replicant-frameworks_native/libs/surfaceflinger/TextureManager.cpp

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/*
* Copyright (C) 2010 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 <GLES/gl.h>
#include <GLES/glext.h>
#include <hardware/hardware.h>
#include "clz.h"
#include "DisplayHardware/DisplayHardware.h"
#include "TextureManager.h"
namespace android {
// ---------------------------------------------------------------------------
TextureManager::TextureManager(uint32_t flags)
: mFlags(flags)
{
}
GLuint TextureManager::createTexture()
{
GLuint textureName = -1;
glGenTextures(1, &textureName);
glBindTexture(GL_TEXTURE_2D, textureName);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
return textureName;
}
bool TextureManager::isSupportedYuvFormat(int format)
{
switch (format) {
case HAL_PIXEL_FORMAT_YCbCr_422_SP:
case HAL_PIXEL_FORMAT_YCbCr_420_SP:
case HAL_PIXEL_FORMAT_YCbCr_422_P:
case HAL_PIXEL_FORMAT_YCbCr_420_P:
case HAL_PIXEL_FORMAT_YCbCr_422_I:
case HAL_PIXEL_FORMAT_YCbCr_420_I:
case HAL_PIXEL_FORMAT_YCrCb_420_SP:
return true;
}
return false;
}
status_t TextureManager::initEglImage(Texture* texture,
EGLDisplay dpy, const sp<GraphicBuffer>& buffer)
{
status_t err = NO_ERROR;
if (!texture->dirty) return err;
// free the previous image
if (texture->image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(dpy, texture->image);
texture->image = EGL_NO_IMAGE_KHR;
}
// construct an EGL_NATIVE_BUFFER_ANDROID
android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
// create the new EGLImageKHR
const EGLint attrs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE, EGL_NONE
};
texture->image = eglCreateImageKHR(
dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
(EGLClientBuffer)clientBuf, attrs);
if (texture->image != EGL_NO_IMAGE_KHR) {
if (texture->name == -1UL) {
texture->name = createTexture();
texture->width = 0;
texture->height = 0;
}
glBindTexture(GL_TEXTURE_2D, texture->name);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,
(GLeglImageOES)texture->image);
GLint error = glGetError();
if (error != GL_NO_ERROR) {
LOGE("glEGLImageTargetTexture2DOES(%p) failed err=0x%04x",
texture->image, error);
err = INVALID_OPERATION;
} else {
// Everything went okay!
texture->NPOTAdjust = false;
texture->dirty = false;
texture->width = clientBuf->width;
texture->height = clientBuf->height;
}
} else {
LOGE("eglCreateImageKHR() failed. err=0x%4x", eglGetError());
err = INVALID_OPERATION;
}
return err;
}
status_t TextureManager::loadTexture(Texture* texture,
const Region& dirty, const GGLSurface& t)
{
if (texture->name == -1UL) {
texture->name = createTexture();
texture->width = 0;
texture->height = 0;
}
glBindTexture(GL_TEXTURE_2D, texture->name);
/*
* In OpenGL ES we can't specify a stride with glTexImage2D (however,
* GL_UNPACK_ALIGNMENT is a limited form of stride).
* So if the stride here isn't representable with GL_UNPACK_ALIGNMENT, we
* need to do something reasonable (here creating a bigger texture).
*
* extra pixels = (((stride - width) * pixelsize) / GL_UNPACK_ALIGNMENT);
*
* This situation doesn't happen often, but some h/w have a limitation
* for their framebuffer (eg: must be multiple of 8 pixels), and
* we need to take that into account when using these buffers as
* textures.
*
* This should never be a problem with POT textures
*/
int unpack = __builtin_ctz(t.stride * bytesPerPixel(t.format));
unpack = 1 << ((unpack > 3) ? 3 : unpack);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack);
/*
* round to POT if needed
*/
if (!(mFlags & DisplayHardware::NPOT_EXTENSION)) {
texture->NPOTAdjust = true;
}
if (texture->NPOTAdjust) {
// find the smallest power-of-two that will accommodate our surface
texture->potWidth = 1 << (31 - clz(t.width));
texture->potHeight = 1 << (31 - clz(t.height));
if (texture->potWidth < t.width) texture->potWidth <<= 1;
if (texture->potHeight < t.height) texture->potHeight <<= 1;
texture->wScale = float(t.width) / texture->potWidth;
texture->hScale = float(t.height) / texture->potHeight;
} else {
texture->potWidth = t.width;
texture->potHeight = t.height;
}
Rect bounds(dirty.bounds());
GLvoid* data = 0;
if (texture->width != t.width || texture->height != t.height) {
texture->width = t.width;
texture->height = t.height;
// texture size changed, we need to create a new one
bounds.set(Rect(t.width, t.height));
if (t.width == texture->potWidth &&
t.height == texture->potHeight) {
// we can do it one pass
data = t.data;
}
if (t.format == HAL_PIXEL_FORMAT_RGB_565) {
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGB, texture->potWidth, texture->potHeight, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data);
} else if (t.format == HAL_PIXEL_FORMAT_RGBA_4444) {
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA, texture->potWidth, texture->potHeight, 0,
GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, data);
} else if (t.format == HAL_PIXEL_FORMAT_RGBA_8888 ||
t.format == HAL_PIXEL_FORMAT_RGBX_8888) {
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA, texture->potWidth, texture->potHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data);
} else if (isSupportedYuvFormat(t.format)) {
// just show the Y plane of YUV buffers
glTexImage2D(GL_TEXTURE_2D, 0,
GL_LUMINANCE, texture->potWidth, texture->potHeight, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
} else {
// oops, we don't handle this format!
LOGE("texture=%d, using format %d, which is not "
"supported by the GL", texture->name, t.format);
}
}
if (!data) {
if (t.format == HAL_PIXEL_FORMAT_RGB_565) {
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, bounds.top, t.width, bounds.height(),
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
t.data + bounds.top*t.stride*2);
} else if (t.format == HAL_PIXEL_FORMAT_RGBA_4444) {
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, bounds.top, t.width, bounds.height(),
GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
t.data + bounds.top*t.stride*2);
} else if (t.format == HAL_PIXEL_FORMAT_RGBA_8888 ||
t.format == HAL_PIXEL_FORMAT_RGBX_8888) {
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, bounds.top, t.width, bounds.height(),
GL_RGBA, GL_UNSIGNED_BYTE,
t.data + bounds.top*t.stride*4);
} else if (isSupportedYuvFormat(t.format)) {
// just show the Y plane of YUV buffers
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, bounds.top, t.width, bounds.height(),
GL_LUMINANCE, GL_UNSIGNED_BYTE,
t.data + bounds.top*t.stride);
}
}
return NO_ERROR;
}
// ---------------------------------------------------------------------------
}; // namespace android