/*
* 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 <GLES/gl.h>
#include <GLES/glext.h>
#include "clz.h"
#include "BlurFilter.h"
#include "LayerBlur.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
const uint32_t LayerBlur::typeInfo = LayerBaseClient::typeInfo | 8;
const char* const LayerBlur::typeID = "LayerBlur";
// ---------------------------------------------------------------------------
LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client, int32_t i)
: LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
mRefreshCache(true), mCacheAge(0), mTextureName(-1U),
mWidthScale(1.0f), mHeightScale(1.0f),
mBlurFormat(GGL_PIXEL_FORMAT_RGB_565)
{
}
LayerBlur::~LayerBlur()
{
if (mTextureName != -1U) {
glDeleteTextures(1, &mTextureName);
}
}
void LayerBlur::setVisibleRegion(const Region& visibleRegion)
{
LayerBaseClient::setVisibleRegion(visibleRegion);
if (visibleRegionScreen.isEmpty()) {
if (mTextureName != -1U) {
// We're not visible, free the texture up.
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &mTextureName);
mTextureName = -1U;
}
}
}
uint32_t LayerBlur::doTransaction(uint32_t flags)
{
// we're doing a transaction, refresh the cache!
if (!mFlinger->isFrozen()) {
mRefreshCache = true;
mCacheDirty = true;
flags |= eVisibleRegion;
this->contentDirty = true;
}
return LayerBase::doTransaction(flags);
}
void LayerBlur::unlockPageFlip(const Transform& planeTransform, Region& outDirtyRegion)
{
// this code-path must be as tight as possible, it's called each time
// the screen is composited.
if (UNLIKELY(!visibleRegionScreen.isEmpty())) {
// if anything visible below us is invalidated, the cache becomes dirty
if (!mCacheDirty &&
!visibleRegionScreen.intersect(outDirtyRegion).isEmpty()) {
mCacheDirty = true;
}
if (mCacheDirty) {
if (!mFlinger->isFrozen()) {
// update everything below us that is visible
outDirtyRegion.orSelf(visibleRegionScreen);
nsecs_t now = systemTime();
if ((now - mCacheAge) >= ms2ns(500)) {
mCacheAge = now;
mRefreshCache = true;
mCacheDirty = false;
} else {
if (!mAutoRefreshPending) {
mFlinger->signalDelayedEvent(ms2ns(500));
mAutoRefreshPending = true;
}
}
}
}
}
LayerBase::unlockPageFlip(planeTransform, outDirtyRegion);
}
void LayerBlur::onDraw(const Region& clip) const
{
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const uint32_t fbHeight = hw.getHeight();
int x = mTransformedBounds.left;
int y = mTransformedBounds.top;
int w = mTransformedBounds.width();
int h = mTransformedBounds.height();
GLint X = x;
GLint Y = fbHeight - (y + h);
if (X < 0) {
w += X;
X = 0;
}
if (Y < 0) {
h += Y;
Y = 0;
}
if (w<0 || h<0) {
// we're outside of the framebuffer
return;
}
if (mTextureName == -1U) {
// create the texture name the first time
// can't do that in the ctor, because it runs in another thread.
glGenTextures(1, &mTextureName);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &mReadFormat);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &mReadType);
if (mReadFormat != GL_RGB || mReadType != GL_UNSIGNED_SHORT_5_6_5) {
mReadFormat = GL_RGBA;
mReadType = GL_UNSIGNED_BYTE;
mBlurFormat = GGL_PIXEL_FORMAT_RGBX_8888;
}
}
Region::const_iterator it = clip.begin();
Region::const_iterator const end = clip.end();
if (it != end) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mTextureName);
if (mRefreshCache) {
mRefreshCache = false;
mAutoRefreshPending = false;
int32_t pixelSize = 4;
int32_t s = w;
if (mReadType == GL_UNSIGNED_SHORT_5_6_5) {
// allocate enough memory for 4-bytes (2 pixels) aligned data
s = (w + 1) & ~1;
pixelSize = 2;
}
uint16_t* const pixels = (uint16_t*)malloc(s*h*pixelSize);
// This reads the frame-buffer, so a h/w GL would have to
// finish() its rendering first. we don't want to do that
// too often. Read data is 4-bytes aligned.
glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels);
// blur that texture.
GGLSurface bl;
bl.version = sizeof(GGLSurface);
bl.width = w;
bl.height = h;
bl.stride = s;
bl.format = mBlurFormat;
bl.data = (GGLubyte*)pixels;
blurFilter(&bl, 8, 2);
if (mFlags & (DisplayHardware::NPOT_EXTENSION)) {
glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, w, h, 0,
mReadFormat, mReadType, pixels);
mWidthScale = 1.0f / w;
mHeightScale =-1.0f / h;
mYOffset = 0;
} else {
GLuint tw = 1 << (31 - clz(w));
GLuint th = 1 << (31 - clz(h));
if (tw < GLuint(w)) tw <<= 1;
if (th < GLuint(h)) th <<= 1;
glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, tw, th, 0,
mReadFormat, mReadType, NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
mReadFormat, mReadType, pixels);
mWidthScale = 1.0f / tw;
mHeightScale =-1.0f / th;
mYOffset = th-h;
}
free((void*)pixels);
}
const State& s = drawingState();
if (UNLIKELY(s.alpha < 0xFF)) {
const GGLfixed alpha = (s.alpha << 16)/255;
glColor4x(0, 0, 0, alpha);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
} else {
glDisable(GL_BLEND);
}
if (mFlags & DisplayHardware::SLOW_CONFIG) {
glDisable(GL_DITHER);
} else {
glEnable(GL_DITHER);
}
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if (UNLIKELY(transformed()
|| !(mFlags & DisplayHardware::DRAW_TEXTURE_EXTENSION) )) {
// This is a very rare scenario.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(mWidthScale, mHeightScale, 1);
glTranslatef(-x, mYOffset - y, 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FIXED, 0, mVertices);
glTexCoordPointer(2, GL_FIXED, 0, mVertices);
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);
} else {
// NOTE: this is marginally faster with the software gl, because
// glReadPixels() reads the fb bottom-to-top, however we'll
// skip all the jaccobian computations.
Rect r;
GLint crop[4] = { 0, 0, w, h };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
y = fbHeight - (y + h);
while (it != end) {
const Rect& r = *it++;
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawTexiOES(x, y, 0, w, h);
}
}
}
}
// ---------------------------------------------------------------------------
}; // namespace android