1 /* 2 * Copyright (C) 2011 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 #include "ColorBuffer.h" 17 #include "FrameBuffer.h" 18 #include "EGLDispatch.h" 19 #include "GLDispatch.h" 20 #include "ThreadInfo.h" 21 #ifdef WITH_GLES2 22 #include "GL2Dispatch.h" 23 #endif 24 #include <stdio.h> 25 26 ColorBuffer *ColorBuffer::create(int p_width, int p_height, 27 GLenum p_internalFormat) 28 { 29 FrameBuffer *fb = FrameBuffer::getFB(); 30 31 GLenum texInternalFormat = 0; 32 33 switch(p_internalFormat) { 34 case GL_RGB: 35 case GL_RGB565_OES: 36 texInternalFormat = GL_RGB; 37 break; 38 39 case GL_RGBA: 40 case GL_RGB5_A1_OES: 41 case GL_RGBA4_OES: 42 texInternalFormat = GL_RGBA; 43 break; 44 45 default: 46 return NULL; 47 break; 48 } 49 50 if (!fb->bind_locked()) { 51 return NULL; 52 } 53 54 ColorBuffer *cb = new ColorBuffer(); 55 56 57 s_gl.glGenTextures(1, &cb->m_tex); 58 s_gl.glBindTexture(GL_TEXTURE_2D, cb->m_tex); 59 int nComp = (texInternalFormat == GL_RGB ? 3 : 4); 60 char *zBuff = new char[nComp*p_width*p_height]; 61 if (zBuff) { 62 memset(zBuff, 0, nComp*p_width*p_height); 63 } 64 s_gl.glTexImage2D(GL_TEXTURE_2D, 0, texInternalFormat, 65 p_width, p_height, 0, 66 texInternalFormat, 67 GL_UNSIGNED_BYTE, zBuff); 68 delete [] zBuff; 69 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 70 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 71 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 72 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 73 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 74 75 // 76 // create another texture for that colorbuffer for blit 77 // 78 s_gl.glGenTextures(1, &cb->m_blitTex); 79 s_gl.glBindTexture(GL_TEXTURE_2D, cb->m_blitTex); 80 s_gl.glTexImage2D(GL_TEXTURE_2D, 0, texInternalFormat, 81 p_width, p_height, 0, 82 texInternalFormat, 83 GL_UNSIGNED_BYTE, NULL); 84 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 85 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 86 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 87 s_gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 88 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 89 90 cb->m_width = p_width; 91 cb->m_height = p_height; 92 cb->m_internalFormat = texInternalFormat; 93 94 if (fb->getCaps().has_eglimage_texture_2d) { 95 cb->m_eglImage = s_egl.eglCreateImageKHR(fb->getDisplay(), 96 s_egl.eglGetCurrentContext(), 97 EGL_GL_TEXTURE_2D_KHR, 98 (EGLClientBuffer)cb->m_tex, 99 NULL); 100 101 cb->m_blitEGLImage = s_egl.eglCreateImageKHR(fb->getDisplay(), 102 s_egl.eglGetCurrentContext(), 103 EGL_GL_TEXTURE_2D_KHR, 104 (EGLClientBuffer)cb->m_blitTex, 105 NULL); 106 } 107 108 fb->unbind_locked(); 109 return cb; 110 } 111 112 ColorBuffer::ColorBuffer() : 113 m_tex(0), 114 m_eglImage(NULL), 115 m_fbo(0), 116 m_internalFormat(0), 117 m_warYInvertBug(false) 118 { 119 #if __APPLE__ 120 // On Macs running OS X 10.6 and 10.7 with Intel HD Graphics 3000, some 121 // screens or parts of the screen are displayed upside down. The exact 122 // conditions/sequence that triggers this aren't known yet; I haven't 123 // been able to reproduce it in a standalone test. This way of enabling the 124 // workaround will break if it is a driver bug (rather than a bug in this 125 // code which works by accident elsewhere) and Apple/Intel release a fix for 126 // it. Running a standalone test to detect the problem at runtime would be 127 // more robust. 128 if (strstr((const char*)s_gl.glGetString(GL_RENDERER), "Intel HD Graphics 3000")) 129 m_warYInvertBug = true; 130 #endif 131 } 132 133 ColorBuffer::~ColorBuffer() 134 { 135 FrameBuffer *fb = FrameBuffer::getFB(); 136 fb->bind_locked(); 137 s_gl.glDeleteTextures(1, &m_tex); 138 if (m_eglImage) { 139 s_egl.eglDestroyImageKHR(fb->getDisplay(), m_eglImage); 140 } 141 if (m_fbo) { 142 s_gl.glDeleteFramebuffersOES(1, &m_fbo); 143 } 144 fb->unbind_locked(); 145 } 146 147 void ColorBuffer::subUpdate(int x, int y, int width, int height, GLenum p_format, GLenum p_type, void *pixels) 148 { 149 FrameBuffer *fb = FrameBuffer::getFB(); 150 if (!fb->bind_locked()) return; 151 s_gl.glBindTexture(GL_TEXTURE_2D, m_tex); 152 s_gl.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 153 s_gl.glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 154 width, height, p_format, p_type, pixels); 155 fb->unbind_locked(); 156 } 157 158 bool ColorBuffer::blitFromCurrentReadBuffer() 159 { 160 RenderThreadInfo *tInfo = getRenderThreadInfo(); 161 if (!tInfo->currContext.Ptr()) { 162 // no Current context 163 return false; 164 } 165 166 // 167 // Create a temporary texture inside the current context 168 // from the blit_texture EGLImage and copy the pixels 169 // from the current read buffer to that texture 170 // 171 GLuint tmpTex; 172 GLint currTexBind; 173 if (tInfo->currContext->isGL2()) { 174 s_gl2.