/* * Copyright (C) 2007 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 LOG_TAG "SurfaceFlinger" #include #include #include #include #include #include "BlurFilter.h" #include "LayerBlur.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" namespace android { // --------------------------------------------------------------------------- const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8; const char* const LayerBlur::typeID = "LayerBlur"; // --------------------------------------------------------------------------- LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display, Client* client, int32_t i) : LayerBaseClient(flinger, display, client, i), mCacheDirty(true), mRefreshCache(true), mCacheAge(0), mTextureName(-1U) { } LayerBlur::~LayerBlur() { if (mTextureName != -1U) { //glDeleteTextures(1, &mTextureName); deletedTextures.add(mTextureName); } } void LayerBlur::setVisibleRegion(const Region& visibleRegion) { LayerBaseClient::setVisibleRegion(visibleRegion); if (visibleRegionScreen.isEmpty()) { if (mTextureName != -1U) { // We're not visible, free the texture up. glBindTexture(GL_TEXTURE_2D, 0); glDeleteTextures(1, &mTextureName); mTextureName = -1U; } } } uint32_t LayerBlur::doTransaction(uint32_t flags) { // we're doing a transaction, refresh the cache! if (!mFlinger->isFrozen()) { mRefreshCache = true; mCacheDirty = true; flags |= eVisibleRegion; this->contentDirty = true; } return LayerBase::doTransaction(flags); } void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion) { // this code-path must be as tight as possible, it's called each time // the screen is composited. if (UNLIKELY(!visibleRegionScreen.isEmpty())) { // if anything visible below us is invalidated, the cache becomes dirty if (!mCacheDirty && !visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) { mCacheDirty = true; } if (mCacheDirty) { if (!mFlinger->isFrozen()) { // update everything below us that is visible outDirtyRegion.orSelf(visibleRegionScreen); nsecs_t now = systemTime(); if ((now - mCacheAge) >= ms2ns(500)) { mCacheAge = now; mRefreshCache = true; mCacheDirty = false; } else { if (!mAutoRefreshPending) { mFlinger->signalDelayedEvent(ms2ns(500)); mAutoRefreshPending = true; } } } } } LayerBase::unlockPageFlip(planeTransform, outDirtyRegion); } void LayerBlur::onDraw(const Region& clip) const { const DisplayHardware& hw(graphicPlane(0).displayHardware()); const uint32_t fbHeight = hw.getHeight(); int x = mTransformedBounds.left; int y = mTransformedBounds.top; int w = mTransformedBounds.width(); int h = mTransformedBounds.height(); GLint X = x; GLint Y = fbHeight - (y + h); if (X < 0) { w += X; X = 0; } if (Y < 0) { h += Y; Y = 0; } if (w<0 || h<0) { // we're outside of the framebuffer return; } if (mTextureName == -1U) { // create the texture name the first time // can't do that in the ctor, because it runs in another thread. glGenTextures(1, &mTextureName); } Region::iterator iterator(clip); if (iterator) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mTextureName); if (mRefreshCache) { mRefreshCache = false; mAutoRefreshPending = false; // allocate enough memory for 4-bytes (2 pixels) aligned data const int32_t s = (w + 1) & ~1; uint16_t* const pixels = (uint16_t*)malloc(s*h*2); // This reads the frame-buffer, so a h/w GL would have to // finish() its rendering first. we don't want to do that // too often. Read data is 4-bytes aligned. glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels); // blur that texture. GGLSurface bl; bl.version = sizeof(GGLSurface); bl.width = w; bl.height = h; bl.stride = s; bl.format = GGL_PIXEL_FORMAT_RGB_565; bl.data = (GGLubyte*)pixels; blurFilter(&bl, 8, 2); // NOTE: this works only because we have POT. we'd have to round the // texture size up, otherwise. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels); free((void*)pixels); } const State& s = drawingState(); if (UNLIKELY(s.alpha < 0xFF)) { const GGLfixed alpha = (s.alpha << 16)/255; glColor4x(0, 0, 0, alpha); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else { glDisable(GL_BLEND); } glDisable(GL_DITHER); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); if (UNLIKELY(transformed() || !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) { // This is a very rare scenario. glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(1.0f/w, -1.0f/h, 1); glTranslatef(-x, -y, 0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FIXED, 0, mVertices); glTexCoordPointer(2, GL_FIXED, 0, mVertices); Rect r; while (iterator.iterate(&r)) { const GLint sy = fbHeight - (r.top + r.height()); glScissor(r.left, sy, r.width(), r.height()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } } else { Region::iterator iterator(clip); if (iterator) { // NOTE: this is marginally faster with the software gl, because // glReadPixels() reads the fb bottom-to-top, however we'll // skip all the jaccobian computations. Rect r; GLint crop[4] = { 0, 0, w, h }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); y = fbHeight - (y + h); while (iterator.iterate(&r)) { const GLint sy = fbHeight - (r.top + r.height()); glScissor(r.left, sy, r.width(), r.height()); glDrawTexiOES(x, y, 0, w, h); } } } } glDisableClientState(GL_TEXTURE_COORD_ARRAY); } // --------------------------------------------------------------------------- }; // namespace android