replicant-frameworks_native/libs/surfaceflinger/LayerDim.cpp
Jean-Baptiste Queru cc8c35cee5 eclair snapshot
2009-11-13 13:53:39 -08:00

169 lines
5.3 KiB
C++

/*
* 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 <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <ui/GraphicBuffer.h>
#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>& 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;
#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
#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.
*/
const DisplayHardware& hw(flinger->graphicPlane(0).displayHardware());
uint32_t flags = hw.getFlags();
if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) {
sp<GraphicBuffer> buffer = new GraphicBuffer(w, h, PIXEL_FORMAT_RGB_565,
GraphicBuffer::USAGE_SW_WRITE_OFTEN |
GraphicBuffer::USAGE_HW_TEXTURE);
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_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);
#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
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