replicant-frameworks_native/services/surfaceflinger/RenderEngine/RenderEngine.cpp
Mathias Agopian ff2ed70fa3 color blindness enhancement
This is an attempt at improving the experience of
users with color vision impairement.

At this time this feature can only be enabled for
debugging:

  adb shell service call SurfaceFlinger 1014 i32 PARAM

  with PARAM:
   0 : disabled
   1 : protanomaly/protanopia simulation
   2 : deuteranomaly/deuteranopia simulation
   3 : tritanopia/tritanomaly simulation
  11, 12, 13: same as above w/ attempted correction/enhancement

The enhancement algorithm tries to spread the "error"
such that tones that would otherwise appear similar can be
distinguished.

Bug: 9465644

Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
2013-09-04 22:11:15 -07:00

226 lines
7.5 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.
*/
#include <cutils/log.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include "RenderEngine.h"
#include "GLES10RenderEngine.h"
#include "GLES11RenderEngine.h"
#include "GLES20RenderEngine.h"
#include "GLExtensions.h"
#include "Mesh.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
RenderEngine* RenderEngine::create(EGLDisplay display, EGLConfig config) {
// Also create our EGLContext
EGLint contextAttributes[] = {
EGL_CONTEXT_CLIENT_VERSION, 2, // MUST be first
#ifdef EGL_IMG_context_priority
#ifdef HAS_CONTEXT_PRIORITY
#warning "using EGL_IMG_context_priority"
EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG,
#endif
#endif
EGL_NONE, EGL_NONE
};
EGLContext ctxt = eglCreateContext(display, config, NULL, contextAttributes);
if (ctxt == EGL_NO_CONTEXT) {
// maybe ES 2.x is not supported
ALOGW("can't create an ES 2.x context, trying 1.x");
ctxt = eglCreateContext(display, config, NULL, contextAttributes + 2);
}
// if can't create a GL context, we can only abort.
LOG_ALWAYS_FATAL_IF(ctxt==EGL_NO_CONTEXT, "EGLContext creation failed");
// now figure out what version of GL did we actually get
// NOTE: a dummy surface is not needed if KHR_create_context is supported
EGLint attribs[] = { EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE };
EGLSurface dummy = eglCreatePbufferSurface(display, config, attribs);
LOG_ALWAYS_FATAL_IF(dummy==EGL_NO_SURFACE, "can't create dummy pbuffer");
EGLBoolean success = eglMakeCurrent(display, dummy, dummy, ctxt);
LOG_ALWAYS_FATAL_IF(!success, "can't make dummy pbuffer current");
GLExtensions& extensions(GLExtensions::getInstance());
extensions.initWithGLStrings(
glGetString(GL_VENDOR),
glGetString(GL_RENDERER),
glGetString(GL_VERSION),
glGetString(GL_EXTENSIONS));
GlesVersion version = parseGlesVersion( extensions.getVersion() );
// initialize the renderer while GL is current
RenderEngine* engine = NULL;
switch (version) {
case GLES_VERSION_1_0:
engine = new GLES10RenderEngine();
break;
case GLES_VERSION_1_1:
engine = new GLES11RenderEngine();
break;
case GLES_VERSION_2_0:
case GLES_VERSION_3_0:
engine = new GLES20RenderEngine();
break;
}
engine->setEGLContext(ctxt);
ALOGI("OpenGL ES informations:");
ALOGI("vendor : %s", extensions.getVendor());
ALOGI("renderer : %s", extensions.getRenderer());
ALOGI("version : %s", extensions.getVersion());
ALOGI("extensions: %s", extensions.getExtension());
ALOGI("GL_MAX_TEXTURE_SIZE = %d", engine->getMaxTextureSize());
ALOGI("GL_MAX_VIEWPORT_DIMS = %d", engine->getMaxViewportDims());
