replicant-frameworks_native/services/surfaceflinger/LayerDim.cpp
Mathias Agopian 4d9b822e2c get rid of ISurface
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
2013-03-12 17:11:48 -07:00

82 lines
2.2 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.
*/
#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 "LayerDim.h"
#include "SurfaceFlinger.h"
#include "DisplayDevice.h"
namespace android {
// ---------------------------------------------------------------------------
LayerDim::LayerDim(SurfaceFlinger* flinger, const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags)
: Layer(flinger, client, name, w, h, flags) {
}
LayerDim::~LayerDim() {
}
void LayerDim::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();
glDisable(GL_TEXTURE_EXTERNAL_OES);
glDisable(GL_TEXTURE_2D);
if (s.alpha == 0xFF) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
glColor4f(0, 0, 0, alpha);
LayerMesh mesh;
computeGeometry(hw, &mesh);
glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices());
glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount());
glDisable(GL_BLEND);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
bool LayerDim::isVisible() const {
const Layer::State& s(drawingState());
return !(s.flags & layer_state_t::eLayerHidden) && s.alpha;
}
// ---------------------------------------------------------------------------
}; // namespace android