blob: 90e271eb8912dca01d720a5ee941c5b9e1d284d4 [file] [log] [blame]
#include "include/private/dvr/graphics/blur.h"
// clang-format off
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
// clang-format on
#include <hardware/gralloc.h>
#include <string>
#include <log/log.h>
#include <private/dvr/debug.h>
#include <private/dvr/graphics/egl_image.h>
#include <private/dvr/graphics/shader_program.h>
#include <private/dvr/types.h>
#define POSITION_ATTR 0
#define OFFSET_BINDING 0
#define SAMPLER_BINDING 1
namespace {
std::string screen_space_vert_shader = SHADER0([]() { // NOLINT
layout(location = 0) in vec4 position_uv;
out vec2 texCoords;
void main() {
gl_Position = vec4(position_uv.xy, 0.0, 1.0);
texCoords = position_uv.zw;
}
});
std::string kawase_blur_frag_shader = SHADER0([]() { // NOLINT
precision mediump float;
layout(location = 0) uniform vec2 uSampleOffsets[4];
layout(binding = 1) uniform APP_SAMPLER_2D uTexture;
in vec2 texCoords;
out vec4 color;
void main() {
vec2 tc = texCoords;
color = texture(uTexture, tc + uSampleOffsets[0]);
color += texture(uTexture, tc + uSampleOffsets[1]);
color += texture(uTexture, tc + uSampleOffsets[2]);
color += texture(uTexture, tc + uSampleOffsets[3]);
color *= (1.0 / 4.0);
}
});
constexpr int g_num_samples = 4;
// Modified kernel patterns originally based on:
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
// The modification is left and right rotations of the 3rd and 4th patterns.
const android::dvr::vec2 g_blur_samples[][g_num_samples] = {
{{0.5f, 0.5f}, {-0.5f, 0.5f}, {0.5f, -0.5f}, {-0.5f, -0.5f}},
{{1.5f, 1.5f}, {-1.5f, 1.5f}, {1.5f, -1.5f}, {-1.5f, -1.5f}},
{{2.5f, 1.5f}, {-1.5f, 2.5f}, {1.5f, -2.5f}, {-2.5f, -1.5f}},
{{2.5f, 3.5f}, {-3.5f, 2.5f}, {3.5f, -2.5f}, {-2.5f, -3.5f}},
// Last pass disabled, because it is more blur than we need.
// {{3.5f, 3.5f}, {-3.5f, 3.5f}, {3.5f, -3.5f}, {-3.5f, -3.5f}},
};
} // namespace
namespace android {
namespace dvr {
Blur::Blur(int w, int h, GLuint source_texture, GLint source_texture_target,
GLint target_texture_target, bool is_external, EGLDisplay display,
int num_blur_outputs)
: display_(display),
target_texture_target_(target_texture_target),
width_(w),
height_(h),
fbo_q_free_(1 + num_blur_outputs) {
LOG_ALWAYS_FATAL_IF(num_blur_outputs <= 0);
source_fbo_ =
CreateFbo(w, h, source_texture, source_texture_target, is_external);
fbo_half_ = CreateFbo(w / 2, h / 2, 0, target_texture_target, is_external);
// Create the quarter res fbos.
for (size_t i = 0; i < fbo_q_free_.GetCapacity(); ++i)
fbo_q_.push_back(
CreateFbo(w / 4, h / 4, 0, target_texture_target, is_external));
scale_ = 1.0f;
}
Blur::~Blur() {
glFinish();
glDeleteFramebuffers(1, &source_fbo_.fbo);
glDeleteFramebuffers(1, &fbo_half_.fbo);
// Note: source_fbo_.texture is not deleted because it was created externally.
glDeleteTextures(1, &fbo_half_.texture);
if (fbo_half_.egl_image)
eglDestroyImageKHR(display_, fbo_half_.egl_image);
for (const auto& fbo : fbo_q_) {
glDeleteFramebuffers(1, &fbo.fbo);
glDeleteTextures(1, &fbo.texture);
if (fbo.egl_image)
eglDestroyImageKHR(display_, fbo.egl_image);
}
CHECK_GL();
}
void Blur::StartFrame() {
fbo_q_free_.Clear();
for (const auto& fbo : fbo_q_)
fbo_q_free_.Append(fbo);
}
GLuint Blur::DrawBlur(GLuint source_texture) {
LOG_ALWAYS_FATAL_IF(fbo_q_free_.GetSize() < 2);
// Downsample to half w x half h.
