replicant-frameworks_native/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
Dan Stoza f008799d37 SF: Skip render-to-texture for color transforms
In cases where SurfaceFlinger is applying a color matrix (usually for
accessibility features), we previously would perform a render-to-
texture for the initial composition, and then apply the matrix during
a copy to the framebuffer. This changes that behavior to just apply the
matrix during composition without a render-to-texture pass.

This may result in a perceived change of the image in cases with alpha
blending, since the blending is performed at a different stage of the
pipeline and the system effectively performs non-linear blends.
However, neither this nor the prior render-to-texture pass is strictly
correct in that regard, and this approach is less error-prone and
likely faster.

Change-Id: I2110ff0374f61d76df7b087dde8a1ed98990440c
2015-05-27 13:32:51 -07:00

257 lines
7.6 KiB
C++

/*
* Copyright 2013 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 ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/Rect.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#include <cutils/compiler.h>
#include <gui/ISurfaceComposer.h>
#include <math.h>
#include "GLES20RenderEngine.h"
#include "Program.h"
#include "ProgramCache.h"
#include "Description.h"
#include "Mesh.h"
#include "Texture.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
GLES20RenderEngine::GLES20RenderEngine() :
mVpWidth(0), mVpHeight(0) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
const uint16_t protTexData[] = { 0 };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
//mColorBlindnessCorrection = M;
}
GLES20RenderEngine::~GLES20RenderEngine() {
}
size_t GLES20RenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLES20RenderEngine::getMaxViewportDims() const {
return
mMaxViewportDims[0] < mMaxViewportDims[1] ?
mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES20RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
Transform::orientation_flags rotation) {
size_t l = sourceCrop.left;
size_t r = sourceCrop.right;
// In GL, (0, 0) is the bottom-left corner, so flip y coordinates
size_t t = hwh - sourceCrop.top;
size_t b = hwh - sourceCrop.bottom;
mat4 m;
if (yswap) {
m = mat4::ortho(l, r, t, b, 0, 1);
} else {
m = mat4::ortho(l, r, b, t, 0, 1);
}
// Apply custom rotation to the projection.
float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
switch (rotation) {
case Transform::ROT_0:
break;
case Transform::ROT_90:
m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
break;
case Transform::ROT_180:
m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
break;
case Transform::ROT_270:
m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
break;
default:
break;
}
glViewport(0, 0, vpw, vph);
mState.setProjectionMatrix(m);
mVpWidth = vpw;
mVpHeight = vph;
}
void GLES20RenderEngine::setupLayerBlending(
bool premultipliedAlpha, bool opaque, int alpha) {
mState.setPremultipliedAlpha(premultipliedAlpha);
mState.setOpaque(opaque);
mState.setPlaneAlpha(alpha / 255.0f);
if (alpha < 0xFF || !opaque) {
glEnable(GL_BLEND);
glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
mState.setPlaneAlpha(1.0f);
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setColor(0, 0, 0, alpha/255.0f);
mState.disableTexture();
if (alpha == 0xFF) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
}
void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
GLuint target = texture.getTextureTarget();
glBindTexture(target, texture.getTextureName());
GLenum filter = GL_NEAREST;
if (texture.getFiltering()) {
filter = GL_LINEAR;
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
mState.setTexture(texture);
}
void GLES20RenderEngine::setupLayerBlackedOut() {
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
mState.setTexture(texture);
}
mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
mat4 oldTransform = mState.getColorMatrix();
mState.setColorMatrix(colorTransform);
return oldTransform;
}
void GLES20RenderEngine::disableTexturing() {
mState.disableTexture();
}
void GLES20RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
uint32_t* texName, uint32_t* fbName, uint32_t* status) {
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffers(1, &name);
glBindFramebuffer(GL_FRAMEBUFFER, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
*status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
*texName = tname;
*fbName = name;
}
void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbName);
glDeleteTextures(1, &texName);
}
void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
mState.setPlaneAlpha(1.0f);
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setColor(r, g, b, a);
mState.disableTexture();
glDisable(GL_BLEND);
}
void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
ProgramCache::getInstance().useProgram(mState);
if (mesh.getTexCoordsSize()) {
glEnableVertexAttribArray(Program::texCoords);
glVertexAttribPointer(Program::texCoords,
mesh.getTexCoordsSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getTexCoords());
}
glVertexAttribPointer(Program::position,
mesh.getVertexSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getPositions());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
}
void GLES20RenderEngine::dump(String8& result) {
RenderEngine::dump(result);
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif