SurfaceFlinger now uses GLES 2.x when available

Bug: 8679321

Change-Id: I2b152d01fb4e2de2ea9fe87f1ddbd6826d7520d7
This commit is contained in:
Mathias Agopian 2013-08-07 21:24:32 -07:00
parent 5ff5a84e48
commit 3f84483382
26 changed files with 1449 additions and 238 deletions

View File

@ -19,8 +19,6 @@
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <gui/IGraphicBufferProducer.h>
#include <gui/BufferQueue.h>
@ -54,6 +52,8 @@ class String8;
* This class was previously called SurfaceTexture.
*/
class GLConsumer : public ConsumerBase {
protected:
enum { TEXTURE_EXTERNAL = 0x8D65 }; // GL_TEXTURE_EXTERNAL_OES
public:
typedef ConsumerBase::FrameAvailableListener FrameAvailableListener;
@ -82,7 +82,7 @@ public:
// context to another. If such a transfer is not needed there is no
// requirement that either of these methods be called.
GLConsumer(const sp<IGraphicBufferConsumer>& bq,
GLuint tex, GLenum texTarget = GL_TEXTURE_EXTERNAL_OES,
uint32_t tex, uint32_t texureTarget = TEXTURE_EXTERNAL,
bool useFenceSync = true, bool isControlledByApp = false);
// updateTexImage acquires the most recently queued buffer, and sets the
@ -160,7 +160,7 @@ public:
// getCurrentTextureTarget returns the texture target of the current
// texture as returned by updateTexImage().
GLenum getCurrentTextureTarget() const;
uint32_t getCurrentTextureTarget() const;
// getCurrentCrop returns the cropping rectangle of the current buffer.
Rect getCurrentCrop() const;
@ -215,7 +215,7 @@ public:
// call to attachToContext will result in this texture object being bound to
// the texture target and populated with the image contents that were
// current at the time of the last call to detachFromContext.
status_t attachToContext(GLuint tex);
status_t attachToContext(uint32_t tex);
protected:
@ -347,7 +347,7 @@ private:
// mTexName is the name of the OpenGL texture to which streamed images will
// be bound when updateTexImage is called. It is set at construction time
// and can be changed with a call to attachToContext.
GLuint mTexName;
uint32_t mTexName;
// mUseFenceSync indicates whether creation of the EGL_KHR_fence_sync
// extension should be used to prevent buffers from being dequeued before
@ -362,7 +362,7 @@ private:
// glCopyTexSubImage to read from the texture. This is a hack to work
// around a GL driver limitation on the number of FBO attachments, which the
// browser's tile cache exceeds.
const GLenum mTexTarget;
const uint32_t mTexTarget;
// EGLSlot contains the information and object references that
// GLConsumer maintains about a BufferQueue buffer slot.

View File

@ -18,7 +18,6 @@
#define ANDROID_GUI_SURFACE_H
#include <gui/IGraphicBufferProducer.h>
#include <gui/GLConsumer.h>
#include <gui/BufferQueue.h>
#include <ui/ANativeObjectBase.h>

View File

@ -89,8 +89,8 @@ static void mtxMul(float out[16], const float a[16], const float b[16]);
Mutex GLConsumer::sStaticInitLock;
sp<GraphicBuffer> GLConsumer::sReleasedTexImageBuffer;
GLConsumer::GLConsumer(const sp<IGraphicBufferConsumer>& bq, GLuint tex,
GLenum texTarget, bool useFenceSync, bool isControlledByApp) :
GLConsumer::GLConsumer(const sp<IGraphicBufferConsumer>& bq, uint32_t tex,
uint32_t texTarget, bool useFenceSync, bool isControlledByApp) :
ConsumerBase(bq, isControlledByApp),
mCurrentTransform(0),
mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
@ -523,7 +523,7 @@ status_t GLConsumer::detachFromContext() {
return OK;
}
status_t GLConsumer::attachToContext(GLuint tex) {
status_t GLConsumer::attachToContext(uint32_t tex) {
ATRACE_CALL();
ST_LOGV("attachToContext");
Mutex::Autolock lock(mMutex);
@ -554,7 +554,7 @@ status_t GLConsumer::attachToContext(GLuint tex) {
// We need to bind the texture regardless of whether there's a current
// buffer.
glBindTexture(mTexTarget, tex);
glBindTexture(mTexTarget, GLuint(tex));
if (mCurrentTextureBuf != NULL) {
// The EGLImageKHR that was associated with the slot was destroyed when
@ -689,7 +689,7 @@ bool GLConsumer::isExternalFormat(uint32_t format)
return false;
}
GLenum GLConsumer::getCurrentTextureTarget() const {
uint32_t GLConsumer::getCurrentTextureTarget() const {
return mTexTarget;
}

View File

@ -19,10 +19,15 @@ LOCAL_SRC_FILES:= \
DisplayHardware/VirtualDisplaySurface.cpp \
EventLog/EventLogTags.logtags \
EventLog/EventLog.cpp \
RenderEngine/Description.cpp \
RenderEngine/Mesh.cpp \
RenderEngine/Program.cpp \
RenderEngine/ProgramCache.cpp \
RenderEngine/GLExtensions.cpp \
RenderEngine/RenderEngine.cpp \
RenderEngine/GLES10RenderEngine.cpp \
RenderEngine/GLES11RenderEngine.cpp
RenderEngine/GLES11RenderEngine.cpp \
RenderEngine/GLES20RenderEngine.cpp
LOCAL_CFLAGS:= -DLOG_TAG=\"SurfaceFlinger\"
@ -56,6 +61,7 @@ LOCAL_SHARED_LIBRARIES := \
libutils \
libEGL \
libGLESv1_CM \
libGLESv2 \
libbinder \
libui \
libgui

View File

@ -274,7 +274,7 @@ EGLBoolean DisplayDevice::makeCurrent(EGLDisplay dpy, EGLContext ctx) const {
void DisplayDevice::setViewportAndProjection() const {
size_t w = mDisplayWidth;
size_t h = mDisplayHeight;
mFlinger->getRenderEngine().setViewportAndProjection(w, h);
mFlinger->getRenderEngine().setViewportAndProjection(w, h, w, h, false);
}
// ----------------------------------------------------------------------------

