/* * 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 LOG_NDEBUG 0 #undef LOG_TAG #define LOG_TAG "RenderEngine" #define ATRACE_TAG ATRACE_TAG_GRAPHICS #include #include #include #include #include #include #include #include #include #include #include #include "GLES20RenderEngine.h" #include "Program.h" #include "ProgramCache.h" #include "Description.h" #include "Mesh.h" #include "Texture.h" #include #include // --------------------------------------------------------------------------- #ifdef USE_HWC2 bool checkGlError(const char* op, int lineNumber) { bool errorFound = false; GLint error = glGetError(); while (error != GL_NO_ERROR) { errorFound = true; error = glGetError(); ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error); } return errorFound; } static constexpr bool outputDebugPPMs = false; void writePPM(const char* basename, GLuint width, GLuint height) { ALOGV("writePPM #%s: %d x %d", basename, width, height); std::vector pixels(width * height * 4); std::vector outBuffer(width * height * 3); // TODO(courtneygo): We can now have float formats, need // to remove this code or update to support. // Make returned pixels fit in uint32_t, one byte per component glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); if (checkGlError(__FUNCTION__, __LINE__)) { return; } std::string filename(basename); filename.append(".ppm"); std::ofstream file(filename.c_str(), std::ios::binary); if (!file.is_open()) { ALOGE("Unable to open file: %s", filename.c_str()); ALOGE("You may need to do: \"adb shell setenforce 0\" to enable " "surfaceflinger to write debug images"); return; } file << "P6\n"; file << width << "\n"; file << height << "\n"; file << 255 << "\n"; auto ptr = reinterpret_cast(pixels.data()); auto outPtr = reinterpret_cast(outBuffer.data()); for (int y = height - 1; y >= 0; y--) { char* data = ptr + y * width * sizeof(uint32_t); for (GLuint x = 0; x < width; x++) { // Only copy R, G and B components outPtr[0] = data[0]; outPtr[1] = data[1]; outPtr[2] = data[2]; data += sizeof(uint32_t); outPtr += 3; } } file.write(reinterpret_cast(outBuffer.data()), outBuffer.size()); } #endif // --------------------------------------------------------------------------- namespace android { // --------------------------------------------------------------------------- GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags) : mVpWidth(0), mVpHeight(0), mPlatformHasWideColor((featureFlags & WIDE_COLOR_SUPPORT) != 0) { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ALIGNMENT, 4); const uint16_t protTexData[] = { 0 }; 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; #ifdef USE_HWC2 if (mPlatformHasWideColor) { // Compute sRGB to DisplayP3 color transform // NOTE: For now, we are limiting wide-color support to // Display-P3 only. mat3 srgbToP3 = ColorSpaceConnector(ColorSpace::sRGB(), ColorSpace::DisplayP3()).getTransform(); // color transform needs to be expanded to 4x4 to be what the shader wants // mat has an initializer that expands mat3 to mat4, but // not an assignment operator mat4 gamutTransform(srgbToP3); mSrgbToDisplayP3 = gamutTransform; } #endif } 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, Rect sourceCrop, size_t hwh, bool yswap, Transform::orientation_flags rotation) { size_t l = sourceCrop.left; size_t r = sourceCrop.right; // In GL, (0, 0) is the bottom-left corner, so flip y coordinates size_t t = hwh - sourceCrop.top; size_t b = hwh - sourceCrop.bottom; const mat4 rot90(0,-1,0,0, 1,0,0,0, 0,0,1,0, 0,0,0,1); const mat4 rot270(0,1,0,0, -1,0,0,0, 0,0,1,0, 0,0,0,1); mat4 m; if (yswap) { // m = mat4::ortho(l, r, t, b, 0, 1); char property[PROPERTY_VALUE_MAX]; property_get("ro.sf.rotation", property, 0); switch (atoi(property)) { case 90: // ALOGD("----------90.\n"); m = mat4::ortho(l, r, t, b, 0, 1); m = rot90 * m; break; case 180: // ALOGD("----------180.\n"); m = mat4::ortho(r, l, b, t,0, 1); break; case 270: // ALOGD("----------270.\n"); m = mat4::ortho(l, r, t, b, 0, 1); m = rot270 * m; break; default: // ALOGD("----------0.