replicant-frameworks_native/services/surfaceflinger/LayerScreenshot.cpp
Jesse Hall 837d2f9e83 Always set vertex alpha when drawing screenshot layers
The screenshot is a GL_RGB texture, and the GL_REPLACE texture env
mode uses vertex alpha for GL_RGB textures instead of alpha=1.0.

Bug: 7340077
Change-Id: I6fbb907023e48f9c422b15a33da79757d6726840
2012-10-15 12:38:33 -07:00

155 lines
4.6 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 <GLES/gl.h>
#include <GLES/glext.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include <ui/GraphicBuffer.h>
#include "LayerScreenshot.h"
#include "SurfaceFlinger.h"
#include "DisplayDevice.h"
namespace android {
// ---------------------------------------------------------------------------
LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger,
const sp<Client>& client)
: LayerBaseClient(flinger, client),
mTextureName(0), mFlinger(flinger)
{
}
LayerScreenshot::~LayerScreenshot()
{
if (mTextureName) {
mFlinger->deleteTextureAsync(mTextureName);
}
}
status_t LayerScreenshot::captureLocked(int32_t layerStack) {
GLfloat u, v;
status_t result = mFlinger->renderScreenToTextureLocked(layerStack,
&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 & ISurfaceComposerClient::eHidden)) {
capture();
}
}
uint32_t LayerScreenshot::doTransaction(uint32_t flags)
{
const LayerBase::State& draw(drawingState());
const LayerBase::State& curr(currentState());
if (draw.flags & layer_state_t::eLayerHidden) {
if (!(curr.flags & layer_state_t::eLayerHidden)) {
// we're going from hidden to visible
status_t err = captureLocked(curr.layerStack);
if (err != NO_ERROR) {
ALOGW("createScreenshotSurface failed (%s)", strerror(-err));
}
}
} else if (curr.flags & layer_state_t::eLayerHidden) {
// we're going from visible to hidden
if (mTextureName) {
glDeleteTextures(1, &mTextureName);
mTextureName = 0;
}
}
return LayerBaseClient::doTransaction(flags);
}
void LayerScreenshot::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const
{
const State& s(drawingState());
if (s.alpha>0) {
const GLfloat alpha = s.alpha/255.0f;
const uint32_t fbHeight = hw->getHeight();
if (s.alpha == 0xFF) {
glDisable(GL_BLEND);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
LayerMesh mesh;
computeGeometry(hw, &mesh);
glColor4f(alpha, alpha, alpha, alpha);
glDisable(GL_TEXTURE_EXTERNAL_OES);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mTextureName);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords);
glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices());
glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount());
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
// ---------------------------------------------------------------------------
}; // namespace android