replicant-frameworks_native/services/surfaceflinger/LayerScreenshot.cpp
Mathias Agopian f74e8e0602 don't attempt to clip layers anymore using glScissor
this seems to hurt performance on some GPU. this change
might negatively affect performance on other GPUs though, but
probably in less time-sensitive cases. If this becomes a
problem it might become necessary to pre-clip the geometry
(so that we don't have to use glScissor).

This improves the rotation animation quite a bit.

Change-Id: I5dbe1286f7ad858ef2c1e1ad9a07ee3f26c0b1f3
2012-04-16 03:19:15 -07:00

149 lines
4.4 KiB
C++

/*
* 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 <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <ui/GraphicBuffer.h>
#include "LayerScreenshot.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client)
: LayerBaseClient(flinger, display, client),
mTextureName(0), mFlinger(flinger)
{
}
LayerScreenshot::~LayerScreenshot()
{
if (mTextureName) {
mFlinger->postMessageAsync(
new SurfaceFlinger::MessageDestroyGLTexture(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 Layer::State& draw(drawingState());
const Layer::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 Region& clip) const
{
const State& s(drawingState());
if (s.alpha>0) {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
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);
}
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, mVertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, mNumVertices);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
// ---------------------------------------------------------------------------
}; // namespace android