/* * 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. */ #include #include #include #include #include #include "LayerDim.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" namespace android { // --------------------------------------------------------------------------- const uint32_t LayerDim::typeInfo = LayerBaseClient::typeInfo | 0x10; const char* const LayerDim::typeID = "LayerDim"; bool LayerDim::sUseTexture; GLuint LayerDim::sTexId; EGLImageKHR LayerDim::sImage; int32_t LayerDim::sWidth; int32_t LayerDim::sHeight; // --------------------------------------------------------------------------- LayerDim::LayerDim(SurfaceFlinger* flinger, DisplayID display, const sp& client, int32_t i) : LayerBaseClient(flinger, display, client, i) { } void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h) { sTexId = -1; sImage = EGL_NO_IMAGE_KHR; sWidth = w; sHeight = h; sUseTexture = false; #ifdef DIM_WITH_TEXTURE #warning "using a texture to implement LayerDim" /* On some h/w like msm7K, it is faster to use a texture because the * software renderer will defer to copybit, for this to work we need to * use an EGLImage texture so copybit can actually make use of it. * This burns a full-screen worth of graphic memory. */ // copybit supports 4x scaling, so we only need to allocate 1/16 of the // buffer. // FIXME: we have to add 1px because the mdp fails w = w/4 + 1; h = h/4 + 1; const DisplayHardware& hw(flinger->graphicPlane(0).displayHardware()); uint32_t flags = hw.getFlags(); if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) { // TODO: api to pass the usage flags sp buffer = new Buffer(w, h, PIXEL_FORMAT_RGB_565); android_native_buffer_t* clientBuf = buffer->getNativeBuffer(); glGenTextures(1, &sTexId); glBindTexture(GL_TEXTURE_2D, sTexId); EGLDisplay dpy = eglGetCurrentDisplay(); sImage = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)clientBuf, 0); if (sImage == EGL_NO_IMAGE_KHR) { LOGE("eglCreateImageKHR() failed. err=0x%4x", eglGetError()); return; } glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)sImage); GLint error = glGetError(); if (error != GL_NO_ERROR) { eglDestroyImageKHR(dpy, sImage); LOGE("glEGLImageTargetTexture2DOES() failed. err=0x%4x", error); return; } // initialize the texture with zeros GGLSurface t; buffer->lock(&t, GRALLOC_USAGE_SW_READ_NEVER | GRALLOC_USAGE_SW_WRITE_OFTEN); memset(t.data, 0, t.stride * t.height * 2); buffer->unlock(); sUseTexture = true; } #endif } LayerDim::~LayerDim() { } void LayerDim::onDraw(const Region& clip) const { const State& s(drawingState()); Region::const_iterator it = clip.begin(); Region::const_iterator const end = clip.end(); if (s.alpha>0 && (it != end)) { const DisplayHardware& hw(graphicPlane(0).displayHardware()); const GGLfixed alpha = (s.alpha << 16)/255; const uint32_t fbHeight = hw.getHeight(); glDisable(GL_DITHER); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4x(0, 0, 0, alpha); #ifdef DIM_WITH_TEXTURE if (sUseTexture) { glBindTexture(GL_TEXTURE_2D, sTexId); glEnable(GL_TEXTURE_2D); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); const GLshort texCoords[4][2] = { { 0, 0 }, { 0, 1 }, { 1, 1 }, { 1, 0 } }; glMatrixMode(GL_TEXTURE); glLoadIdentity(); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, texCoords); } else #endif { glDisable(GL_TEXTURE_2D); } GLshort w = sWidth; GLshort h = sHeight; const GLshort vertices[4][2] = { { 0, 0 }, { 0, h }, { w, h }, { w, 0 } }; glVertexPointer(2, GL_SHORT, 0, vertices); while (it != end) { const Rect& r = *it++; const GLint sy = fbHeight - (r.top + r.height()); glScissor(r.left, sy, r.width(), r.height()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } } glDisableClientState(GL_TEXTURE_COORD_ARRAY); } // --------------------------------------------------------------------------- }; // namespace android