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The Android Open Source Project9066cfe2009-03-03 19:31:44 -08001/*
2 * Copyright (C) 2007 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 LOG_TAG "SurfaceFlinger"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <utils/Errors.h>
24#include <utils/Log.h>
25
26#include <GLES/gl.h>
27#include <GLES/glext.h>
28
29#include "BlurFilter.h"
30#include "LayerBlur.h"
31#include "SurfaceFlinger.h"
32#include "DisplayHardware/DisplayHardware.h"
33
34namespace android {
35// ---------------------------------------------------------------------------
36
37const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
38const char* const LayerBlur::typeID = "LayerBlur";
39
40// ---------------------------------------------------------------------------
41
42LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
43 Client* client, int32_t i)
44 : LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
45 mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
46{
47}
48
49LayerBlur::~LayerBlur()
50{
51 if (mTextureName != -1U) {
52 //glDeleteTextures(1, &mTextureName);
53 deletedTextures.add(mTextureName);
54 }
55}
56
57void LayerBlur::setVisibleRegion(const Region& visibleRegion)
58{
59 LayerBaseClient::setVisibleRegion(visibleRegion);
60 if (visibleRegionScreen.isEmpty()) {
61 if (mTextureName != -1U) {
62 // We're not visible, free the texture up.
63 glBindTexture(GL_TEXTURE_2D, 0);
64 glDeleteTextures(1, &mTextureName);
65 mTextureName = -1U;
66 }
67 }
68}
69
70uint32_t LayerBlur::doTransaction(uint32_t flags)
71{
72 // we're doing a transaction, refresh the cache!
73 if (!mFlinger->isFrozen()) {
74 mRefreshCache = true;
75 mCacheDirty = true;
76 flags |= eVisibleRegion;
77 this->contentDirty = true;
78 }
79 return LayerBase::doTransaction(flags);
80}
81
82void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
83{
84 // this code-path must be as tight as possible, it's called each time
85 // the screen is composited.
86 if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
87 // if anything visible below us is invalidated, the cache becomes dirty
88 if (!mCacheDirty &&
89 !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
90 mCacheDirty = true;
91 }
92 if (mCacheDirty) {
93 if (!mFlinger->isFrozen()) {
94 // update everything below us that is visible
95 outDirtyRegion.orSelf(visibleRegionScreen);
96 nsecs_t now = systemTime();
97 if ((now - mCacheAge) >= ms2ns(500)) {
98 mCacheAge = now;
99 mRefreshCache = true;
100 mCacheDirty = false;
101 } else {
102 if (!mAutoRefreshPending) {
103 mFlinger->signalDelayedEvent(ms2ns(500));
104 mAutoRefreshPending = true;
105 }
106 }
107 }
108 }
109 }
110 LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
111}
112
113void LayerBlur::onDraw(const Region& clip) const
114{
115 const DisplayHardware& hw(graphicPlane(0).displayHardware());
116 const uint32_t fbHeight = hw.getHeight();
117 int x = mTransformedBounds.left;
118 int y = mTransformedBounds.top;
119 int w = mTransformedBounds.width();
120 int h = mTransformedBounds.height();
121 GLint X = x;
122 GLint Y = fbHeight - (y + h);
123 if (X < 0) {
124 w += X;
125 X = 0;
126 }
127 if (Y < 0) {
128 h += Y;
129 Y = 0;
130 }
131 if (w<0 || h<0) {
132 // we're outside of the framebuffer
133 return;
134 }
135
136 if (mTextureName == -1U) {
137 // create the texture name the first time
138 // can't do that in the ctor, because it runs in another thread.
139 glGenTextures(1, &mTextureName);
140 }
141
142 Region::iterator iterator(clip);
143 if (iterator) {
144 glEnable(GL_TEXTURE_2D);
145 glBindTexture(GL_TEXTURE_2D, mTextureName);
146
147 if (mRefreshCache) {
148 mRefreshCache = false;
149 mAutoRefreshPending = false;
150
151 // allocate enough memory for 4-bytes (2 pixels) aligned data
152 const int32_t s = (w + 1) & ~1;
153 uint16_t* const pixels = (uint16_t*)malloc(s*h*2);
154
155 // This reads the frame-buffer, so a h/w GL would have to
156 // finish() its rendering first. we don't want to do that
157 // too often. Read data is 4-bytes aligned.
158 glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
159
160 // blur that texture.
161 GGLSurface bl;
162 bl.version = sizeof(GGLSurface);
163 bl.width = w;
164 bl.height = h;
165 bl.stride = s;
166 bl.format = GGL_PIXEL_FORMAT_RGB_565;
167 bl.data = (GGLubyte*)pixels;
168 blurFilter(&bl, 8, 2);
169
170 // NOTE: this works only because we have POT. we'd have to round the
171 // texture size up, otherwise.
172 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
173 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
174
175 free((void*)pixels);
176 }
177
178 const State& s = drawingState();
179 if (UNLIKELY(s.alpha < 0xFF)) {
180 const GGLfixed alpha = (s.alpha << 16)/255;
181 glColor4x(0, 0, 0, alpha);
182 glEnable(GL_BLEND);
183 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
184 glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
185 } else {
186 glDisable(GL_BLEND);
187 }
188
189 glDisable(GL_DITHER);
190 glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
191 glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
192 glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
193
194 if (UNLIKELY(transformed()
195 || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
196 // This is a very rare scenario.
197 glMatrixMode(GL_TEXTURE);
198 glLoadIdentity();
199 glScalef(1.0f/w, -1.0f/h, 1);
200 glTranslatef(-x, -y, 0);
201 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
202 glVertexPointer(2, GL_FIXED, 0, mVertices);
203 glTexCoordPointer(2, GL_FIXED, 0, mVertices);
204 Rect r;
205 while (iterator.iterate(&r)) {
206 const GLint sy = fbHeight - (r.top + r.height());
207 glScissor(r.left, sy, r.width(), r.height());
208 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
209 }
210 } else {
211 Region::iterator iterator(clip);
212 if (iterator) {
213 // NOTE: this is marginally faster with the software gl, because
214 // glReadPixels() reads the fb bottom-to-top, however we'll
215 // skip all the jaccobian computations.
216 Rect r;
217 GLint crop[4] = { 0, 0, w, h };
218 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
219 y = fbHeight - (y + h);
220 while (iterator.iterate(&r)) {
221 const GLint sy = fbHeight - (r.top + r.height());
222 glScissor(r.left, sy, r.width(), r.height());
223 glDrawTexiOES(x, y, 0, w, h);
224 }
225 }
226 }
227 }
228
229 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
230}
231
232// ---------------------------------------------------------------------------
233
234}; // namespace android