/* * Copyright (C) 2011 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 #include #include #include #include #include #include #include #include "LayerScreenshot.h" #include "SurfaceFlinger.h" #include "DisplayDevice.h" namespace android { // --------------------------------------------------------------------------- LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger, DisplayID display, const sp& client) : LayerBaseClient(flinger, display, client), mTextureName(0), mFlinger(flinger) { } LayerScreenshot::~LayerScreenshot() { if (mTextureName) { mFlinger->deleteTextureAsync(mTextureName); } } status_t LayerScreenshot::captureLocked() { GLfloat u, v; status_t result = mFlinger->renderScreenToTextureLocked(0, &mTextureName, &u, &v); if (result != NO_ERROR) { return result; } initTexture(u, v); return NO_ERROR; } status_t LayerScreenshot::capture() { GLfloat u, v; status_t result = mFlinger->renderScreenToTexture(0, &mTextureName, &u, &v); if (result != NO_ERROR) { return result; } initTexture(u, v); return NO_ERROR; } void LayerScreenshot::initTexture(GLfloat u, GLfloat v) { glBindTexture(GL_TEXTURE_2D, mTextureName); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); mTexCoords[0] = 0; mTexCoords[1] = v; mTexCoords[2] = 0; mTexCoords[3] = 0; mTexCoords[4] = u; mTexCoords[5] = 0; mTexCoords[6] = u; mTexCoords[7] = v; } void LayerScreenshot::initStates(uint32_t w, uint32_t h, uint32_t flags) { LayerBaseClient::initStates(w, h, flags); if (!(flags & ISurfaceComposer::eHidden)) { capture(); } } uint32_t LayerScreenshot::doTransaction(uint32_t flags) { const LayerBase::State& draw(drawingState()); const LayerBase::State& curr(currentState()); if (draw.flags & ISurfaceComposer::eLayerHidden) { if (!(curr.flags & ISurfaceComposer::eLayerHidden)) { // we're going from hidden to visible status_t err = captureLocked(); if (err != NO_ERROR) { ALOGW("createScreenshotSurface failed (%s)", strerror(-err)); } } } else if (curr.flags & ISurfaceComposer::eLayerHidden) { // we're going from visible to hidden if (mTextureName) { glDeleteTextures(1, &mTextureName); mTextureName = 0; } } return LayerBaseClient::doTransaction(flags); } void LayerScreenshot::onDraw(const DisplayDevice& hw, const Region& clip) const { const State& s(drawingState()); if (s.alpha>0) { const GLfloat alpha = s.alpha/255.0f; const uint32_t fbHeight = hw.getHeight(); if (s.alpha == 0xFF) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } LayerMesh mesh; computeGeometry(hw, &mesh); glColor4f(0, 0, 0, alpha); glDisable(GL_TEXTURE_EXTERNAL_OES); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mTextureName); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords); glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices()); glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount()); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } // --------------------------------------------------------------------------- }; // namespace android