169 lines
5.3 KiB
C++
169 lines
5.3 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Errors.h>
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#include <utils/Log.h>
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#include <ui/GraphicBuffer.h>
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#include "LayerDim.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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namespace android {
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// ---------------------------------------------------------------------------
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const uint32_t LayerDim::typeInfo = LayerBaseClient::typeInfo | 0x10;
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const char* const LayerDim::typeID = "LayerDim";
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bool LayerDim::sUseTexture;
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GLuint LayerDim::sTexId;
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EGLImageKHR LayerDim::sImage;
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int32_t LayerDim::sWidth;
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int32_t LayerDim::sHeight;
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// ---------------------------------------------------------------------------
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LayerDim::LayerDim(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client, int32_t i)
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: LayerBaseClient(flinger, display, client, i)
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{
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}
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void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
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{
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sTexId = -1;
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sImage = EGL_NO_IMAGE_KHR;
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sWidth = w;
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sHeight = h;
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sUseTexture = false;
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#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
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#warning "using a texture to implement LayerDim"
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/* On some h/w like msm7K, it is faster to use a texture because the
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* software renderer will defer to copybit, for this to work we need to
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* use an EGLImage texture so copybit can actually make use of it.
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* This burns a full-screen worth of graphic memory.
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*/
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const DisplayHardware& hw(flinger->graphicPlane(0).displayHardware());
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uint32_t flags = hw.getFlags();
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if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) {
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sp<GraphicBuffer> buffer = new GraphicBuffer(w, h, PIXEL_FORMAT_RGB_565,
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GraphicBuffer::USAGE_SW_WRITE_OFTEN |
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GraphicBuffer::USAGE_HW_TEXTURE);
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android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
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glGenTextures(1, &sTexId);
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glBindTexture(GL_TEXTURE_2D, sTexId);
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EGLDisplay dpy = eglGetCurrentDisplay();
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sImage = eglCreateImageKHR(dpy, EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)clientBuf, 0);
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if (sImage == EGL_NO_IMAGE_KHR) {
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LOGE("eglCreateImageKHR() failed. err=0x%4x", eglGetError());
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return;
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}
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)sImage);
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GLint error = glGetError();
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if (error != GL_NO_ERROR) {
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eglDestroyImageKHR(dpy, sImage);
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LOGE("glEGLImageTargetTexture2DOES() failed. err=0x%4x", error);
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return;
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}
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// initialize the texture with zeros
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GGLSurface t;
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buffer->lock(&t, GRALLOC_USAGE_SW_WRITE_OFTEN);
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memset(t.data, 0, t.stride * t.height * 2);
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buffer->unlock();
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sUseTexture = true;
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}
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#endif
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}
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LayerDim::~LayerDim()
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{
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}
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void LayerDim::onDraw(const Region& clip) const
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{
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const State& s(drawingState());
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Region::const_iterator it = clip.begin();
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Region::const_iterator const end = clip.end();
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if (s.alpha>0 && (it != end)) {
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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const GGLfixed alpha = (s.alpha << 16)/255;
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const uint32_t fbHeight = hw.getHeight();
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glDisable(GL_DITHER);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glColor4x(0, 0, 0, alpha);
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#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer)
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if (sUseTexture) {
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glBindTexture(GL_TEXTURE_2D, sTexId);
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glEnable(GL_TEXTURE_2D);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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const GLshort texCoords[4][2] = {
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{ 0, 0 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 0 }
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};
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_SHORT, 0, texCoords);
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} else
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#endif
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{
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glDisable(GL_TEXTURE_2D);
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}
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GLshort w = sWidth;
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GLshort h = sHeight;
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const GLshort vertices[4][2] = {
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{ 0, 0 },
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{ 0, h },
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{ w, h },
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{ w, 0 }
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};
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glVertexPointer(2, GL_SHORT, 0, vertices);
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while (it != end) {
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const Rect& r = *it++;
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const GLint sy = fbHeight - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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