize = 4; |
| int32_t s = w; |
| if (mReadType == GL_UNSIGNED_SHORT_5_6_5) { |
| // allocate enough memory for 4-bytes (2 pixels) aligned data |
| s = (w + 1) & ~1; |
| pixelSize = 2; |
| } |
| |
| uint16_t* const pixels = (uint16_t*)malloc(s*h*pixelSize); |
| |
| // This reads the frame-buffer, so a h/w GL would have to |
| // finish() its rendering first. we don't want to do that |
| // too often. Read data is 4-bytes aligned. |
| glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels); |
| |
| // blur that texture. |
| GGLSurface bl; |
| bl.version = sizeof(GGLSurface); |
| bl.width = w; |
| bl.height = h; |
| bl.stride = s; |
| bl.format = mBlurFormat; |
| bl.data = (GGLubyte*)pixels; |
| blurFilter(&bl, 8, 2); |
| |
| if (mFlags & (DisplayHardware::NPOT_EXTENSION)) { |
| glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, w, h, 0, |
| mReadFormat, mReadType, pixels); |
| mWidthScale = 1.0f / w; |
| mHeightScale =-1.0f / h; |
| mYOffset = 0; |
| } else { |
| GLuint tw = 1 << (31 - clz(w)); |
| GLuint th = 1 << (31 - clz(h)); |
| if (tw < GLuint(w)) tw <<= 1; |
| if (th < GLuint(h)) th <<= 1; |
| glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, tw, th, 0, |
| mReadFormat, mReadType, NULL); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, |
| mReadFormat, mReadType, pixels); |
| mWidthScale = 1.0f / tw; |
| mHeightScale =-1.0f / th; |
| mYOffset = th-h; |
| } |
| |
| free((void*)pixels); |
| } |
| |
| const State& s = drawingState(); |
| if (UNLIKELY(s.alpha < 0xFF)) { |
| const GGLfixed alpha = (s.alpha << 16)/255; |
| glColor4x(0, 0, 0, alpha); |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| } else { |
| glDisable(GL_BLEND); |
| } |
| |
| if (mFlags & DisplayHardware::SLOW_CONFIG) { |
| glDisable(GL_DITHER); |
| } else { |
| glEnable(GL_DITHER); |
| } |
| |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| if (UNLIKELY(transformed() |
| || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) { |
| // This is a very rare scenario. |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glScalef(mWidthScale, mHeightScale, 1); |
| glTranslatef(-x, mYOffset - y, 0); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glVertexPointer(2, GL_FIXED, 0, mVertices); |
| glTexCoordPointer(2, GL_FIXED, 0, mVertices); |
| while (it != end) { |
| const Rect& r = *it++; |
| const GLint sy = fbHeight - (r.top + r.height()); |
| glScissor(r.left, sy, r.width(), r.height()); |
| glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| } |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } else { |
| // NOTE: this is marginally faster with the software gl, because |
| // glReadPixels() reads the fb bottom-to-top, however we'll |
| // skip all the jaccobian computations. |
| Rect r; |
| GLint crop[4] = { 0, 0, w, h }; |
| glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); |
| y = fbHeight - (y + h); |
| while (it != end) { |
| const Rect& r = *it++; |
| const GLint sy = fbHeight - (r.top + r.height()); |
| glScissor(r.left, sy, r.width(), r.height()); |
| glDrawTexiOES(x, y, 0, w, h); |
| } |
| } |
| } |
| } |
| |
| // --------------------------------------------------------------------------- |
| |
| }; // namespace android |