View File

@ -80,7 +80,7 @@ Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
mClientRef(client)
{
mCurrentCrop.makeInvalid();
glGenTextures(1, &mTextureName);
mFlinger->getRenderEngine().genTextures(1, &mTextureName);
uint32_t layerFlags = 0;
if (flags & ISurfaceComposerClient::eHidden)
@ -110,13 +110,10 @@ Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
mFrameTracker.setDisplayRefreshPeriod(displayPeriod);
}
void Layer::onFirstRef()
{
void Layer::onFirstRef() {
// Creates a custom BufferQueue for SurfaceFlingerConsumer to use
mBufferQueue = new SurfaceTextureLayer(mFlinger);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(mBufferQueue, mTextureName,
GL_TEXTURE_EXTERNAL_OES, false);
mSurfaceFlingerConsumer = new SurfaceFlingerConsumer(mBufferQueue, mTextureName);
mSurfaceFlingerConsumer->setConsumerUsageBits(getEffectiveUsage(0));
mSurfaceFlingerConsumer->setFrameAvailableListener(this);
mSurfaceFlingerConsumer->setName(mName);
@ -495,14 +492,11 @@ void Layer::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const
void Layer::clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) const
float red, float green, float blue, float alpha) const
{
LayerMesh mesh;
computeGeometry(hw, &mesh);
mFlinger->getRenderEngine().clearWithColor(
mesh.getVertices(), mesh.getVertexCount(),
red, green, blue, alpha);
Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2);
computeGeometry(hw, mesh);
mFlinger->getRenderEngine().fillWithColor(mesh, red, green, blue, alpha);
}
void Layer::clearWithOpenGL(
@ -515,8 +509,8 @@ void Layer::drawWithOpenGL(
const uint32_t fbHeight = hw->getHeight();
const State& s(getDrawingState());
LayerMesh mesh;
computeGeometry(hw, &mesh);
Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
computeGeometry(hw, mesh);
/*
* NOTE: the way we compute the texture coordinates here produces
@ -534,29 +528,27 @@ void Layer::drawWithOpenGL(
*/
const Rect win(computeBounds());
GLfloat left = GLfloat(win.left) / GLfloat(s.active.w);
GLfloat top = GLfloat(win.top) / GLfloat(s.active.h);
GLfloat right = GLfloat(win.right) / GLfloat(s.active.w);
GLfloat bottom = GLfloat(win.bottom) / GLfloat(s.active.h);
float left = float(win.left) / float(s.active.w);
float top = float(win.top) / float(s.active.h);
float right = float(win.right) / float(s.active.w);
float bottom = float(win.bottom) / float(s.active.h);
// TODO: we probably want to generate the texture coords with the mesh
// here we assume that we only have 4 vertices
float texCoords[4][2];
texCoords[0][0] = left;
texCoords[0][1] = top;
texCoords[1][0] = left;
texCoords[1][1] = bottom;
texCoords[2][0] = right;
texCoords[2][1] = bottom;
texCoords[3][0] = right;
texCoords[3][1] = top;
for (int i = 0; i < 4; i++) {
texCoords[i][1] = 1.0f - texCoords[i][1];
}
size_t stride = mesh.getStride();
float* base = mesh.getTexCoords();
base[stride*0 + 0] = left;
base[stride*0 + 1] = 1.0f - top;
base[stride*1 + 0] = left;
base[stride*1 + 1] = 1.0f - bottom;
base[stride*2 + 0] = right;
base[stride*2 + 1] = 1.0f - bottom;
base[stride*3 + 0] = right;
base[stride*3 + 1] = 1.0f - top;
RenderEngine& engine(mFlinger->getRenderEngine());
engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(), s.alpha);
engine.drawMesh2D(mesh.getVertices(), texCoords, mesh.getVertexCount());
engine.drawMesh(mesh);
engine.disableBlending();
}
@ -592,7 +584,7 @@ bool Layer::getOpacityForFormat(uint32_t format) {
// local state
// ----------------------------------------------------------------------------
void Layer::computeGeometry(const sp<const DisplayDevice>& hw, LayerMesh* mesh) const
void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const
{
const Layer::State& s(getDrawingState());
const Transform tr(hw->getTransform() * s.transform);
@ -603,14 +595,13 @@ void Layer::computeGeometry(const sp<const DisplayDevice>& hw, LayerMesh* mesh)
}
// subtract the transparent region and snap to the bounds
win = reduce(win, s.activeTransparentRegion);
if (mesh) {
tr.transform(mesh->mVertices[0], win.left, win.top);
tr.transform(mesh->mVertices[1], win.left, win.bottom);
tr.transform(mesh->mVertices[2], win.right, win.bottom);
tr.transform(mesh->mVertices[3], win.right, win.top);
for (size_t i=0 ; i<4 ; i++) {
mesh->mVertices[i][1] = hw_h - mesh->mVertices[i][1];
}
tr.transform(mesh[0], win.left, win.top);
tr.transform(mesh[1], win.left, win.bottom);
tr.transform(mesh[2], win.right, win.bottom);
tr.transform(mesh[3], win.right, win.top);
for (size_t i=0 ; i<4 ; i++) {
mesh[i][1] = hw_h - mesh[i][1];
}
}
@ -1195,6 +1186,12 @@ Layer::LayerCleaner::~LayerCleaner() {
}
// ---------------------------------------------------------------------------
}; // namespace android
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif
#if defined(__gl2_h_)
#error "don't include gl2/gl2.h in this file"
#endif

View File

@ -44,6 +44,7 @@
#include "DisplayHardware/HWComposer.h"
#include "DisplayHardware/FloatRect.h"
#include "RenderEngine/Mesh.h"
namespace android {
@ -109,23 +110,6 @@ public:
Region requestedTransparentRegion;
};
class LayerMesh {
friend class Layer;
typedef GLfloat float2[2];
float2 mVertices[4];
size_t mNumVertices;
public:
LayerMesh() :
mNumVertices(4) {
}
float2 const* getVertices() const {
return mVertices;
}
size_t getVertexCount() const {
return mNumVertices;
}
};
// -----------------------------------------------------------------------
Layer(SurfaceFlinger* flinger, const sp<Client>& client,
@ -150,7 +134,7 @@ public:
uint32_t getTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void computeGeometry(const sp<const DisplayDevice>& hw, LayerMesh* mesh) const;
void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const;
Rect computeBounds() const;
sp<IBinder> getHandle();
@ -336,7 +320,7 @@ private:
// drawing
void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip,
GLclampf r, GLclampf g, GLclampf b, GLclampf alpha) const;
float r, float g, float b, float alpha) const;
void drawWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
@ -345,7 +329,7 @@ private:
// constants
sp<SurfaceFlingerConsumer> mSurfaceFlingerConsumer;
sp<BufferQueue> mBufferQueue;
GLuint mTextureName;
uint32_t mTextureName;
bool mPremultipliedAlpha;
String8 mName;
mutable bool mDebug;

View File

@ -43,11 +43,11 @@ void LayerDim::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) con
{
const State& s(getDrawingState());
if (s.alpha>0) {
LayerMesh mesh;
computeGeometry(hw, &mesh);
Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2);
computeGeometry(hw, mesh);
RenderEngine& engine(mFlinger->getRenderEngine());
engine.setupDimLayerBlending(s.alpha);
engine.drawMesh2D(mesh.getVertices(), NULL, mesh.getVertexCount());
engine.drawMesh(mesh);
engine.disableBlending();
}
}

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@ -0,0 +1,99 @@
/*
* Copyright 2013 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 <stdint.h>
#include <string.h>
#include <utils/TypeHelpers.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "Description.h"
namespace android {
Description::Description() :
mUniformsDirty(true) {
mPlaneAlpha = 1.0f;
mPremultipliedAlpha = true;
mOpaque = true;
mTextureTarget = GL_TEXTURE_EXTERNAL_OES;
const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
memset(mColor, 0, sizeof(mColor));
memcpy(mProjectionMatrix, m, sizeof(mProjectionMatrix));
memcpy(mTextureMatrix, m, sizeof(mTextureMatrix));
}
Description::~Description() {
}
void Description::setPlaneAlpha(GLclampf planeAlpha) {
if (planeAlpha != mPlaneAlpha) {
mUniformsDirty = true;
mPlaneAlpha = planeAlpha;
}
}
void Description::setPremultipliedAlpha(bool premultipliedAlpha) {
if (premultipliedAlpha != mPremultipliedAlpha) {
mPremultipliedAlpha = premultipliedAlpha;
}
}
void Description::setOpaque(bool opaque) {
if (opaque != mOpaque) {
mOpaque = opaque;
}
}
void Description::setTextureName(GLenum target, GLuint tname) {
if (target != mTextureTarget) {
mTextureTarget = target;
}
if (tname != mTextureName) {
mTextureName = tname;
mUniformsDirty = true;
}
}
void Description::disableTexture() {
if (mTextureTarget != 0) {
mTextureTarget = 0;
}
mTextureName = 0;
}
void Description::setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
mUniformsDirty = true;
}
void Description::setProjectionMatrix(GLfloat const* mtx) {
memcpy(mProjectionMatrix, mtx, sizeof(mProjectionMatrix));
mUniformsDirty = true;
}
void Description::setTextureMatrix(GLfloat const* mtx) {
memcpy(mTextureMatrix, mtx, sizeof(mTextureMatrix));
mUniformsDirty = true;
}
} /* namespace android */

