1 /* 2 * Copyright 2013 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 17 #define ATRACE_TAG ATRACE_TAG_GRAPHICS 18 19 #include <GLES2/gl2.h> 20 #include <GLES2/gl2ext.h> 21 22 #include <utils/String8.h> 23 #include <utils/Trace.h> 24 25 #include <cutils/compiler.h> 26 27 #include "GLES20RenderEngine.h" 28 #include "Program.h" 29 #include "ProgramCache.h" 30 #include "Description.h" 31 #include "Mesh.h" 32 #include "Texture.h" 33 34 // --------------------------------------------------------------------------- 35 namespace android { 36 // --------------------------------------------------------------------------- 37 38 GLES20RenderEngine::GLES20RenderEngine() : 39 mVpWidth(0), mVpHeight(0) { 40 41 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 42 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims); 43 44 glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 45 glPixelStorei(GL_PACK_ALIGNMENT, 4); 46 47 struct pack565 { 48 inline uint16_t operator() (int r, int g, int b) const { 49 return (r<<11)|(g<<5)|b; 50 } 51 } pack565; 52 53 const uint16_t protTexData[] = { 0 }; 54 glGenTextures(1, &mProtectedTexName); 55 glBindTexture(GL_TEXTURE_2D, mProtectedTexName); 56 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 57 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 58 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 59 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 60 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, 61 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData); 62 63 //mColorBlindnessCorrection = M; 64 } 65 66 GLES20RenderEngine::~GLES20RenderEngine() { 67 } 68 69 70 size_t GLES20RenderEngine::getMaxTextureSize() const { 71 return mMaxTextureSize; 72 } 73 74 size_t GLES20RenderEngine::getMaxViewportDims() const { 75 return 76 mMaxViewportDims[0] < mMaxViewportDims[1] ? 77 mMaxViewportDims[0] : mMaxViewportDims[1]; 78 } 79 80 void GLES20RenderEngine::setViewportAndProjection( 81 size_t vpw, size_t vph, size_t w, size_t h, bool yswap) { 82 mat4 m; 83 if (yswap) m = mat4::ortho(0, w, h, 0, 0, 1); 84 else m = mat4::ortho(0, w, 0, h, 0, 1); 85 86 glViewport(0, 0, vpw, vph); 87 mState.setProjectionMatrix(m); 88 mVpWidth = vpw; 89 mVpHeight = vph; 90 } 91 92 void GLES20RenderEngine::setupLayerBlending( 93 bool premultipliedAlpha, bool opaque, int alpha) { 94 95 mState.setPremultipliedAlpha(premultipliedAlpha); 96 mState.setOpaque(opaque); 97 mState.setPlaneAlpha(alpha / 255.0f); 98 99 if (alpha < 0xFF || !opaque) { 100 glEnable(GL_BLEND); 101 glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 102 } else { 103 glDisable(GL_BLEND); 104 } 105 } 106 107 void GLES20RenderEngine::setupDimLayerBlending(int alpha) { 108 mState.setPlaneAlpha(1.0f); 109 mState.setPremultipliedAlpha(true); 110 mState.setOpaque(false); 111 mState.setColor(0, 0, 0, alpha/255.0f); 112 mState.disableTexture(); 113 114 if (alpha == 0xFF) { 115 glDisable(GL_BLEND); 116 } else { 117 glEnable(GL_BLEND); 118 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 119 } 120 } 121 122 void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) { 123 GLuint target = texture.getTextureTarget(); 124 glBindTexture(target, texture.getTextureName()); 125 GLenum filter = GL_NEAREST; 126 if (texture.getFiltering()) { 127 filter = GL_LINEAR; 128 } 129 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 130 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 131 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); 132 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); 133 134 mState.setTexture(texture); 135 } 136 137 void GLES20RenderEngine::setupLayerBlackedOut() { 138 glBindTexture(GL_TEXTURE_2D, mProtectedTexName); 139 Texture texture(Texture::TEXTURE_2D, mProtectedTexName); 140 texture.setDimensions(1, 1); // FIXME: we should get that from somewhere 141 mState.setTexture(texture); 142 } 143 144 void GLES20RenderEngine::disableTexturing() { 145 mState.disableTexture(); 146 } 147 148 void GLES20RenderEngine::disableBlending() { 149 glDisable(GL_BLEND); 150 } 151 152 153 void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, 154 uint32_t* texName, uint32_t* fbName, uint32_t* status) { 155 GLuint tname, name; 156 // turn our EGLImage into a