replicant-frameworks_native/libs/surfaceflinger/LayerDim.cpp
Mathias Agopian 3330b20303 fix [2167050] glTexImage2D code path buggy in SurfaceFlinger
When EGLImage extension is not available, SurfaceFlinger will fallback to using
glTexImage2D and glTexSubImage2D instead, which requires 50% more memory and an
extra copy. However this code path has never been exercised and had some bugs
which this patch fix.

Mainly the scale factor wasn't computed right when falling back on glDrawElements.
We also fallback to this mode of operation if a buffer doesn't have the adequate
usage bits for EGLImage usage.

This changes only code that is currently not executed. Some refactoring was needed to
keep the change clean. This doesn't change anything functionaly.
2009-10-06 17:00:25 -07:00

170 lines
5.2 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 <utils/Errors.h>
#include <utils/Log.h>
#include <ui/GraphicBuffer.h>
#include "LayerDim.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
const uint32_t LayerDim::typeInfo = LayerBaseClient::typeInfo | 0x10;
const char* const LayerDim::typeID = "LayerDim";
bool LayerDim::sUseTexture;
GLuint LayerDim::sTexId;
EGLImageKHR LayerDim::sImage;
int32_t LayerDim::sWidth;
int32_t LayerDim::sHeight;
// ---------------------------------------------------------------------------
LayerDim::LayerDim(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client, int32_t i)
: LayerBaseClient(flinger, display, client, i)
{
}
void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
{
sTexId = -1;
sImage = EGL_NO_IMAGE_KHR;
sWidth = w;
sHeight = h;
sUseTexture = false;
#ifdef DIM_WITH_TEXTURE
#warning "using a texture to implement LayerDim"
/* On some h/w like msm7K, it is faster to use a texture because the
* software renderer will defer to copybit, for this to work we need to
* use an EGLImage texture so copybit can actually make use of it.
* This burns a full-screen worth of graphic memory.
*/
const DisplayHardware& hw(flinger->graphicPlane(0).displayHardware());
uint32_t flags = hw.getFlags();
if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) {
// TODO: api to pass the usage flags
sp<GraphicBuffer> buffer = new GraphicBuffer(w, h, PIXEL_FORMAT_RGB_565,
GraphicBuffer::USAGE_SW_WRITE_OFTEN |
GraphicBuffer::USAGE_HW_TEXTURE);
android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
glGenTextures(1, &sTexId);
glBindTexture(GL_TEXTURE_2D, sTexId);
EGLDisplay dpy = eglGetCurrentDisplay();
sImage = eglCreateImageKHR(dpy, EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)clientBuf, 0);
if (sImage == EGL_NO_IMAGE_KHR) {
LOGE("eglCreateImageKHR() failed. err=0x%4x", eglGetError());
return;
}
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)sImage);
GLint error = glGetError();
if (error != GL_NO_ERROR) {
eglDestroyImageKHR(dpy, sImage);
LOGE("glEGLImageTargetTexture2DOES() failed. err=0x%4x", error);
return;
}
// initialize the texture with zeros
GGLSurface t;
buffer->lock(&t, GRALLOC_USAGE_SW_WRITE_OFTEN);
memset(t.data, 0, t.stride * t.height * 2);
buffer->unlock();
sUseTexture = true;
}
#endif
}
LayerDim::~LayerDim()
{
}
void LayerDim::onDraw(const Region& clip) const
{
const State& s(drawingState());
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
if (s.alpha>0 && (it != end)) {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const GGLfixed alpha = (s.alpha << 16)/255;
const uint32_t fbHeight = hw.getHeight();
glDisable(GL_DITHER);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4x(0, 0, 0, alpha);
#ifdef DIM_WITH_TEXTURE
if (sUseTexture) {
glBindTexture(GL_TEXTURE_2D, sTexId);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const GLshort texCoords[4][2] = {
{ 0, 0 },
{ 0, 1 },
{ 1, 1 },
{ 1, 0 }
};
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_SHORT, 0, texCoords);
} else
#endif
{
glDisable(GL_TEXTURE_2D);
}
GLshort w = sWidth;
GLshort h = sHeight;
const GLshort vertices[4][2] = {
{ 0, 0 },
{ 0, h },
{ w, h },
{ w, 0 }
};
glVertexPointer(2, GL_SHORT, 0, vertices);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// ---------------------------------------------------------------------------
}; // namespace android