replicant-frameworks_native/services/surfaceflinger/RenderEngine/GLES20RenderEngine.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

295 lines
8.9 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.
*/
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#include <cutils/compiler.h>
#include "GLES20RenderEngine.h"
#include "Program.h"
#include "ProgramCache.h"
#include "Description.h"
#include "Mesh.h"
#include "Texture.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
GLES20RenderEngine::GLES20RenderEngine() :
mVpWidth(0), mVpHeight(0) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
struct pack565 {
inline uint16_t operator() (int r, int g, int b) const {
return (r<<11)|(g<<5)|b;
}
} pack565;
const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
//mColorBlindnessCorrection = M;
}
GLES20RenderEngine::~GLES20RenderEngine() {
}
size_t GLES20RenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLES20RenderEngine::getMaxViewportDims() const {
return
mMaxViewportDims[0] < mMaxViewportDims[1] ?
mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES20RenderEngine::setViewportAndProjection(
size_t vpw, size_t vph, size_t w, size_t h, bool yswap) {
mat4 m;
if (yswap) m = mat4::ortho(0, w, h, 0, 0, 1);
else m = mat4::ortho(0, w, 0, h, 0, 1);
glViewport(0, 0, vpw, vph);
mState.setProjectionMatrix(m);
mVpWidth = vpw;
mVpHeight = vph;
}
void GLES20RenderEngine::setupLayerBlending(
bool premultipliedAlpha, bool opaque, int alpha) {
mState.setPremultipliedAlpha(premultipliedAlpha);
mState.setOpaque(opaque);
mState.setPlaneAlpha(alpha / 255.0f);
if (alpha < 0xFF || !opaque) {
glEnable(GL_BLEND);
glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLES20RenderEngine::setupDimLayerBlending(int alpha) {
mState.setPlaneAlpha(1.0f);
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setColor(0, 0, 0, alpha/255.0f);
mState.disableTexture();
if (alpha == 0xFF) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
}
void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
GLuint target = texture.getTextureTarget();
glBindTexture(target, texture.getTextureName());
GLenum filter = GL_NEAREST;
if (texture.getFiltering()) {
filter = GL_LINEAR;
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
mState.setTexture(texture);
}
void GLES20RenderEngine::setupLayerBlackedOut() {
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
mState.setTexture(texture);
}
void GLES20RenderEngine::disableTexturing() {
mState.disableTexture();
}
void GLES20RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
uint32_t* texName, uint32_t* fbName, uint32_t* status) {
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffers(1, &name);
glBindFramebuffer(GL_FRAMEBUFFER, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
*status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
*texName = tname;
*fbName = name;
}
void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbName);
glDeleteTextures(1, &texName);
}
void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
mState.setPlaneAlpha(1.0f);
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setColor(r, g, b, a);
mState.disableTexture();
glDisable(GL_BLEND);
}
void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
ProgramCache::getInstance().useProgram(mState);
if (mesh.getTexCoordsSize()) {
glEnableVertexAttribArray(Program::texCoords);
glVertexAttribPointer(Program::texCoords,
mesh.getTexCoordsSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getTexCoords());
}
glVertexAttribPointer(Program::position,
mesh.getVertexSize(),
GL_FLOAT, GL_FALSE,
mesh.getByteStride(),
mesh.getPositions());
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
}
void GLES20RenderEngine::beginGroup(const mat4& colorTransform) {
GLuint tname, name;
// create the texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mVpWidth, mVpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// create a Framebuffer Object to render into
glGenFramebuffers(1, &name);
glBindFramebuffer(GL_FRAMEBUFFER, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
Group group;
group.texture = tname;
group.fbo = name;
group.width = mVpWidth;
group.height = mVpHeight;
group.colorTransform = colorTransform;
mGroupStack.push(group);
}
void GLES20RenderEngine::endGroup() {
const Group group(mGroupStack.top());
mGroupStack.pop();
// activate the previous render target
GLuint fbo = 0;
if (!mGroupStack.isEmpty()) {
fbo = mGroupStack.top().fbo;
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// set our state
Texture texture(Texture::TEXTURE_2D, group.texture);
texture.setDimensions(group.width, group.height);
glBindTexture(GL_TEXTURE_2D, group.texture);
mState.setPlaneAlpha(1.0f);
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setTexture(texture);
mState.setColorMatrix(group.colorTransform);
glDisable(GL_BLEND);
Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>());
position[0] = vec2(0, 0);
position[1] = vec2(group.width, 0);
position[2] = vec2(group.width, group.height);
position[3] = vec2(0, group.height);
texCoord[0] = vec2(0, 0);
texCoord[1] = vec2(1, 0);
texCoord[2] = vec2(1, 1);
texCoord[3] = vec2(0, 1);
drawMesh(mesh);
// reset color matrix
mState.setColorMatrix(mat4());
// free our fbo and texture
glDeleteFramebuffers(1, &group.fbo);
glDeleteTextures(1, &group.texture);
}
void GLES20RenderEngine::dump(String8& result) {
RenderEngine::dump(result);
}
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif