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      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 #include <GLES/gl.h>
     18 #include <GLES/glext.h>
     19 
     20 #include <ui/Rect.h>
     21 
     22 #include <utils/String8.h>
     23 #include <cutils/compiler.h>
     24 #include <gui/ISurfaceComposer.h>
     25 
     26 #include "GLES11RenderEngine.h"
     27 #include "Mesh.h"
     28 #include "Texture.h"
     29 
     30 // ---------------------------------------------------------------------------
     31 namespace android {
     32 // ---------------------------------------------------------------------------
     33 
     34 GLES11RenderEngine::GLES11RenderEngine() {
     35 
     36     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
     37     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
     38 
     39     glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
     40     glPixelStorei(GL_PACK_ALIGNMENT, 4);
     41     glEnableClientState(GL_VERTEX_ARRAY);
     42     glShadeModel(GL_FLAT);
     43     glDisable(GL_DITHER);
     44     glDisable(GL_CULL_FACE);
     45 
     46     const uint16_t protTexData[] = { 0 };
     47     glGenTextures(1, &mProtectedTexName);
     48     glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
     49     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     50     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     51     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     52     glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     53     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
     54             GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
     55 }
     56 
     57 GLES11RenderEngine::~GLES11RenderEngine() {
     58 }
     59 
     60 
     61 size_t GLES11RenderEngine::getMaxTextureSize() const {
     62     return mMaxTextureSize;
     63 }
     64 
     65 size_t GLES11RenderEngine::getMaxViewportDims() const {
     66     return
     67         mMaxViewportDims[0] < mMaxViewportDims[1] ?
     68             mMaxViewportDims[0] : mMaxViewportDims[1];
     69 }
     70 
     71 void GLES11RenderEngine::setViewportAndProjection(
     72         size_t vpw, size_t vph, Rect sourceCrop, size_t hwh, bool yswap,
     73         Transform::orientation_flags rotation) {
     74     glViewport(0, 0, vpw, vph);
     75     glMatrixMode(GL_PROJECTION);
     76     glLoadIdentity();
     77 
     78     size_t l = sourceCrop.left;
     79     size_t r = sourceCrop.right;
     80 
     81     // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
     82     size_t t = hwh - sourceCrop.top;
     83     size_t b = hwh - sourceCrop.bottom;
     84 
     85     if (yswap) {
     86         glOrthof(l, r, t, b, 0, 1);
     87     } else {
     88         glOrthof(l, r, b, t, 0, 1);
     89     }
     90 
     91     switch (rotation) {
     92         case Transform::ROT_0:
     93             break;
     94         case Transform::ROT_90:
     95             glRotatef(90, 0, 0, 1);
     96             break;
     97         case Transform::ROT_180:
     98             glRotatef(180, 0, 0, 1);
     99             break;
    100         case Transform::ROT_270:
    101             glRotatef(270, 0, 0, 1);
    102             break;
    103         default:
    104             break;
    105     }
    106 
    107     glMatrixMode(GL_MODELVIEW);
    108 }
    109 
    110 #ifdef USE_HWC2
    111 void GLES11RenderEngine::setupLayerBlending(bool premultipliedAlpha,
    112         bool opaque, float alpha) {
    113 #else
    114 void GLES11RenderEngine::setupLayerBlending(
    115     bool premultipliedAlpha, bool opaque, int alpha) {
    116 #endif
    117     GLenum combineRGB;
    118     GLenum combineAlpha;
    119     GLenum src0Alpha;
    120     GLfloat envColor[4];
    121 
    122 #ifdef USE_HWC2
    123     if (CC_UNLIKELY(alpha < 1.0f)) {
    124 #else
    125     if (CC_UNLIKELY(alpha < 0xFF)) {
    126 #endif
    127         // Cv = premultiplied ? Cs*alpha : Cs
    128         // Av = !opaque       ? As*alpha : As
    129         combineRGB   = premultipliedAlpha ? GL_MODULATE : GL_REPLACE;
    130         combineAlpha = !opaque            ? GL_MODULATE : GL_REPLACE;
    131         src0Alpha    = GL_CONSTANT;
    132 #ifdef USE_HWC2
    133         envColor[0]  = alpha;
    134 #else
    135         envColor[0]  = alpha * (1.0f / 255.0f);
    136 #endif
    137     } else {
    138         // Cv = Cs
    139         // Av = opaque ? 1.0 : As
    140         combineRGB   = GL_REPLACE;
    141         combineAlpha = GL_REPLACE;
    142         src0Alpha    = opaque ? GL_CONSTANT : GL_TEXTURE;
    143         envColor[0]  = 1.0f;
    144     }
    145 
    146     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
    147     glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, combineRGB);
    148     glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
    149     glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
    150     if (combineRGB == GL_MODULATE) {
    151         glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
    152         glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
    153     }
    154     glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, combineAlpha);
    155     glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, src0Alpha);
    156     glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
    157     if (combineAlpha == GL_MODULATE) {
    158         glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