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@ -0,0 +1,74 @@
/*
* Copyright 2013 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 <GLES2/gl2.h>
#ifndef SF_RENDER_ENGINE_DESCRIPTION_H_
#define SF_RENDER_ENGINE_DESCRIPTION_H_
namespace android {
class Program;
/*
* This holds the state of the rendering engine. This class is used
* to generate a corresponding GLSL program and set the appropriate
* uniform.
*
* Program and ProgramCache are friends and access the state directly
*/
class Description {
friend class Program;
friend class ProgramCache;
// value of the plane-alpha, between 0 and 1
GLclampf mPlaneAlpha;
// whether textures are premultiplied
bool mPremultipliedAlpha;
// whether this layer is marked as opaque
bool mOpaque;
// texture target, TEXTURE_2D or TEXTURE_EXTERNAL
GLenum mTextureTarget;
// name of the texture
GLuint mTextureName;
// color used when texturing is disabled
GLclampf mColor[4];
// projection matrix
GLfloat mProjectionMatrix[16];
// texture matrix
GLfloat mTextureMatrix[16];
public:
Description();
~Description();
void setPlaneAlpha(GLclampf planeAlpha);
void setPremultipliedAlpha(bool premultipliedAlpha);
void setOpaque(bool opaque);
void setTextureName(GLenum target, GLuint tname);
void disableTexture();
void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void setProjectionMatrix(GLfloat const* mtx);
void setTextureMatrix(GLfloat const* mtx);
private:
bool mUniformsDirty;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */

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@ -21,6 +21,7 @@
#include "GLES11RenderEngine.h"
#include "GLExtensions.h"
#include "Mesh.h"
// ---------------------------------------------------------------------------
namespace android {
@ -69,12 +70,14 @@ size_t GLES11RenderEngine::getMaxViewportDims() const {
mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES11RenderEngine::setViewportAndProjection(size_t w, size_t h) {
glViewport(0, 0, w, h);
void GLES11RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
glViewport(0, 0, vpw, vph);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// put the origin in the left-bottom corner
glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
if (yswap) glOrthof(0, w, h, 0, 0, 1);
else glOrthof(0, w, 0, h, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
@ -87,7 +90,7 @@ void GLES11RenderEngine::setupLayerBlending(
if (CC_UNLIKELY(alpha < 0xFF)) {
// Cv = premultiplied ? Cs*alpha : Cs
// Av = !opaque ? alpha*As : 1.0
// Av = !opaque ? As*alpha : As
combineRGB = premultipliedAlpha ? GL_MODULATE : GL_REPLACE;
combineAlpha = !opaque ? GL_MODULATE : GL_REPLACE;
src0Alpha = GL_CONSTANT;
@ -180,25 +183,37 @@ void GLES11RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES11RenderEngine::clearWithColor(const float vertices[][2] , size_t count,
float red, float green, float blue, float alpha) {
glColor4f(red, green, blue, alpha);
void GLES11RenderEngine::fillWithColor(const Mesh& mesh, float r, float g, float b, float a) {
glColor4f(r, g, b, a);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, count);
glVertexPointer(mesh.getVertexSize(),
GL_FLOAT,
mesh.getByteStride(),
mesh.getVertices());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
}
void GLES11RenderEngine::drawMesh2D(
const float vertices[][2], const float texCoords[][2], size_t count) {
if (texCoords) {
void GLES11RenderEngine::drawMesh(const Mesh& mesh) {
if (mesh.getTexCoordsSize()) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glTexCoordPointer(mesh.getTexCoordsSize(),
GL_FLOAT,
mesh.getByteStride(),
mesh.getTexCoords());
}
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, count);
if (texCoords) {
glVertexPointer(mesh.getVertexSize(),
GL_FLOAT,
mesh.getByteStride(),
mesh.getVertices());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (mesh.getTexCoordsSize()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}

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@ -30,6 +30,7 @@ namespace android {
// ---------------------------------------------------------------------------
class String8;
class Mesh;
class GLES11RenderEngine : public RenderEngine {
GLuint mProtectedTexName;
@ -43,7 +44,7 @@ protected:
virtual ~GLES11RenderEngine();
virtual void dump(String8& result);
virtual void setViewportAndProjection(size_t w, size_t h);
virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap);
virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
virtual void setupDimLayerBlending(int alpha);
virtual void setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix);
@ -51,10 +52,8 @@ protected:
virtual void disableTexturing();
virtual void disableBlending();
virtual void clearWithColor(const float vertices[][2], size_t count,
float red, float green, float blue, float alpha);
virtual void drawMesh2D(const float vertices[][2], const float texCoords[][2], size_t count);
virtual void fillWithColor(const Mesh& mesh, float r, float g, float b, float a) ;
virtual void drawMesh(const Mesh& mesh);
virtual size_t getMaxTextureSize() const;
virtual size_t getMaxViewportDims() const;