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(display, dummy);
return engine;
}
RenderEngine::RenderEngine() : mEGLContext(EGL_NO_CONTEXT) {
}
RenderEngine::~RenderEngine() {
}
void RenderEngine::setEGLContext(EGLContext ctxt) {
mEGLContext = ctxt;
}
EGLContext RenderEngine::getEGLContext() const {
return mEGLContext;
}
void RenderEngine::checkErrors() const {
do {
// there could be more than one error flag
GLenum error = glGetError();
if (error == GL_NO_ERROR)
break;
ALOGE("GL error 0x%04x", int(error));
} while (true);
}
RenderEngine::GlesVersion RenderEngine::parseGlesVersion(const char* str) {
int major, minor;
if (sscanf(str, "OpenGL ES-CM %d.%d", &major, &minor) != 2) {
if (sscanf(str, "OpenGL ES %d.%d", &major, &minor) != 2) {
ALOGW("Unable to parse GL_VERSION string: \"%s\"", str);
return GLES_VERSION_1_0;
}
}
if (major == 1 && minor == 0) return GLES_VERSION_1_0;
if (major == 1 && minor >= 1) return GLES_VERSION_1_1;
if (major == 2 && minor >= 0) return GLES_VERSION_2_0;
if (major == 3 && minor >= 0) return GLES_VERSION_3_0;
ALOGW("Unrecognized OpenGL ES version: %d.%d", major, minor);
return GLES_VERSION_1_0;
}
void RenderEngine::fillRegionWithColor(const Region& region, uint32_t height,
float red, float green, float blue, float alpha) {
size_t c;
Rect const* r = region.getArray(&c);
Mesh mesh(Mesh::TRIANGLES, c*6, 2);
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
for (size_t i=0 ; i<c ; i++, r++) {
position[i*6 + 0].x = r->left;
position[i*6 + 0].y = height - r->top;
position[i*6 + 1].x = r->left;
position[i*6 + 1].y = height - r->bottom;
position[i*6 + 2].x = r->right;
position[i*6 + 2].y = height - r->bottom;
position[i*6 + 3].x = r->left;
position[i*6 + 3].y = height - r->top;
position[i*6 + 4].x = r->right;
position[i*6 + 4].y = height - r->bottom;
position[i*6 + 5].x = r->right;
position[i*6 + 5].y = height - r->top;
}
setupFillWithColor(red, green, blue, alpha);
drawMesh(mesh);
}
void RenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
}
void RenderEngine::setScissor(
uint32_t left, uint32_t bottom, uint32_t right, uint32_t top) {
glScissor(left, bottom, right, top);
glEnable(GL_SCISSOR_TEST);
}
void RenderEngine::disableScissor() {
glDisable(GL_SCISSOR_TEST);
}
void RenderEngine::genTextures(size_t count, uint32_t* names) {
glGenTextures(count, names);
}
void RenderEngine::deleteTextures(size_t count, uint32_t const* names) {
glDeleteTextures(count, names);
}
void RenderEngine::dump(String8& result) {
const GLExtensions& extensions(GLExtensions::getInstance());
result.appendFormat("GLES: %s, %s, %s\n",
extensions.getVendor(),
extensions.getRenderer(),
extensions.getVersion());
result.appendFormat("%s\n", extensions.getExtension());
}
// ---------------------------------------------------------------------------
RenderEngine::BindImageAsFramebuffer::BindImageAsFramebuffer(
RenderEngine& engine, EGLImageKHR image) : mEngine(engine)
{
mEngine.bindImageAsFramebuffer(image, &mTexName, &mFbName, &mStatus);
ALOGE_IF(mStatus != GL_FRAMEBUFFER_COMPLETE_OES,
"glCheckFramebufferStatusOES error %d", mStatus);
}
RenderEngine::BindImageAsFramebuffer::~BindImageAsFramebuffer() {
// back to main framebuffer
mEngine.unbindFramebuffer(mTexName, mFbName);
}
status_t RenderEngine::BindImageAsFramebuffer::getStatus() const {
return mStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------