4d9b822e2c
ISurface was only used to get the IGraphicBufferProducer from a Layer. It's now replaced by a BBinder subclass / IBinder and is only used as a handle to the surface, to both refer to it and manage its life-time. Also cleaned-up a bit the ISurfaceComposer interface and "create layer" code path. Change-Id: I68d0e02d57b862cffb31d5168c3bc10cea0906eb
82 lines
2.2 KiB
C++
82 lines
2.2 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 <GLES/gl.h>
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#include <GLES/glext.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 "DisplayDevice.h"
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namespace android {
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// ---------------------------------------------------------------------------
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LayerDim::LayerDim(SurfaceFlinger* flinger, const sp<Client>& client,
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const String8& name, uint32_t w, uint32_t h, uint32_t flags)
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: Layer(flinger, client, name, w, h, flags) {
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}
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LayerDim::~LayerDim() {
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}
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void LayerDim::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const
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{
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const State& s(drawingState());
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if (s.alpha>0) {
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const GLfloat alpha = s.alpha/255.0f;
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const uint32_t fbHeight = hw->getHeight();
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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if (s.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);
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LayerMesh mesh;
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computeGeometry(hw, &mesh);
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glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices());
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glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount());
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glDisable(GL_BLEND);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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bool LayerDim::isVisible() const {
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const Layer::State& s(drawingState());
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return !(s.flags & layer_state_t::eLayerHidden) && s.alpha;
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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