View File

@ -0,0 +1,213 @@
/*
* Copyright 2013 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.
*/
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <GLES2/gl2.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#include <cutils/compiler.h>
#include "GLES20RenderEngine.h"
#include "GLExtensions.h"
#include "Program.h"
#include "ProgramCache.h"
#include "Description.h"
#include "Mesh.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
GLES20RenderEngine::GLES20RenderEngine() {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
struct pack565 {
inline uint16_t operator() (int r, int g, int b) const {
return (r<<11)|(g<<5)|b;
}
} pack565;
const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
}
GLES20RenderEngine::~GLES20RenderEngine() {
}
size_t GLES20RenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLES20RenderEngine::getMaxViewportDims() const {
return
mMaxViewportDims[0] < mMaxViewportDims[1] ?
mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES20RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
struct ortho {
inline void operator() (GLfloat *m,
GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far) const {
memset(m, 0, 16*sizeof(GLfloat));
m[ 0] = 2.0f / (right - left);
m[ 5] = 2.0f / (top - bottom);
m[10] =-2.0f / (far - near);
m[15] = 1.0f;
m[12] = -(right + left) / (right - left);
m[13] = -(top + bottom) / (top - bottom);
m[14] = -(far + near) / (far - near);
}
} ortho;
GLfloat m[16];
if (yswap) ortho(m, 0, w, h, 0, 0, 1);
else ortho(m, 0, w, 0, h, 0, 1);
glViewport(0, 0, vpw, vph);
mState.setProjectionMatrix(m);
}
void GLES20RenderEngine::setupLayerBlending(
bool premultipliedAlpha, bool opaque, int alpha) {
mState.setPremultipliedAlpha(premultipliedAlpha);
mState.setOpaque(opaque);
mState.setPlaneAlpha(alpha / 255.0f);
if (alpha < 0xFF || !opaque) {
glEnable(GL_BLEND);
glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
mState.setPlaneAlpha(alpha / 255.0f);
if (alpha == 0xFF) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
disableTexturing();
}
void GLES20RenderEngine::setupLayerTexturing(size_t textureName,
bool useFiltering, const float* textureMatrix) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, textureName);
GLenum filter = GL_NEAREST;
if (useFiltering) {
filter = GL_LINEAR;
}
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, filter);
mState.setTextureName(GL_TEXTURE_EXTERNAL_OES, textureName);
mState.setTextureMatrix(textureMatrix);
}
void GLES20RenderEngine::setupLayerBlackedOut() {
const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
mState.setTextureName(GL_TEXTURE_2D, mProtectedTexName);
mState.setTextureMatrix(m);
}
void GLES20RenderEngine::disableTexturing() {
mState.disableTexture();
}
void GLES20RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES20RenderEngine::fillWithColor(const Mesh& mesh, float r, float g, float b, float a) {
mState.setColor(r, g, b, a);
disableTexturing();
glDisable(GL_BLEND);
ProgramCache::getInstance().useProgram(mState);
glVertexAttribPointer(Program::position,
mesh.getVertexSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getVertices());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
}
void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
ProgramCache::getInstance().useProgram(mState);
if (mesh.getTexCoordsSize()) {
glEnableVertexAttribArray(Program::texCoords);
glVertexAttribPointer(Program::texCoords,
mesh.getTexCoordsSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getTexCoords());
}
glVertexAttribPointer(Program::position,
mesh.getVertexSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getVertices());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
}
void GLES20RenderEngine::dump(String8& result) {
const GLExtensions& extensions(GLExtensions::getInstance());
result.appendFormat("GLES: %s, %s, %s\n",
extensions.getVendor(),
extensions.getRenderer(),
extensions.getVersion());
result.appendFormat("%s\n", extensions.getExtension());
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------

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/*
* Copyright 2013 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.
*/
#ifndef SF_GLES20RENDERENGINE_H_
#define SF_GLES20RENDERENGINE_H_
#include <stdint.h>
#include <sys/types.h>
#include <GLES2/gl2.h>
#include "RenderEngine.h"
#include "ProgramCache.h"
#include "Description.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
class String8;
class Mesh;
class GLES20RenderEngine : public RenderEngine {
GLuint mProtectedTexName;
GLint mMaxViewportDims[2];
GLint mMaxTextureSize;
Description mState;
public:
GLES20RenderEngine();
protected:
virtual ~GLES20RenderEngine();
virtual void dump(String8& result);
virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap);
virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
virtual void setupDimLayerBlending(int alpha);
virtual void setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix);
virtual void setupLayerBlackedOut();
virtual void disableTexturing();
virtual void disableBlending();
virtual void fillWithColor(const Mesh& mesh, float r, float g, float b, float a);
virtual void drawMesh(const Mesh& mesh);
virtual size_t getMaxTextureSize() const;
virtual size_t getMaxViewportDims() const;
};
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#endif /* SF_GLES20RENDERENGINE_H_ */

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/*
* Copyright 2013 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 "Mesh.h"
namespace android {
Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
: mVertexCount(vertexCount), mVertexSize(vertexSize), mTexCoordsSize(texCoordSize),
mPrimitive(primitive)
{
mVertices = new float[(vertexSize + texCoordSize) * vertexCount];
mStride = mVertexSize + mTexCoordsSize;
}
Mesh::~Mesh() {
delete [] mVertices;
}
float const* Mesh::operator[](size_t index) const {
return &mVertices[index * mStride];
}
float* Mesh::operator[](size_t index) {
return &mVertices[index * mStride];
}
Mesh::Primitive Mesh::getPrimitive() const {
return mPrimitive;
}
float const* Mesh::getVertices() const {
return mVertices;
}
float* Mesh::getVertices() {
return mVertices;
}
float const* Mesh::getTexCoords() const {
return mVertices + mVertexSize;
}
float* Mesh::getTexCoords() {
return mVertices + mVertexSize;
}
size_t Mesh::getVertexCount() const {
return mVertexCount;
}
size_t Mesh::getVertexSize() const {
return mVertexSize;
}
size_t Mesh::getTexCoordsSize() const {
return mTexCoordsSize;
}
size_t Mesh::getByteStride() const {
return mStride*sizeof(float);
}
size_t Mesh::getStride() const {
return mStride;
}
} /* namespace android */

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/*
* Copyright 2013 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.
*/
#ifndef SF_RENDER_ENGINE_MESH_H
#define SF_RENDER_ENGINE_MESH_H
#include <stdint.h>
namespace android {
class Mesh {
public:
enum Primitive {
TRIANGLES = 0x0004,
TRIANGLE_STRIP = 0x0005,
TRIANGLE_FAN = 0x0006
};
Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
~Mesh();
float const* operator[](size_t index) const;
float* operator[](size_t index);
Primitive getPrimitive() const;
float const* getVertices() const;
float* getVertices();
float const* getTexCoords() const;
float* getTexCoords();
size_t getVertexCount() const;
size_t getVertexSize() const;
size_t getTexCoordsSize() const;
size_t getByteStride() const;
size_t getStride() const;
private:
float* mVertices;
size_t mVertexCount;
size_t mVertexSize;
size_t mTexCoordsSize;
size_t mStride;
Primitive mPrimitive;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_MESH_H */

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/*Gluint
* Copyright 2013 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 <stdint.h>
#include <log/log.h>
#include "Program.h"
#include "ProgramCache.h"
#include "Description.h"
#include <utils/String8.h>
namespace android {
Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment)
: mInitialized(false) {
GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
GLuint programId = glCreateProgram();
glAttachShader(programId, vertexId);
glAttachShader(programId, fragmentId);
glBindAttribLocation(programId, position, "position");
glBindAttribLocation(programId, texCoords, "texCoords");
glLinkProgram(programId);
GLint status;
glGetProgramiv(programId, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
ALOGE("Error while linking shaders:");
GLint infoLen = 0;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
GLchar log[infoLen];
glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
ALOGE("%s", log);
}
glDetachShader(programId, vertexId);
glDetachShader(programId, fragmentId);
glDeleteShader(vertexId);
glDeleteShader(fragmentId);
glDeleteProgram(programId);
} else {
mProgram = programId;
mVertexShader = vertexId;
mFragmentShader = fragmentId;
mInitialized = true;
mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
mSamplerLoc = glGetUniformLocation(programId, "sampler");
mColorLoc = glGetUniformLocation(programId, "color");
mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane");
// set-up the default values for our uniforms
glUseProgram(programId);
const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m);
glEnableVertexAttribArray(0);
}
}
Program::~Program() {
}
bool Program::isValid() const {
return mInitialized;
}
void Program::use() {
glUseProgram(mProgram);
}
GLuint Program::getAttrib(const char* name) const {
// TODO: maybe use a local cache
return glGetAttribLocation(mProgram, name);
}
GLint Program::getUniform(const char* name) const {
// TODO: maybe use a local cache
return glGetUniformLocation(mProgram, name);
}
GLuint Program::buildShader(const char* source, GLenum type) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
// Some drivers return wrong values for GL_INFO_LOG_LENGTH
// use a fixed size instead
GLchar log[512];
glGetShaderInfoLog(shader, sizeof(log), 0, log);
ALOGE("Error while compiling shader: \n%s\n%s", source, log);
glDeleteShader(shader);
return 0;
}
return shader;
}
String8& Program::dumpShader(String8& result, GLenum type) {
GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader;
GLint l;
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l);
char* src = new char[l];
glGetShaderSource(shader, l, NULL, src);
result.append(src);
delete [] src;
return result;
}
void Program::setUniforms(const Description& desc) {
// TODO: we should have a mechanism here to not always reset uniforms that
// didn't change for this program.
if (mSamplerLoc >= 0) {
glUniform1i(mSamplerLoc, 0);
glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTextureMatrix);
}
if (mAlphaPlaneLoc >= 0) {
glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);
}
if (mColorLoc >= 0) {
glUniform4fv(mColorLoc, 1, desc.mColor);
}
// these uniforms are always present
glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix);
}
} /* namespace android */

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/*
* Copyright 2013 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.
*/
#ifndef SF_RENDER_ENGINE_PROGRAM_H
#define SF_RENDER_ENGINE_PROGRAM_H
#include <stdint.h>
#include <GLES2/gl2.h>
#include "Description.h"
#include "ProgramCache.h"
namespace android {
class String8;
/*
* Abstracts a GLSL program comprising a vertex and fragment shader
*/
class Program {
public:
// known locations for position and texture coordinates
enum { position=0, texCoords=1 };
Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
~Program();
/* whether this object is usable */
bool isValid() const;
/* Binds this program to the GLES context */
void use();
/* Returns the location of the specified attribute */
GLuint getAttrib(const char* name) const;
/* Returns the location of the specified uniform */
GLint getUniform(const char* name) const;
/* set-up uniforms from the description */
void setUniforms(const Description& desc);
private:
GLuint buildShader(const char* source, GLenum type);
String8& dumpShader(String8& result, GLenum type);
// whether the initialization succeeded
bool mInitialized;
// Name of the OpenGL program and shaders
GLuint mProgram;
GLuint mVertexShader;
GLuint mFragmentShader;
/* location of the projection matrix uniform */
GLint mProjectionMatrixLoc;
/* location of the texture matrix uniform */
GLint mTextureMatrixLoc;
/* location of the sampler uniform */
GLint mSamplerLoc;
/* location of the alpha plane uniform */
GLint mAlphaPlaneLoc;
/* location of the color uniform */
GLint mColorLoc;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_PROGRAM_H */

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/*
* Copyright 2013 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 <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <utils/String8.h>
#include "ProgramCache.h"
#include "Program.h"
#include "Description.h"
namespace android {
// -----------------------------------------------------------------------------------------------
/*
* A simple formatter class to automatically add the endl and
* manage the indentation.
*/
class Formatter;
static Formatter& indent(Formatter& f);
static Formatter& dedent(Formatter& f);
class Formatter {
String8 mString;
int mIndent;
typedef Formatter& (*FormaterManipFunc)(Formatter&);
friend Formatter& indent(Formatter& f);
friend Formatter& dedent(Formatter& f);
public:
String8 getString() const {
return mString;
}
friend Formatter& operator << (Formatter& out, const char* in) {
for (int i=0 ; i<out.mIndent ; i++) {
out.mString.append(" ");
}
out.mString.append(in);
out.mString.append("\n");
return out;
}
friend inline Formatter& operator << (Formatter& out, const String8& in) {
return operator << (out, in.string());
}
friend inline Formatter& operator<<(Formatter& to, FormaterManipFunc func) {
return (*func)(to);
}
};
Formatter& indent(Formatter& f) {
f.mIndent++;
return f;
}
Formatter& dedent(Formatter& f) {
f.mIndent--;
return f;
}
// -----------------------------------------------------------------------------------------------
ANDROID_SINGLETON_STATIC_INSTANCE(ProgramCache)
ProgramCache::ProgramCache() {
}
ProgramCache::~ProgramCache() {
}
ProgramCache::Key ProgramCache::computeKey(const Description& description) {
Key needs;
needs.set(Key::TEXTURE_MASK,
(description.mTextureTarget == GL_TEXTURE_EXTERNAL_OES) ? Key::TEXTURE_EXT :
(description.mTextureTarget == GL_TEXTURE_2D) ? Key::TEXTURE_2D :
Key::TEXTURE_OFF)
.set(Key::PLANE_ALPHA_MASK,
(description.mPlaneAlpha < 1) ? Key::PLANE_ALPHA_LT_ONE : Key::PLANE_ALPHA_EQ_ONE)
.set(Key::BLEND_MASK,
description.mPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL)
.set(Key::OPACITY_MASK,
description.mOpaque ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT);
return needs;
}
String8 ProgramCache::generateVertexShader(const Key& needs) {
Formatter vs;
if (needs.isTexturing()) {
vs << "attribute vec4 texCoords;"
<< "varying vec2 outTexCoords;";
}
vs << "attribute vec4 position;"
<< "uniform mat4 projection;"
<< "uniform mat4 texture;"
<< "void main(void) {" << indent
<< "gl_Position = projection * position;";
if (needs.isTexturing()) {
vs << "outTexCoords = (texture * texCoords).st;";
}
vs << dedent << "}";
return vs.getString();
}
String8 ProgramCache::generateFragmentShader(const Key& needs) {
Formatter fs;
if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
fs << "#extension GL_OES_EGL_image_external : require";
}
if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
fs << "uniform samplerExternalOES sampler;"
<< "varying vec2 outTexCoords;";
} else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
fs << "uniform sampler2D sampler;"
<< "varying vec2 outTexCoords;";
} else if (needs.getTextureTarget() == Key::TEXTURE_OFF) {
fs << "uniform vec4 color;";
}
if (needs.hasPlaneAlpha()) {
fs << "uniform float alphaPlane;";
}
fs << "void main(void) {" << indent;
if (needs.isTexturing()) {
fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
} else {
fs << "gl_FragColor = color;";
}
if (needs.hasPlaneAlpha()) {
// modulate the alpha value with planeAlpha
if (needs.isPremultiplied()) {
// ... and the color too if we're premultiplied
if (needs.isOpaque()) {
// ... we're opaque, only premultiply the color component
fs << "gl_FragColor.rgb *= alphaPlane;"
<< "gl_FragColor.a = alphaPlane;";
} else {
fs << "gl_FragColor *= alphaPlane;";
}
} else {
// not premultiplied
if (needs.isOpaque()) {
fs << "gl_FragColor.a = alphaPlane;";
} else {
fs << "gl_FragColor.a *= alphaPlane;";
}
}
} else {
if (needs.isOpaque()) {
fs << "gl_FragColor.a = 1.0;";
}
}
fs << dedent << "}";
return fs.getString();
}
Program* ProgramCache::generateProgram(const Key& needs) {
// vertex shader
String8 vs = generateVertexShader(needs);
// fragment shader
String8 fs = generateFragmentShader(needs);
Program* program = new Program(needs, vs.string(), fs.string());
return program;
}
void ProgramCache::useProgram(const Description& description) {
// generate the key for the shader based on the description
Key needs(computeKey(description));
// look-up the program in the cache
Program* program = mCache.valueFor(needs);
if (program == NULL) {
// we didn't find our program, so generate one...
nsecs_t time = -systemTime();
program = generateProgram(needs);
mCache.add(needs, program);
time += systemTime();
//ALOGD(">>> generated new program: needs=%08X, time=%u ms (%d programs)",
// needs.mNeeds, uint32_t(ns2ms(time)), mCache.size());
}
// here we have a suitable program for this description
if (program->isValid()) {
program->use();
program->setUniforms(description);
}
}
} /* namespace android */