texture 157 glGenTextures(1, &tname); 158 glBindTexture(GL_TEXTURE_2D, tname); 159 glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image); 160 161 // create a Framebuffer Object to render into 162 glGenFramebuffers(1, &name); 163 glBindFramebuffer(GL_FRAMEBUFFER, name); 164 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); 165 166 *status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 167 *texName = tname; 168 *fbName = name; 169 } 170 171 void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) { 172 glBindFramebuffer(GL_FRAMEBUFFER, 0); 173 glDeleteFramebuffers(1, &fbName); 174 glDeleteTextures(1, &texName); 175 } 176 177 void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) { 178 mState.setPlaneAlpha(1.0f); 179 mState.setPremultipliedAlpha(true); 180 mState.setOpaque(false); 181 mState.setColor(r, g, b, a); 182 mState.disableTexture(); 183 glDisable(GL_BLEND); 184 } 185 186 void GLES20RenderEngine::drawMesh(const Mesh& mesh) { 187 188 ProgramCache::getInstance().useProgram(mState); 189 190 if (mesh.getTexCoordsSize()) { 191 glEnableVertexAttribArray(Program::texCoords); 192 glVertexAttribPointer(Program::texCoords, 193 mesh.getTexCoordsSize(), 194 GL_FLOAT, GL_FALSE, 195 mesh.getByteStride(), 196 mesh.getTexCoords()); 197 } 198 199 glVertexAttribPointer(Program::position, 200 mesh.getVertexSize(), 201 GL_FLOAT, GL_FALSE, 202 mesh.getByteStride(), 203 mesh.getPositions()); 204 205 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); 206 207 if (mesh.getTexCoordsSize()) { 208 glDisableVertexAttribArray(Program::texCoords); 209 } 210 } 211 212 void GLES20RenderEngine::beginGroup(const mat4& colorTransform) { 213 214 GLuint tname, name; 215 // create the texture 216 glGenTextures(1, &tname); 217 glBindTexture(GL_TEXTURE_2D, tname); 218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 219 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 220 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 222 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mVpWidth, mVpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); 223 224 // create a Framebuffer Object to render into 225 glGenFramebuffers(1, &name); 226 glBindFramebuffer(GL_FRAMEBUFFER, name); 227 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); 228 229 Group group; 230 group.texture = tname; 231 group.fbo = name; 232 group.width = mVpWidth; 233 group.height = mVpHeight; 234 group.colorTransform = colorTransform; 235 236 mGroupStack.push(group); 237 } 238 239 void GLES20RenderEngine::endGroup() { 240 241 const Group group(mGroupStack.top()); 242 mGroupStack.pop(); 243 244 // activate the previous render target 245 GLuint fbo = 0; 246 if (!mGroupStack.isEmpty()) { 247 fbo = mGroupStack.top().fbo; 248 } 249 glBindFramebuffer(GL_FRAMEBUFFER, fbo); 250 251 // set our state 252 Texture texture(Texture::TEXTURE_2D, group.texture); 253 texture.setDimensions(group.width, group.height); 254 glBindTexture(GL_TEXTURE_2D, group.texture); 255 256 mState.setPlaneAlpha(1.0f); 257 mState.setPremultipliedAlpha(true); 258 mState.setOpaque(false); 259 mState.setTexture(texture); 260 mState.setColorMatrix(group.colorTransform); 261 glDisable(GL_BLEND); 262 263 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2); 264 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); 265 Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>()); 266 position[0] = vec2(0, 0); 267 position[1] = vec2(group.width, 0); 268 position[2] = vec2(group.width, group.height); 269 position[3] = vec2(0, group.height); 270 texCoord[0] = vec2(0, 0); 271 texCoord[1] = vec2(1, 0); 272 texCoord[2] = vec2(1, 1); 273 texCoord[3] = vec2(0, 1); 274 drawMesh(mesh); 275 276 // reset color matrix 277 mState.setColorMatrix(mat4()); 278 279 // free our fbo and texture 280 glDeleteFramebuffers(1, &group.fbo); 281 glDeleteTextures(1, &group.texture); 282 } 283 284 void GLES20RenderEngine::dump(String8& result) { 285 RenderEngine::dump(result); 286 } 287 288 // --------------------------------------------------------------------------- 289 }; // namespace android 290 // --------------------------------------------------------------------------- 291 292 #if defined(__gl_h_) 293 #error "don't include gl/gl.h in this file" 294 #endif 295