| /* |
| * Copyright (C) 2011 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 <ui/GraphicBuffer.h> |
| |
| #include "LayerScreenshot.h" |
| #include "SurfaceFlinger.h" |
| #include "DisplayHardware/DisplayHardware.h" |
| |
| |
| namespace android { |
| // --------------------------------------------------------------------------- |
| |
| LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger, DisplayID display, |
| const sp<Client>& client) |
| : LayerBaseClient(flinger, display, client), |
| mTextureName(0), mFlinger(flinger) |
| { |
| } |
| |
| LayerScreenshot::~LayerScreenshot() |
| { |
| if (mTextureName) { |
| mFlinger->postMessageAsync( |
| new SurfaceFlinger::MessageDestroyGLTexture(mTextureName) ); |
| } |
| } |
| |
| status_t LayerScreenshot::captureLocked() { |
| GLfloat u, v; |
| status_t result = mFlinger->renderScreenToTextureLocked(0, &mTextureName, &u, &v); |
| if (result != NO_ERROR) { |
| return result; |
| } |
| initTexture(u, v); |
| return NO_ERROR; |
| } |
| |
| status_t LayerScreenshot::capture() { |
| GLfloat u, v; |
| status_t result = mFlinger->renderScreenToTexture(0, &mTextureName, &u, &v); |
| if (result != NO_ERROR) { |
| return result; |
| } |
| initTexture(u, v); |
| return NO_ERROR; |
| } |
| |
| void LayerScreenshot::initTexture(GLfloat u, GLfloat v) { |
| glBindTexture(GL_TEXTURE_2D, mTextureName); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| mTexCoords[0] = 0; mTexCoords[1] = v; |
| mTexCoords[2] = 0; mTexCoords[3] = 0; |
| mTexCoords[4] = u; mTexCoords[5] = 0; |
| mTexCoords[6] = u; mTexCoords[7] = v; |
| } |
| |
| void LayerScreenshot::initStates(uint32_t w, uint32_t h, uint32_t flags) { |
| LayerBaseClient::initStates(w, h, flags); |
| if (!(flags & ISurfaceComposer::eHidden)) { |
| capture(); |
| } |
| } |
| |
| uint32_t LayerScreenshot::doTransaction(uint32_t flags) |
| { |
| const Layer::State& draw(drawingState()); |
| const Layer::State& curr(currentState()); |
| |
| if (draw.flags & ISurfaceComposer::eLayerHidden) { |
| if (!(curr.flags & ISurfaceComposer::eLayerHidden)) { |
| // we're going from hidden to visible |
| status_t err = captureLocked(); |
| if (err != NO_ERROR) { |
| LOGW("createScreenshotSurface failed (%s)", strerror(-err)); |
| } |
| } |
| } else if (curr.flags & ISurfaceComposer::eLayerHidden) { |
| // we're going from visible to hidden |
| if (mTextureName) { |
| glDeleteTextures(1, &mTextureName); |
| mTextureName = 0; |
| } |
| } |
| return LayerBaseClient::doTransaction(flags); |
| } |
| |
| void LayerScreenshot::onDraw(const Region& clip) const |
| { |
| const State& s(drawingState()); |
| Region::const_iterator it = clip.begin(); |
| Region::const_iterator const end = clip.end(); |
| if (s.alpha>0 && (it != end)) { |
| const DisplayHardware& hw(graphicPlane(0).displayHardware()); |
| const GLfloat alpha = s.alpha/255.0f; |
| const uint32_t fbHeight = hw.getHeight(); |
| |
| if (s.alpha == 0xFF) { |
| glDisable(GL_BLEND); |
| } else { |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| } |
| |
| glColor4f(0, 0, 0, alpha); |
| |
| glDisable(GL_TEXTURE_EXTERNAL_OES); |
| glEnable(GL_TEXTURE_2D); |
| |
| glBindTexture(GL_TEXTURE_2D, mTextureName); |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| glMatrixMode(GL_TEXTURE); |
| glLoadIdentity(); |
| glMatrixMode(GL_MODELVIEW); |
| |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords); |
| glVertexPointer(2, GL_FLOAT, 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); |
| } |
| |
| glDisable(GL_BLEND); |
| glDisable(GL_TEXTURE_2D); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| } |
| |
| // --------------------------------------------------------------------------- |
| |
| }; // namespace android |