Merge change 24465 into eclair
* changes: fix [2102410] Home Screen is not displayed in the background in Landscape Mode
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commit
11a68fdf07
@ -24,6 +24,7 @@
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include "clz.h"
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#include "BlurFilter.h"
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#include "LayerBlur.h"
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#include "SurfaceFlinger.h"
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@ -40,7 +41,8 @@ const char* const LayerBlur::typeID = "LayerBlur";
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LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client, int32_t i)
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: LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
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mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
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mRefreshCache(true), mCacheAge(0), mTextureName(-1U),
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mWidthScale(1.0f), mHeightScale(1.0f)
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{
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}
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@ -165,10 +167,25 @@ void LayerBlur::onDraw(const Region& clip) const
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bl.data = (GGLubyte*)pixels;
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blurFilter(&bl, 8, 2);
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// NOTE: this works only because we have POT. we'd have to round the
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// texture size up, otherwise.
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if (mFlags & (DisplayHardware::NPOT_EXTENSION)) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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mWidthScale = 1.0f / w;
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mHeightScale =-1.0f / h;
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mYOffset = 0;
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} else {
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GLuint tw = 1 << (31 - clz(w));
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GLuint th = 1 << (31 - clz(h));
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if (tw < w) tw <<= 1;
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if (th < h) th <<= 1;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tw, th, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
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mWidthScale = 1.0f / tw;
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mHeightScale =-1.0f / th;
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mYOffset = th-h;
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}
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free((void*)pixels);
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}
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@ -184,7 +201,12 @@ void LayerBlur::onDraw(const Region& clip) const
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glDisable(GL_BLEND);
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}
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if (mFlags & DisplayHardware::SLOW_CONFIG) {
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glDisable(GL_DITHER);
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} else {
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glEnable(GL_DITHER);
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}
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -194,8 +216,8 @@ void LayerBlur::onDraw(const Region& clip) const
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// This is a very rare scenario.
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glScalef(1.0f/w, -1.0f/h, 1);
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glTranslatef(-x, -y, 0);
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glScalef(mWidthScale, mHeightScale, 1);
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glTranslatef(-x, mYOffset - y, 0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FIXED, 0, mVertices);
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glTexCoordPointer(2, GL_FIXED, 0, mVertices);
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@ -205,6 +227,7 @@ void LayerBlur::onDraw(const Region& clip) const
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glScissor(r.left, sy, r.width(), r.height());
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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} else {
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// NOTE: this is marginally faster with the software gl, because
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// glReadPixels() reads the fb bottom-to-top, however we'll
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@ -221,8 +244,6 @@ void LayerBlur::onDraw(const Region& clip) const
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}
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}
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// ---------------------------------------------------------------------------
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@ -56,6 +56,9 @@ private:
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mutable bool mAutoRefreshPending;
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nsecs_t mCacheAge;
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mutable GLuint mTextureName;
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mutable GLfloat mWidthScale;
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mutable GLfloat mHeightScale;
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mutable GLfloat mYOffset;
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};
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// ---------------------------------------------------------------------------
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