a2f4e56fec
this optimization didn't improve performance and in fact seemed to hurt more than anything else. it also made things a lot more complex as it introduced edges cases when switching to/from h/w composer. Change-Id: Iaafc235e175f5740cd98bff914d706e02ab88bb8
157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
/*
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* Copyright (C) 2011 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 <utils/Errors.h>
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#include <utils/Log.h>
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#include <ui/GraphicBuffer.h>
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#include "LayerScreenshot.h"
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#include "SurfaceFlinger.h"
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#include "DisplayHardware/DisplayHardware.h"
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namespace android {
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// ---------------------------------------------------------------------------
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LayerScreenshot::LayerScreenshot(SurfaceFlinger* flinger, DisplayID display,
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const sp<Client>& client)
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: LayerBaseClient(flinger, display, client),
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mTextureName(0), mFlinger(flinger)
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{
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}
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LayerScreenshot::~LayerScreenshot()
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{
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if (mTextureName) {
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mFlinger->postMessageAsync(
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new SurfaceFlinger::MessageDestroyGLTexture(mTextureName) );
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}
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}
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status_t LayerScreenshot::captureLocked() {
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GLfloat u, v;
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status_t result = mFlinger->renderScreenToTextureLocked(0, &mTextureName, &u, &v);
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if (result != NO_ERROR) {
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return result;
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}
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initTexture(u, v);
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return NO_ERROR;
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}
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status_t LayerScreenshot::capture() {
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GLfloat u, v;
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status_t result = mFlinger->renderScreenToTexture(0, &mTextureName, &u, &v);
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if (result != NO_ERROR) {
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return result;
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}
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initTexture(u, v);
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return NO_ERROR;
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}
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void LayerScreenshot::initTexture(GLfloat u, GLfloat v) {
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glBindTexture(GL_TEXTURE_2D, mTextureName);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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mTexCoords[0] = 0; mTexCoords[1] = v;
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mTexCoords[2] = 0; mTexCoords[3] = 0;
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mTexCoords[4] = u; mTexCoords[5] = 0;
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mTexCoords[6] = u; mTexCoords[7] = v;
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}
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void LayerScreenshot::initStates(uint32_t w, uint32_t h, uint32_t flags) {
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LayerBaseClient::initStates(w, h, flags);
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if (!(flags & ISurfaceComposer::eHidden)) {
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capture();
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}
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}
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uint32_t LayerScreenshot::doTransaction(uint32_t flags)
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{
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const Layer::State& draw(drawingState());
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const Layer::State& curr(currentState());
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if (draw.flags & ISurfaceComposer::eLayerHidden) {
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if (!(curr.flags & ISurfaceComposer::eLayerHidden)) {
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// we're going from hidden to visible
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status_t err = captureLocked();
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if (err != NO_ERROR) {
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ALOGW("createScreenshotSurface failed (%s)", strerror(-err));
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}
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}
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} else if (curr.flags & ISurfaceComposer::eLayerHidden) {
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// we're going from visible to hidden
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if (mTextureName) {
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glDeleteTextures(1, &mTextureName);
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mTextureName = 0;
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}
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}
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return LayerBaseClient::doTransaction(flags);
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}
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void LayerScreenshot::onDraw(const Region& clip) const
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{
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const State& s(drawingState());
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Region::const_iterator it = clip.begin();
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Region::const_iterator const end = clip.end();
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if (s.alpha>0 && (it != end)) {
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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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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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_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glColor4f(0, 0, 0, alpha);
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, mTextureName);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, mTexCoords);
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glVertexPointer(2, GL_FLOAT, 0, mVertices);
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while (it != end) {
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const Rect& r = *it++;
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const GLint sy = fbHeight - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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// ---------------------------------------------------------------------------
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}; // namespace android
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