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/*
* Copyright 2013 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.
*/
#ifndef SF_RENDER_ENGINE_PROGRAMCACHE_H
#define SF_RENDER_ENGINE_PROGRAMCACHE_H
#include <GLES2/gl2.h>
#include <utils/Singleton.h>
#include <utils/KeyedVector.h>
#include <utils/TypeHelpers.h>
#include "Description.h"
namespace android {
class Description;
class Program;
class String8;
/*
* This class generates GLSL programs suitable to handle a given
* Description. It's responsible for figuring out what to
* generate from a Description.
* It also maintains a cache of these Programs.
*/
class ProgramCache : public Singleton<ProgramCache> {
public:
/*
* Key is used to retrieve a Program in the cache.
* A Key is generated from a Description.
*/
class Key {
friend class ProgramCache;
typedef uint32_t key_t;
key_t mKey;
public:
enum {
BLEND_PREMULT = 0x00000001,
BLEND_NORMAL = 0x00000000,
BLEND_MASK = 0x00000001,
OPACITY_OPAQUE = 0x00000002,
OPACITY_TRANSLUCENT = 0x00000000,
OPACITY_MASK = 0x00000002,
PLANE_ALPHA_LT_ONE = 0x00000004,
PLANE_ALPHA_EQ_ONE = 0x00000000,
PLANE_ALPHA_MASK = 0x00000004,
TEXTURE_OFF = 0x00000000,
TEXTURE_EXT = 0x00000008,
TEXTURE_2D = 0x00000010,
TEXTURE_MASK = 0x00000018,
};
inline Key() : mKey(0) { }
inline Key(const Key& rhs) : mKey(rhs.mKey) { }
inline Key& set(key_t mask, key_t value) {
mKey = (mKey & ~mask) | value;
return *this;
}
inline bool isTexturing() const {
return (mKey & TEXTURE_MASK) != TEXTURE_OFF;
}
inline int getTextureTarget() const {
return (mKey & TEXTURE_MASK);
}
inline bool isPremultiplied() const {
return (mKey & BLEND_MASK) == BLEND_PREMULT;
}
inline bool isOpaque() const {
return (mKey & OPACITY_MASK) == OPACITY_OPAQUE;
}
inline bool hasPlaneAlpha() const {
return (mKey & PLANE_ALPHA_MASK) == PLANE_ALPHA_LT_ONE;
}
// this is the definition of a friend function -- not a method of class Needs
friend inline int strictly_order_type(const Key& lhs, const Key& rhs) {
return (lhs.mKey < rhs.mKey) ? 1 : 0;
}
};
ProgramCache();
~ProgramCache();
// useProgram lookup a suitable program in the cache or generates one
// if none can be found.
void useProgram(const Description& description);
private:
// compute a cache Key from a Description
static Key computeKey(const Description& description);
// generates a program from the Key
static Program* generateProgram(const Key& needs);
// generates the vertex shader from the Key
static String8 generateVertexShader(const Key& needs);
// generates the fragment shader from the Key
static String8 generateFragmentShader(const Key& needs);
// Key/Value map used for caching Programs. Currently the cache
// is never shrunk.
DefaultKeyedVector<Key, Program*> mCache;
};
ANDROID_BASIC_TYPES_TRAITS(ProgramCache::Key)
} /* namespace android */
#endif /* SF_RENDER_ENGINE_PROGRAMCACHE_H */

View File

@ -15,11 +15,15 @@
*/
#include <cutils/log.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include "RenderEngine.h"
#include "GLES10RenderEngine.h"
#include "GLES11RenderEngine.h"
#include "GLES20RenderEngine.h"
#include "GLExtensions.h"
#include "Mesh.h"
// ---------------------------------------------------------------------------
namespace android {
@ -28,7 +32,7 @@ namespace android {
RenderEngine* RenderEngine::create(EGLDisplay display, EGLConfig config) {
// Also create our EGLContext
EGLint contextAttributes[] = {
// EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_CONTEXT_CLIENT_VERSION, 2, // MUST be first
#ifdef EGL_IMG_context_priority
#ifdef HAS_CONTEXT_PRIORITY
#warning "using EGL_IMG_context_priority"
@ -79,7 +83,7 @@ RenderEngine* RenderEngine::create(EGLDisplay display, EGLConfig config) {
break;
case GLES_VERSION_2_0:
case GLES_VERSION_3_0:
//engine = new GLES20RenderEngine();
engine = new GLES20RenderEngine();
break;
}
engine->setEGLContext(ctxt);
@ -140,6 +144,85 @@ RenderEngine::GlesVersion RenderEngine::parseGlesVersion(const char* str) {
return GLES_VERSION_1_0;
}
void RenderEngine::fillRegionWithColor(const Region& region, uint32_t height,
float red, float green, float blue, float alpha) {
size_t c;
Rect const* r = region.getArray(&c);
Mesh mesh(Mesh::TRIANGLES, c*6, 2);
for (size_t i=0 ; i<c ; i++, r++) {
mesh[i*6 + 0][0] = r->left;
mesh[i*6 + 0][1] = height - r->top;
mesh[i*6 + 1][0] = r->left;
mesh[i*6 + 1][1] = height - r->bottom;
mesh[i*6 + 2][0] = r->right;
mesh[i*6 + 2][1] = height - r->bottom;
mesh[i*6 + 3][0] = r->left;
mesh[i*6 + 3][1] = height - r->top;
mesh[i*6 + 4][0] = r->right;
mesh[i*6 + 4][1] = height - r->bottom;
mesh[i*6 + 5][0] = r->right;
mesh[i*6 + 5][1] = height - r->top;
}
fillWithColor(mesh, red, green, blue, alpha);
}
void RenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
}
void RenderEngine::setScissor(
uint32_t left, uint32_t bottom, uint32_t right, uint32_t top) {
glScissor(left, bottom, right, top);
glEnable(GL_SCISSOR_TEST);
}
void RenderEngine::disableScissor() {
glDisable(GL_SCISSOR_TEST);
}
void RenderEngine::genTextures(size_t count, uint32_t* names) {
glGenTextures(count, names);
}
void RenderEngine::deleteTextures(size_t count, uint32_t const* names) {
glDeleteTextures(count, names);
}
// ---------------------------------------------------------------------------
RenderEngine::BindImageAsFramebuffer::BindImageAsFramebuffer(
RenderEngine& engine, EGLImageKHR image) : mEngine(engine)
{
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffersOES(1, &name);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
mStatus = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
ALOGE_IF(mStatus != GL_FRAMEBUFFER_COMPLETE_OES,
"glCheckFramebufferStatusOES error %d", mStatus);
mTexName = tname;
mFbName = name;
}
RenderEngine::BindImageAsFramebuffer::~BindImageAsFramebuffer() {
// back to main framebuffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glDeleteFramebuffersOES(1, &mFbName);
glDeleteTextures(1, &mTexName);
}
status_t RenderEngine::BindImageAsFramebuffer::getStatus() const {
return mStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------

