blob: 67b3895262af4b980d5273eb291b063a09f0f69d [file] [log] [blame]
/*
* Copyright 2019 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.
*/
#pragma once
#include <ui/GraphicTypes.h>
#include "../GLESRenderEngine.h"
#include "../GLFramebuffer.h"
#include "GenericProgram.h"
using namespace std;
namespace android {
namespace renderengine {
namespace gl {
class BlurFilter {
public:
// Downsample FBO to improve performance
static constexpr float kFboScale = 0.25f;
// To avoid downscaling artifacts, we interpolate the blurred fbo with the full composited
// image, up to this radius.
static constexpr float kMaxCrossFadeRadius = 30.0f;
explicit BlurFilter(GLESRenderEngine& engine);
virtual ~BlurFilter(){};
// Set up render targets, redirecting output to offscreen texture.
status_t setAsDrawTarget(const DisplaySettings&, uint32_t radius);
// Allocate any textures needed for the filter.
virtual void allocateTextures() = 0;
// Execute blur passes, rendering to offscreen texture.
virtual status_t prepare() = 0;
// Render blur to the bound framebuffer (screen).
status_t render();
protected:
uint32_t mRadius;
void drawMesh(GLuint uv, GLuint position);
string getVertexShader() const;
GLESRenderEngine& mEngine;
// Frame buffer holding the composited background.
GLFramebuffer mCompositionFbo;
// Frame buffer holding the blur result.
GLFramebuffer mBlurredFbo;
uint32_t mDisplayWidth;
uint32_t mDisplayHeight;
private:
string getMixFragShader() const;
bool mTexturesAllocated = false;
GenericProgram mMixProgram;
GLuint mMPosLoc;
GLuint mMUvLoc;
GLuint mMMixLoc;
GLuint mMTextureLoc;
GLuint mMCompositionTextureLoc;
};
} // namespace gl
} // namespace renderengine
} // namespace android