    159         glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
    160     }
    161     if (combineRGB == GL_MODULATE || src0Alpha == GL_CONSTANT) {
    162         envColor[1] = envColor[0];
    163         envColor[2] = envColor[0];
    164         envColor[3] = envColor[0];
    165         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColor);
    166     }
    167 
    168 #ifdef USE_HWC2
    169     if (alpha < 1.0f || !opaque) {
    170 #else
    171     if (alpha < 0xFF || !opaque) {
    172 #endif
    173         glEnable(GL_BLEND);
    174         glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA,
    175                     GL_ONE_MINUS_SRC_ALPHA);
    176     } else {
    177         glDisable(GL_BLEND);
    178     }
    179 }
    180 
    181 #ifdef USE_HWC2
    182 void GLES11RenderEngine::setupDimLayerBlending(float alpha) {
    183 #else
    184 void GLES11RenderEngine::setupDimLayerBlending(int alpha) {
    185 #endif
    186     glDisable(GL_TEXTURE_EXTERNAL_OES);
    187     glDisable(GL_TEXTURE_2D);
    188 #ifdef USE_HWC2
    189     if (alpha == 1.0f) {
    190 #else
    191     if (alpha == 0xFF) {
    192 #endif
    193         glDisable(GL_BLEND);
    194     } else {
    195         glEnable(GL_BLEND);
    196         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    197     }
    198 #ifdef USE_HWC2
    199     glColor4f(0, 0, 0, alpha);
    200 #else
    201     glColor4f(0, 0, 0, alpha/255.0f);
    202 #endif
    203 }
    204 
    205 void GLES11RenderEngine::setupLayerTexturing(const Texture& texture) {
    206     GLuint target = texture.getTextureTarget();
    207     glBindTexture(target, texture.getTextureName());
    208     GLenum filter = GL_NEAREST;
    209     if (texture.getFiltering()) {
    210         filter = GL_LINEAR;
    211     }
    212     glTexParameterx(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    213     glTexParameterx(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    214     glTexParameterx(target, GL_TEXTURE_MAG_FILTER, filter);
    215     glTexParameterx(target, GL_TEXTURE_MIN_FILTER, filter);
    216     glMatrixMode(GL_TEXTURE);
    217     glLoadMatrixf(texture.getMatrix().asArray());
    218     glMatrixMode(GL_MODELVIEW);
    219     glDisable(GL_TEXTURE_2D);
    220     glEnable(GL_TEXTURE_EXTERNAL_OES);
    221 }
    222 
    223 void GLES11RenderEngine::setupLayerBlackedOut() {
    224     glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
    225     glMatrixMode(GL_TEXTURE);
    226     glLoadIdentity();
    227     glMatrixMode(GL_MODELVIEW);
    228     glDisable(GL_TEXTURE_EXTERNAL_OES);
    229     glEnable(GL_TEXTURE_2D);
    230 }
    231 
    232 void GLES11RenderEngine::disableTexturing() {
    233     glDisable(GL_TEXTURE_EXTERNAL_OES);
    234     glDisable(GL_TEXTURE_2D);
    235 }
    236 
    237 void GLES11RenderEngine::disableBlending() {
    238     glDisable(GL_BLEND);
    239 }
    240 
    241 void GLES11RenderEngine::bindImageAsFramebuffer(EGLImageKHR image,
    242         uint32_t* texName, uint32_t* fbName, uint32_t* status) {
    243     GLuint tname, name;
    244     // turn our EGLImage into a texture
    245     glGenTextures(1, &tname);
    246     glBindTexture(GL_TEXTURE_2D, tname);
    247     glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
    248 
    249     // create a Framebuffer Object to render into
    250     glGenFramebuffersOES(1, &name);
    251     glBindFramebufferOES(GL_FRAMEBUFFER_OES, name);
    252     glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
    253             GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
    254 
    255     *status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
    256     *texName = tname;
    257     *fbName = name;
    258 }
    259 
    260 void GLES11RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
    261     glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
    262     glDeleteFramebuffersOES(1, &fbName);
    263     glDeleteTextures(1, &texName);
    264 }
    265 
    266 void GLES11RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
    267     glColor4f(r, g, b, a);
    268     glDisable(GL_TEXTURE_EXTERNAL_OES);
    269     glDisable(GL_TEXTURE_2D);
    270     glDisable(GL_BLEND);
    271 }
    272 
    273 void GLES11RenderEngine::drawMesh(const Mesh& mesh) {
    274     if (mesh.getTexCoordsSize()) {
    275         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    276         glTexCoordPointer(mesh.getTexCoordsSize(),
    277                 GL_FLOAT,
    278                 mesh.getByteStride(),
    279                 mesh.getTexCoords());
    280     }
    281 
    282     glVertexPointer(mesh.getVertexSize(),
    283             GL_FLOAT,
    284             mesh.getByteStride(),
    285             mesh.getPositions());
    286 
    287     glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
    288 
    289     if (mesh.getTexCoordsSize()) {
    290         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    291     }
    292 }
    293 
    294 void GLES11RenderEngine::dump(String8& result) {
    295     RenderEngine::dump(result);
    296 }
    297 
    298 // ---------------------------------------------------------------------------
    299 }; // namespace android
    300 // ---------------------------------------------------------------------------
    301 
    302 #if defined(__gl2_h_)
    303 #error "don't include gl2/gl2.h in this file"
    304 #endif
    305