View File

@ -22,12 +22,16 @@
#include <sys/types.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
class String8;
class Rect;
class Region;
class Mesh;
class RenderEngine {
enum GlesVersion {
@ -48,10 +52,31 @@ protected:
public:
static RenderEngine* create(EGLDisplay display, EGLConfig config);
virtual void checkErrors() const;
// helpers
void clearWithColor(float red, float green, float blue, float alpha);
void fillRegionWithColor(const Region& region, uint32_t height,
float red, float green, float blue, float alpha);
// common to all GL versions
void setScissor(uint32_t left, uint32_t bottom, uint32_t right, uint32_t top);
void disableScissor();
void genTextures(size_t count, uint32_t* names);
void deleteTextures(size_t count, uint32_t const* names);
class BindImageAsFramebuffer {
RenderEngine& mEngine;
unsigned int mTexName, mFbName;
unsigned int mStatus;
public:
BindImageAsFramebuffer(RenderEngine& engine, EGLImageKHR image);
~BindImageAsFramebuffer();
int getStatus() const;
};
// set-up
virtual void checkErrors() const;
virtual void dump(String8& result) = 0;
virtual void setViewportAndProjection(size_t w, size_t h) = 0;
virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap) = 0;
virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha) = 0;
virtual void setupDimLayerBlending(int alpha) = 0;
virtual void setupLayerTexturing(size_t textureName, bool useFiltering, const float* textureMatrix) = 0;
@ -60,14 +85,16 @@ public:
virtual void disableTexturing() = 0;
virtual void disableBlending() = 0;
virtual void clearWithColor(const float vertices[][2], size_t count,
float red, float green, float blue, float alpha) = 0;
virtual void drawMesh2D(const float vertices[][2], const float texCoords[][2], size_t count) = 0;
// drawing
virtual void fillWithColor(const Mesh& mesh, float r, float g, float b, float a) = 0;
virtual void drawMesh(const Mesh& mesh) = 0;
// queries
virtual size_t getMaxTextureSize() const = 0;
virtual size_t getMaxViewportDims() const = 0;
EGLContext getEGLContext() const;
};

View File

@ -23,8 +23,6 @@
#include <dlfcn.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <cutils/log.h>
#include <cutils/properties.h>
@ -72,6 +70,7 @@
#include "RenderEngine/RenderEngine.h"
#define DISPLAY_COUNT 1
/*
@ -268,19 +267,20 @@ void SurfaceFlinger::bootFinished()
property_set("service.bootanim.exit", "1");
}
void SurfaceFlinger::deleteTextureAsync(GLuint texture) {
void SurfaceFlinger::deleteTextureAsync(uint32_t texture) {
class MessageDestroyGLTexture : public MessageBase {
GLuint texture;
RenderEngine& engine;
uint32_t texture;
public:
MessageDestroyGLTexture(GLuint texture)
: texture(texture) {
MessageDestroyGLTexture(RenderEngine& engine, uint32_t texture)
: engine(engine), texture(texture) {
}
virtual bool handler() {
glDeleteTextures(1, &texture);
engine.deleteTextures(1, &texture);
return true;
}
};
postMessageAsync(new MessageDestroyGLTexture(texture));
postMessageAsync(new MessageDestroyGLTexture(getRenderEngine(), texture));
}
status_t SurfaceFlinger::selectConfigForAttribute(
@ -750,24 +750,10 @@ void SurfaceFlinger::doDebugFlashRegions()
doComposeSurfaces(hw, Region(hw->bounds()));
// and draw the dirty region
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor4f(1, 0, 1, 1);
const int32_t height = hw->getHeight();
Region::const_iterator it = dirtyRegion.begin();
Region::const_iterator const end = dirtyRegion.end();
while (it != end) {
const Rect& r = *it++;
GLfloat vertices[][2] = {
{ (GLfloat) r.left, (GLfloat) (height - r.top) },
{ (GLfloat) r.left, (GLfloat) (height - r.bottom) },
{ (GLfloat) r.right, (GLfloat) (height - r.bottom) },
{ (GLfloat) r.right, (GLfloat) (height - r.top) }
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
RenderEngine& engine(getRenderEngine());
engine.fillRegionWithColor(dirtyRegion, height, 1, 0, 1, 1);
hw->compositionComplete();
hw->swapBuffers(getHwComposer());
}
@ -1512,6 +1498,7 @@ void SurfaceFlinger::doDisplayComposition(const sp<const DisplayDevice>& hw,
void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const Region& dirty)
{
RenderEngine& engine(getRenderEngine());
const int32_t id = hw->getHwcDisplayId();
HWComposer& hwc(getHwComposer());
HWComposer::LayerListIterator cur = hwc.begin(id);
@ -1525,20 +1512,15 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
return;
}
// set the frame buffer
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Never touch the framebuffer if we don't have any framebuffer layers
const bool hasHwcComposition = hwc.hasHwcComposition(id);
if (hasHwcComposition) {
// when using overlays, we assume a fully transparent framebuffer
// NOTE: we could reduce how much we need to clear, for instance
// remove where there are opaque FB layers. however, on some
// GPUs doing a "clean slate" glClear might be more efficient.
// GPUs doing a "clean slate" clear might be more efficient.
// We'll revisit later if needed.
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
engine.clearWithColor(0, 0, 0, 0);
} else {
// we start with the whole screen area
const Region bounds(hw->getBounds());
@ -1571,11 +1553,11 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
// scissor doesn't match the screen's dimensions, so we
// need to clear everything outside of it and enable
// the GL scissor so we don't draw anything where we shouldn't
const GLint height = hw->getHeight();
glScissor(scissor.left, height - scissor.bottom,
scissor.getWidth(), scissor.getHeight());
// enable scissor for this frame
glEnable(GL_SCISSOR_TEST);
const uint32_t height = hw->getHeight();
engine.setScissor(scissor.left, height - scissor.bottom,
scissor.getWidth(), scissor.getHeight());
}
}
}
@ -1632,31 +1614,13 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
}
// disable scissor at the end of the frame
glDisable(GL_SCISSOR_TEST);
engine.disableScissor();
}
void SurfaceFlinger::drawWormhole(const sp<const DisplayDevice>& hw,
const Region& region) const
{
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor4f(0,0,0,0);
void SurfaceFlinger::drawWormhole(const sp<const DisplayDevice>& hw, const Region& region) const {
const int32_t height = hw->getHeight();
Region::const_iterator it = region.begin();
Region::const_iterator const end = region.end();
while (it != end) {
const Rect& r = *it++;
GLfloat vertices[][2] = {
{ (GLfloat) r.left, (GLfloat) (height - r.top) },
{ (GLfloat) r.left, (GLfloat) (height - r.bottom) },
{ (GLfloat) r.right, (GLfloat) (height - r.bottom) },
{ (GLfloat) r.right, (GLfloat) (height - r.top) }
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
RenderEngine& engine(getRenderEngine());
engine.fillRegionWithColor(region, height, 0, 0, 0, 0);
}
void SurfaceFlinger::addClientLayer(const sp<Client>& client,
@ -1673,8 +1637,7 @@ void SurfaceFlinger::addClientLayer(const sp<Client>& client,
mGraphicBufferProducerList.add(gbc->asBinder());
}
status_t SurfaceFlinger::removeLayer(const sp<Layer>& layer)
{
status_t SurfaceFlinger::removeLayer(const sp<Layer>& layer) {
Mutex::Autolock _l(mStateLock);
ssize_t index = mCurrentState.layersSortedByZ.remove(layer);
if (index >= 0) {
@ -1686,18 +1649,15 @@ status_t SurfaceFlinger::removeLayer(const sp<Layer>& layer)
return status_t(index);
}
uint32_t SurfaceFlinger::peekTransactionFlags(uint32_t flags)
{
uint32_t SurfaceFlinger::peekTransactionFlags(uint32_t flags) {
return android_atomic_release_load(&mTransactionFlags);
}
uint32_t SurfaceFlinger::getTransactionFlags(uint32_t flags)
{
uint32_t SurfaceFlinger::getTransactionFlags(uint32_t flags) {
return android_atomic_and(~flags, &mTransactionFlags) & flags;
}
uint32_t SurfaceFlinger::setTransactionFlags(uint32_t flags)
{
uint32_t SurfaceFlinger::setTransactionFlags(uint32_t flags) {
uint32_t old = android_atomic_or(flags, &mTransactionFlags);
if ((old & flags)==0) { // wake the server up
signalTransaction();
@ -2739,31 +2699,22 @@ void SurfaceFlinger::renderScreenImplLocked(
bool yswap)
{
ATRACE_CALL();
RenderEngine& engine(getRenderEngine());
// get screen geometry
const uint32_t hw_w = hw->getWidth();
const uint32_t hw_h = hw->getHeight();
const bool filtering = reqWidth != hw_w || reqWidth != hw_h;
// make sure to clear all GL error flags
while ( glGetError() != GL_NO_ERROR ) ;
engine.checkErrors();
// set-up our viewport
glViewport(0, 0, reqWidth, reqHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (yswap) glOrthof(0, hw_w, hw_h, 0, 0, 1);
else glOrthof(0, hw_w, 0, hw_h, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
engine.setViewportAndProjection(reqWidth, reqHeight, hw_w, hw_h, yswap);
engine.disableTexturing();
// redraw the screen entirely...
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
engine.clearWithColor(0, 0, 0, 1);
const LayerVector& layers( mDrawingState.layersSortedByZ );
const size_t count = layers.size();
@ -2834,20 +2785,10 @@ status_t SurfaceFlinger::captureScreenImplLocked(
EGLImageKHR image = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, buffer, NULL);
if (image != EGL_NO_IMAGE_KHR) {
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffersOES(1, &name);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status == GL_FRAMEBUFFER_COMPLETE_OES) {
// this binds the given EGLImage as a framebuffer for the
// duration of this scope.
RenderEngine::BindImageAsFramebuffer imageBond(getRenderEngine(), image);
if (imageBond.getStatus() == NO_ERROR) {
// this will in fact render into our dequeued buffer
// via an FBO, which means we didn't have to create
// an EGLSurface and therefore we're not
@ -2858,12 +2799,6 @@ status_t SurfaceFlinger::captureScreenImplLocked(
ALOGE("got GL_FRAMEBUFFER_COMPLETE_OES error while taking screenshot");
result = INVALID_OPERATION;
}
// back to main framebuffer
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glDeleteFramebuffersOES(1, &name);
glDeleteTextures(1, &tname);
// destroy our image
eglDestroyImageKHR(mEGLDisplay, image);
} else {
@ -2955,3 +2890,12 @@ SurfaceFlinger::DisplayDeviceState::DisplayDeviceState(DisplayDevice::DisplayTyp
// ---------------------------------------------------------------------------
}; // namespace android
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif
#if defined(__gl2_h_)
#error "don't include gl2/gl2.h in this file"
#endif

