c6f2169559
SurfaceFlinger was rendering dark purple for secure content, which showed up when we took a screen shot for the orientation change animation. Use black instead. Bug 11157921 Change-Id: I3895e8168891d49dc5b84eed599bcd0a303bb70a
259 lines
8.2 KiB
C++
259 lines
8.2 KiB
C++
/*
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* Copyright 2013 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 <GLES/gl.h>
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#include <GLES/glext.h>
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#include <utils/String8.h>
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#include <cutils/compiler.h>
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#include "GLES11RenderEngine.h"
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#include "Mesh.h"
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#include "Texture.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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GLES11RenderEngine::GLES11RenderEngine() {
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
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glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glEnableClientState(GL_VERTEX_ARRAY);
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glShadeModel(GL_FLAT);
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glDisable(GL_DITHER);
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glDisable(GL_CULL_FACE);
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struct pack565 {
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inline uint16_t operator() (int r, int g, int b) const {
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return (r<<11)|(g<<5)|b;
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}
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} pack565;
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const uint16_t protTexData[] = { 0 };
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glGenTextures(1, &mProtectedTexName);
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glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
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}
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GLES11RenderEngine::~GLES11RenderEngine() {
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}
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size_t GLES11RenderEngine::getMaxTextureSize() const {
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return mMaxTextureSize;
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}
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size_t GLES11RenderEngine::getMaxViewportDims() const {
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return
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mMaxViewportDims[0] < mMaxViewportDims[1] ?
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mMaxViewportDims[0] : mMaxViewportDims[1];
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}
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void GLES11RenderEngine::setViewportAndProjection(
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size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
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glViewport(0, 0, vpw, vph);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// put the origin in the left-bottom corner
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if (yswap) glOrthof(0, w, h, 0, 0, 1);
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else glOrthof(0, w, 0, h, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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}
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void GLES11RenderEngine::setupLayerBlending(
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bool premultipliedAlpha, bool opaque, int alpha) {
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GLenum combineRGB;
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GLenum combineAlpha;
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GLenum src0Alpha;
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GLfloat envColor[4];
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if (CC_UNLIKELY(alpha < 0xFF)) {
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// Cv = premultiplied ? Cs*alpha : Cs
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// Av = !opaque ? As*alpha : As
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combineRGB = premultipliedAlpha ? GL_MODULATE : GL_REPLACE;
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combineAlpha = !opaque ? GL_MODULATE : GL_REPLACE;
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src0Alpha = GL_CONSTANT;
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envColor[0] = alpha * (1.0f / 255.0f);
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} else {
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// Cv = Cs
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// Av = opaque ? 1.0 : As
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combineRGB = GL_REPLACE;
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combineAlpha = GL_REPLACE;
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src0Alpha = opaque ? GL_CONSTANT : GL_TEXTURE;
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envColor[0] = 1.0f;
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, combineRGB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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if (combineRGB == GL_MODULATE) {
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, combineAlpha);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, src0Alpha);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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if (combineAlpha == GL_MODULATE) {
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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if (combineRGB == GL_MODULATE || src0Alpha == GL_CONSTANT) {
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envColor[1] = envColor[0];
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envColor[2] = envColor[0];
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envColor[3] = envColor[0];
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColor);
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}
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if (alpha < 0xFF || !opaque) {
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glEnable(GL_BLEND);
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glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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}
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void GLES11RenderEngine::setupDimLayerBlending(int alpha) {
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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if (alpha == 0xFF) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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glColor4f(0, 0, 0, alpha/255.0f);
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}
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void GLES11RenderEngine::setupLayerTexturing(const Texture& texture) {
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GLuint target = texture.getTextureTarget();
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glBindTexture(target, texture.getTextureName());
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GLenum filter = GL_NEAREST;
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if (texture.getFiltering()) {
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filter = GL_LINEAR;
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}
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glTexParameterx(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterx(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterx(target, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameterx(target, GL_TEXTURE_MIN_FILTER, filter);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(texture.getMatrix().asArray());
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_EXTERNAL_OES);
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}
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void GLES11RenderEngine::setupLayerBlackedOut() {
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glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glEnable(GL_TEXTURE_2D);
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}
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void GLES11RenderEngine::disableTexturing() {
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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}
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void GLES11RenderEngine::disableBlending() {
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glDisable(GL_BLEND);
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}
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void GLES11RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
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uint32_t* texName, uint32_t* fbName, uint32_t* status) {
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GLuint tname, name;
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// turn our EGLImage into a texture
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glGenTextures(1, &tname);
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glBindTexture(GL_TEXTURE_2D, tname);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
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// create a Framebuffer Object to render into
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glGenFramebuffersOES(1, &name);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
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GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
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*status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
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*texName = tname;
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*fbName = name;
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}
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void GLES11RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
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glDeleteFramebuffersOES(1, &fbName);
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glDeleteTextures(1, &texName);
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}
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void GLES11RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
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glColor4f(r, g, b, a);
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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void GLES11RenderEngine::drawMesh(const Mesh& mesh) {
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if (mesh.getTexCoordsSize()) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(mesh.getTexCoordsSize(),
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GL_FLOAT,
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mesh.getByteStride(),
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mesh.getTexCoords());
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}
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glVertexPointer(mesh.getVertexSize(),
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GL_FLOAT,
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mesh.getByteStride(),
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mesh.getPositions());
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glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
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if (mesh.getTexCoordsSize()) {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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void GLES11RenderEngine::beginGroup(const mat4& colorTransform) {
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// doesn't do anything in GLES 1.1
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}
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void GLES11RenderEngine::endGroup() {
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// doesn't do anything in GLES 1.1
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}
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void GLES11RenderEngine::dump(String8& result) {
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RenderEngine::dump(result);
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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// ---------------------------------------------------------------------------
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#if defined(__gl2_h_)
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#error "don't include gl2/gl2.h in this file"
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#endif
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