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind); 175 s_gl2.glGenTextures(1,&tmpTex); 176 s_gl2.glBindTexture(GL_TEXTURE_2D, tmpTex); 177 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage); 178 s_gl2.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, 179 0, 0, m_width, m_height, 0); 180 } 181 else { 182 s_gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &currTexBind); 183 s_gl.glGenTextures(1,&tmpTex); 184 s_gl.glBindTexture(GL_TEXTURE_2D, tmpTex); 185 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_blitEGLImage); 186 s_gl.glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, 187 0, 0, m_width, m_height, 0); 188 } 189 190 191 // 192 // Now bind the frame buffer context and blit from 193 // m_blitTex into m_tex 194 // 195 FrameBuffer *fb = FrameBuffer::getFB(); 196 if (fb->bind_locked()) { 197 198 // 199 // bind FBO object which has this colorbuffer as render target 200 // 201 if (bind_fbo()) { 202 203 // 204 // save current viewport and match it to the current 205 // colorbuffer size 206 // 207 GLint vport[4]; 208 s_gl.glGetIntegerv(GL_VIEWPORT, vport); 209 s_gl.glViewport(0, 0, m_width, m_height); 210 211 // render m_blitTex 212 s_gl.glBindTexture(GL_TEXTURE_2D, m_blitTex); 213 s_gl.glEnable(GL_TEXTURE_2D); 214 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 215 drawTexQuad(!m_warYInvertBug); 216 217 // unbind the fbo 218 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); 219 220 // restrore previous viewport 221 s_gl.glViewport(vport[0], vport[1], vport[2], vport[3]); 222 } 223 224 // unbind from the FrameBuffer context 225 fb->unbind_locked(); 226 } 227 228 // 229 // delete the temporary texture and restore the texture binding 230 // inside the current context 231 // 232 if (tInfo->currContext->isGL2()) { 233 s_gl2.glDeleteTextures(1, &tmpTex); 234 s_gl2.glBindTexture(GL_TEXTURE_2D, currTexBind); 235 } 236 else { 237 s_gl.glDeleteTextures(1, &tmpTex); 238 s_gl.glBindTexture(GL_TEXTURE_2D, currTexBind); 239 } 240 241 return true; 242 } 243 244 bool ColorBuffer::bindToTexture() 245 { 246 if (m_eglImage) { 247 RenderThreadInfo *tInfo = getRenderThreadInfo(); 248 if (tInfo->currContext.Ptr()) { 249 #ifdef WITH_GLES2 250 if (tInfo->currContext->isGL2()) { 251 s_gl2.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage); 252 } 253 else { 254 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage); 255 } 256 #else 257 s_gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage); 258 #endif 259 return true; 260 } 261 } 262 return false; 263 } 264 265 bool ColorBuffer::bindToRenderbuffer() 266 { 267 if (m_eglImage) { 268 RenderThreadInfo *tInfo = getRenderThreadInfo(); 269 if (tInfo->currContext.Ptr()) { 270 #ifdef WITH_GLES2 271 if (tInfo->currContext->isGL2()) { 272 s_gl2.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage); 273 } 274 else { 275 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage); 276 } 277 #else 278 s_gl.glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER_OES, m_eglImage); 279 #endif 280 return true; 281 } 282 } 283 return false; 284 } 285 286 bool ColorBuffer::bind_fbo() 287 { 288 if (m_fbo) { 289 // fbo already exist - just bind 290 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo); 291 return true; 292 } 293 294 s_gl.glGenFramebuffersOES(1, &m_fbo); 295 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_fbo); 296 s_gl.glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, 297 GL_COLOR_ATTACHMENT0_OES, 298 GL_TEXTURE_2D, m_tex, 0); 299 GLenum status = s_gl.glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); 300 if (status != GL_FRAMEBUFFER_COMPLETE_OES) { 301 s_gl.glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); 302 s_gl.glDeleteFramebuffersOES(1, &m_fbo); 303 m_fbo = 0; 304 return false; 305 } 306 307 return true; 308 } 309 310 bool ColorBuffer::post() 311 { 312 s_gl.glBindTexture(GL_TEXTURE_2D, m_tex); 313 s_gl.glEnable(GL_TEXTURE_2D); 314 s_gl.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 315 drawTexQuad(true); 316 317 return true; 318 } 319 320 void ColorBuffer::drawTexQuad(bool flipy) 321 { 322 GLfloat verts[] = { -1.0f, -1.0f, 0.0f, 323 -1.0f, +1.0f, 0.0f, 324 +1.0f, -1.0f, 0.0f, 325 +1.0f, +1.0f, 0.0f }; 326 327 GLfloat tcoords[] = { 0.0f, 1.0f, 328 0.0f, 0.0f, 329 1.0f, 1.0f, 330 1.0f, 0.0f }; 331 332 if (!flipy) { 333 for (int i = 0; i < 4; i++) { 334 // swap 0.0/1.0 in second element of each tcoord vector 335 tcoords[2*i + 1] = tcoords[2*i + 1] == 0.0f ? 1.0f : 0.0f; 336 } 337 } 338 339 s_gl.glClientActiveTexture(GL_TEXTURE0); 340 s_gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY); 341 s_gl.glTexCoordPointer(2, GL_FLOAT, 0, tcoords); 342 343 s_gl.glEnableClientState(GL_VERTEX_ARRAY); 344 s_gl.glVertexPointer(3, GL_FLOAT, 0, verts); 345 s_gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 346 } 347