View File

@ -21,7 +21,10 @@
#include <sys/types.h>
#include <EGL/egl.h>
#include <GLES/gl.h> // needed for GLuint
/*
* NOTE: Make sure this file doesn't include anything from <gl/ > or <gl2/ >
*/
#include <cutils/compiler.h>
@ -91,12 +94,10 @@ public:
};
// post an asynchronous message to the main thread
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
uint32_t flags = 0);
status_t postMessageAsync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// post a synchronous message to the main thread
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0,
uint32_t flags = 0);
status_t postMessageSync(const sp<MessageBase>& msg, nsecs_t reltime = 0, uint32_t flags = 0);
// force full composition on all displays
void repaintEverything();
@ -107,7 +108,7 @@ public:
}
// utility function to delete a texture on the main thread
void deleteTextureAsync(GLuint texture);
void deleteTextureAsync(uint32_t texture);
// enable/disable h/w composer event
// TODO: this should be made accessible only to EventThread
@ -254,8 +255,7 @@ private:
uint32_t peekTransactionFlags(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags);
void commitTransaction();
uint32_t setClientStateLocked(const sp<Client>& client,
const layer_state_t& s);
uint32_t setClientStateLocked(const sp<Client>& client, const layer_state_t& s);
uint32_t setDisplayStateLocked(const DisplayState& s);
/* ------------------------------------------------------------------------
@ -365,14 +365,11 @@ private:
void setUpHWComposer();
void doComposition();
void doDebugFlashRegions();
void doDisplayComposition(const sp<const DisplayDevice>& hw,
const Region& dirtyRegion);
void doComposeSurfaces(const sp<const DisplayDevice>& hw,
const Region& dirty);
void doDisplayComposition(const sp<const DisplayDevice>& hw, const Region& dirtyRegion);
void doComposeSurfaces(const sp<const DisplayDevice>& hw, const Region& dirty);
void postFramebuffer();
void drawWormhole(const sp<const DisplayDevice>& hw,
const Region& region) const;
void drawWormhole(const sp<const DisplayDevice>& hw, const Region& region) const;
/* ------------------------------------------------------------------------
* Display management
@ -382,14 +379,10 @@ private:
/* ------------------------------------------------------------------------
* Debugging & dumpsys
*/
void listLayersLocked(const Vector<String16>& args, size_t& index,
String8& result) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index,
String8& result) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index,
String8& result);
void dumpAllLocked(const Vector<String16>& args, size_t& index,
String8& result) const;
void listLayersLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void dumpStatsLocked(const Vector<String16>& args, size_t& index, String8& result) const;
void clearStatsLocked(const Vector<String16>& args, size_t& index, String8& result);
void dumpAllLocked(const Vector<String16>& args, size_t& index, String8& result) const;
bool startDdmConnection();
static void appendSfConfigString(String8& result);
void checkScreenshot(const sp<GraphicBuffer>& buf, void const* vaddr,

View File

@ -53,8 +53,6 @@ status_t SurfaceFlingerConsumer::updateTexImage(BufferRejecter* rejecter)
err = acquireBufferLocked(&item, computeExpectedPresent());
if (err != NO_ERROR) {
if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
// This variant of updateTexImage does not guarantee that the
// texture is bound, so no need to call glBindTexture.
err = NO_ERROR;
} else if (err == BufferQueue::PRESENT_LATER) {
// return the error, without logging

View File

@ -27,10 +27,8 @@ namespace android {
*/
class SurfaceFlingerConsumer : public GLConsumer {
public:
SurfaceFlingerConsumer(const sp<BufferQueue>& bq, GLuint tex,
GLenum texTarget = GL_TEXTURE_EXTERNAL_OES,
bool useFenceSync = true)
: GLConsumer(bq, tex, texTarget, useFenceSync)
SurfaceFlingerConsumer(const sp<BufferQueue>& bq, uint32_t tex)
: GLConsumer(bq, tex, GLConsumer::TEXTURE_EXTERNAL, false)
{}
class BufferRejecter {