glBindFramebuffer(GL_READ_FRAMEBUFFER, source_fbo_.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_half_.fbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
target_texture_target_, source_texture, 0);
glBlitFramebuffer(0, 0, width_, height_, 0, 0, width_ / 2, height_ / 2,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
CHECK_GL();
// Downsample to quarter w x quarter h.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_half_.fbo);
Fbo fbo_out = fbo_q_free_.Front();
fbo_q_free_.PopFront();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_out.fbo);
glBlitFramebuffer(0, 0, width_ / 2, height_ / 2, 0, 0, width_ / 4,
height_ / 4, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
CHECK_GL();
// Blur shader is initialized statically to share between multiple blur
// instances.
static ShaderProgram kawase_prog[2];
int prog_index = (target_texture_target_ == GL_TEXTURE_EXTERNAL_OES) ? 1 : 0;
if (!kawase_prog[prog_index].IsUsable()) {
std::string prefix = "#version 310 es\n";
if (target_texture_target_ == GL_TEXTURE_EXTERNAL_OES) {
prefix += "#extension GL_OES_EGL_image_external_essl3 : require\n";
prefix += "#define APP_SAMPLER_2D samplerExternalOES\n";
} else {
prefix += "#define APP_SAMPLER_2D sampler2D\n";
}
std::string vert = prefix + screen_space_vert_shader;
std::string frag = prefix + kawase_blur_frag_shader;
kawase_prog[prog_index].Link(vert, frag);
CHECK_GL();
}
int blur_w = width_ / 4;
int blur_h = height_ / 4;
float pix_w = 1.0f / static_cast<float>(blur_w);
float pix_h = 1.0f / static_cast<float>(blur_h);
vec2 pixel_size(pix_w, pix_h);
constexpr int num_passes = sizeof(g_blur_samples) / sizeof(g_blur_samples[0]);
vec2 blur_offsets[num_passes][g_num_samples];
for (int i = 0; i < num_passes; ++i) {
for (int dir = 0; dir < g_num_samples; ++dir) {
blur_offsets[i][dir] = pixel_size.array() *
g_blur_samples[i][dir].array() * scale_;
}
}
kawase_prog[prog_index].Use();
vec4 screen_tri_strip[4] = {vec4(-1, 1, 0, 1), vec4(-1, -1, 0, 0),
vec4(1, 1, 1, 1), vec4(1, -1, 1, 0)};
glViewport(0, 0, blur_w, blur_h);
glVertexAttribPointer(POSITION_ATTR, 4, GL_FLOAT, GL_FALSE, sizeof(vec4),
screen_tri_strip);
glEnableVertexAttribArray(POSITION_ATTR);
CHECK_GL();
// Ping-pong between fbos from fbo_q_free_ to compute the passes.
Fbo fbo_in = fbo_out;
for (int i = 0; i < num_passes; ++i) {
fbo_out = fbo_q_free_.Front();
fbo_q_free_.PopFront();
glBindFramebuffer(GL_FRAMEBUFFER, fbo_out.fbo);
glActiveTexture(GL_TEXTURE0 + SAMPLER_BINDING);
glBindTexture(target_texture_target_, fbo_in.texture);
glUniform2fv(OFFSET_BINDING, 4, &blur_offsets[i][0][0]);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CHECK_GL();
// Put fbo_in back into the free fbo pool.
fbo_q_free_.Append(fbo_in);
// Next iteration's in buffer is this iteration's out buffer.
fbo_in = fbo_out;
}
glDisableVertexAttribArray(POSITION_ATTR);
glBindTexture(target_texture_target_, 0);
glUseProgram(0);
glActiveTexture(GL_TEXTURE0);
CHECK_GL();
// fbo_out remains out of the fbo_q_free_ list, since the application will be
// using it as a texture.
return fbo_out.texture;
}
Blur::Fbo Blur::CreateFbo(int w, int h, GLuint source_texture, GLint tex_target,
bool is_external) {
Fbo fbo;
glGenFramebuffers(1, &fbo.fbo);
if (source_texture) {
fbo.texture = source_texture;
} else {
glGenTextures(1, &fbo.texture);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
CHECK_GL();
if (!source_texture) {
glBindTexture(tex_target, fbo.texture);
glTexParameteri(tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (is_external) {
fbo.egl_image =
CreateEglImage(display_, w, h, HAL_PIXEL_FORMAT_RGBA_8888,
GRALLOC_USAGE_HW_FB | GRALLOC_USAGE_HW_RENDER);
glEGLImageTargetTexture2DOES(tex_target, fbo.egl_image);
} else {
glTexImage2D(tex_target, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex_target,
fbo.texture, 0);
CHECK_GL();
CHECK_GL_FBO();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fbo;
}
} // namespace dvr
} // namespace android