replicant-frameworks_native/libs/surfaceflinger/LayerBlur.cpp
The Android Open Source Project 7c1b96a165 Initial Contribution
2008-10-21 07:00:00 -07:00

230 lines
7.6 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.
*/
#define LOG_TAG "SurfaceFlinger"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include "BlurFilter.h"
#include "LayerBlur.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
const char* const LayerBlur::typeID = "LayerBlur";
// ---------------------------------------------------------------------------
LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
Client* client, int32_t i)
: LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
{
}
LayerBlur::~LayerBlur()
{
if (mTextureName != -1U) {
//glDeleteTextures(1, &mTextureName);
deletedTextures.add(mTextureName);
}
}
void LayerBlur::setVisibleRegion(const Region& visibleRegion)
{
LayerBaseClient::setVisibleRegion(visibleRegion);
if (visibleRegionScreen.isEmpty()) {
if (mTextureName != -1U) {
// We're not visible, free the texture up.
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &mTextureName);
mTextureName = -1U;
}
}
}
uint32_t LayerBlur::doTransaction(uint32_t flags)
{
// we're doing a transaction, refresh the cache!
if (!mFlinger->isFrozen()) {
mRefreshCache = true;
mCacheDirty = true;
flags |= eVisibleRegion;
this->invalidate = true;
}
return LayerBase::doTransaction(flags);
}
void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
{
// this code-path must be as tight as possible, it's called each time
// the screen is composited.
if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
// if anything visible below us is invalidated, the cache becomes dirty
if (!mCacheDirty &&
!visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
mCacheDirty = true;
}
if (mCacheDirty) {
if (!mFlinger->isFrozen()) {
// update everything below us that is visible
outDirtyRegion.orSelf(visibleRegionScreen);
nsecs_t now = systemTime();
if ((now - mCacheAge) >= ms2ns(500)) {
mCacheAge = now;
mRefreshCache = true;
mCacheDirty = false;
} else {
if (!mAutoRefreshPending) {
mFlinger->signalDelayedEvent(ms2ns(500));
mAutoRefreshPending = true;
}
}
}
}
}
LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
}
void LayerBlur::onDraw(const Region& clip) const
{
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const uint32_t fbHeight = hw.getHeight();
int x = mTransformedBounds.left;
int y = mTransformedBounds.top;
int w = mTransformedBounds.width();
int h = mTransformedBounds.height();
GLint X = x;
GLint Y = fbHeight - (y + h);
if (X < 0) {
w += X;
X = 0;
}
if (Y < 0) {
h += Y;
Y = 0;
}
if (w<0 || h<0) {
// we're outside of the framebuffer
return;
}
if (mTextureName == -1U) {
// create the texture name the first time
// can't do that in the ctor, because it runs in another thread.
glGenTextures(1, &mTextureName);
}
Region::iterator iterator(clip);
if (iterator) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mTextureName);
if (mRefreshCache) {
mRefreshCache = false;
mAutoRefreshPending = false;
uint16_t* const pixels = (uint16_t*)malloc(w*h*2);
// this reads the frame-buffer, so a h/w GL would have to
// finish() its rendering first. we don't want to do that
// too often.
glReadPixels(X, Y, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
// blur that texture.
GGLSurface bl;
bl.version = sizeof(GGLSurface);
bl.width = w;
bl.height = h;
bl.stride = w;
bl.format = GGL_PIXEL_FORMAT_RGB_565;
bl.data = (GGLubyte*)pixels;
blurFilter(&bl, 8, 2);
// NOTE: this works only because we have POT. we'd have to round the
// texture size up, otherwise.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
free((void*)pixels);
}
const State& s = drawingState();
if (UNLIKELY(s.alpha < 0xFF)) {
const GGLfixed alpha = (s.alpha << 16)/255;
glColor4x(0, 0, 0, alpha);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
} else {
glDisable(GL_BLEND);
}
glDisable(GL_DITHER);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (UNLIKELY(transformed()
|| !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
// This is a very rare scenario.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(1.0f/w, -1.0f/h, 1);
glTranslatef(-x, -y, 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FIXED, 0, mVertices);
glTexCoordPointer(2, GL_FIXED, 0, mVertices);
Rect r;
while (iterator.iterate(&r)) {
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
} else {
Region::iterator iterator(clip);
if (iterator) {
// NOTE: this is marginally faster with the software gl, because
// glReadPixels() reads the fb bottom-to-top, however we'll
// skip all the jaccobian computations.
Rect r;
GLint crop[4] = { 0, 0, w, h };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
y = fbHeight - (y + h);
while (iterator.iterate(&r)) {
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawTexiOES(x, y, 0, w, h);
}
}
}
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// ---------------------------------------------------------------------------
}; // namespace android