\n"); m = mat4::ortho(l, r, t, b, 0, 1); break; } } else { m = mat4::ortho(l, r, b, t, 0, 1); } // Apply custom rotation to the projection. float rot90InRadians = 2.0f * static_cast(M_PI) / 4.0f; switch (rotation) { case Transform::ROT_0: break; case Transform::ROT_90: m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m; break; case Transform::ROT_180: m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m; break; case Transform::ROT_270: m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m; break; default: break; } glViewport(0, 0, vpw, vph); mState.setProjectionMatrix(m); mVpWidth = vpw; mVpHeight = vph; } #ifdef USE_HWC2 void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque, float alpha) { #else void GLES20RenderEngine::setupLayerBlending( bool premultipliedAlpha, bool opaque, int alpha) { #endif mState.setPremultipliedAlpha(premultipliedAlpha); mState.setOpaque(opaque); #ifdef USE_HWC2 mState.setPlaneAlpha(alpha); if (alpha < 1.0f || !opaque) { #else mState.setPlaneAlpha(alpha / 255.0f); if (alpha < 0xFF || !opaque) { #endif glEnable(GL_BLEND); glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } #ifdef USE_HWC2 void GLES20RenderEngine::setupDimLayerBlending(float alpha) { #else void GLES20RenderEngine::setupDimLayerBlending(int alpha) { #endif mState.setPlaneAlpha(1.0f); mState.setPremultipliedAlpha(true); mState.setOpaque(false); #ifdef USE_HWC2 mState.setColor(0, 0, 0, alpha); #else mState.setColor(0, 0, 0, alpha/255.0f); #endif mState.disableTexture(); #ifdef USE_HWC2 if (alpha == 1.0f) { #else if (alpha == 0xFF) { #endif glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } } #ifdef USE_HWC2 void GLES20RenderEngine::setColorMode(android_color_mode mode) { ALOGV("setColorMode: %s (0x%x)", decodeColorMode(mode).c_str(), mode); if (mColorMode == mode) return; if (!mPlatformHasWideColor || !mDisplayHasWideColor || mode == HAL_COLOR_MODE_SRGB || mode == HAL_COLOR_MODE_NATIVE) { // We are returning back to our default color_mode mUseWideColor = false; mWideColorFrameCount = 0; } else { mUseWideColor = true; } mColorMode = mode; } void GLES20RenderEngine::setSourceDataSpace(android_dataspace source) { if (source == HAL_DATASPACE_UNKNOWN) { // Treat UNKNOWN as SRGB source = HAL_DATASPACE_V0_SRGB; } mDataSpace = source; } void GLES20RenderEngine::setWideColor(bool hasWideColor) { ALOGV("setWideColor: %s", hasWideColor ? "true" : "false"); mDisplayHasWideColor = hasWideColor; } bool GLES20RenderEngine::usesWideColor() { return mUseWideColor; } #endif 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); } mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) { mat4 oldTransform = mState.getColorMatrix(); mState.setColorMatrix(colorTransform); return oldTransform; } 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) { 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()); #ifdef USE_HWC2 if (usesWideColor()) { Description wideColorState = mState; if (mDataSpace != HAL_DATASPACE_DISPLAY_P3) { wideColorState.setColorMatrix(mState.getColorMatrix() * mSrgbToDisplayP3); wideColorState.setWideGamut(true); ALOGV("drawMesh: gamut transform applied"); } ProgramCache::getInstance().useProgram(wideColorState); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); if (outputDebugPPMs) { std::ostringstream out; out << "/data/texture_out" << mWideColorFrameCount++; writePPM(out.str().c_str(), mVpWidth, mVpHeight); } } else { ProgramCache::getInstance().useProgram(mState); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); } #else ProgramCache::getInstance().useProgram(mState); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); #endif if (mesh.getTexCoordsSize()) { glDisableVertexAttribArray(Program::texCoords); } } void GLES20RenderEngine::dump(String8& result) { RenderEngine::dump(result); #ifdef USE_HWC2 if (usesWideColor()) { result.append("Wide-color: On\n"); } else { result.append("Wide-color: Off\n"); } #endif } // --------------------------------------------------------------------------- }; // namespace android // --------------------------------------------------------------------------- #if defined(__gl_h_) #error "don't include gl/gl.h in this file" #endif