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 LOG_NDEBUG 0 18 #undef LOG_TAG 19 #define LOG_TAG "RenderEngine" 20 #define ATRACE_TAG ATRACE_TAG_GRAPHICS 21 22 #include <GLES2/gl2.h> 23 #include <GLES2/gl2ext.h> 24 25 #include <ui/ColorSpace.h> 26 #include <ui/DebugUtils.h> 27 #include <ui/Rect.h> 28 29 #include <utils/String8.h> 30 #include <utils/Trace.h> 31 32 #include <cutils/compiler.h> 33 #include <gui/ISurfaceComposer.h> 34 #include <math.h> 35 36 #include "Description.h" 37 #include "GLES20RenderEngine.h" 38 #include "Mesh.h" 39 #include "Program.h" 40 #include "ProgramCache.h" 41 #include "Texture.h" 42 43 #include <fstream> 44 #include <sstream> 45 46 // --------------------------------------------------------------------------- 47 bool checkGlError(const char* op, int lineNumber) { 48 bool errorFound = false; 49 GLint error = glGetError(); 50 while (error != GL_NO_ERROR) { 51 errorFound = true; 52 error = glGetError(); 53 ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error); 54 } 55 return errorFound; 56 } 57 58 static constexpr bool outputDebugPPMs = false; 59 60 void writePPM(const char* basename, GLuint width, GLuint height) { 61 ALOGV("writePPM #%s: %d x %d", basename, width, height); 62 63 std::vector<GLubyte> pixels(width * height * 4); 64 std::vector<GLubyte> outBuffer(width * height * 3); 65 66 // TODO(courtneygo): We can now have float formats, need 67 // to remove this code or update to support. 68 // Make returned pixels fit in uint32_t, one byte per component 69 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); 70 if (checkGlError(__FUNCTION__, __LINE__)) { 71 return; 72 } 73 74 std::string filename(basename); 75 filename.append(".ppm"); 76 std::ofstream file(filename.c_str(), std::ios::binary); 77 if (!file.is_open()) { 78 ALOGE("Unable to open file: %s", filename.c_str()); 79 ALOGE("You may need to do: \"adb shell setenforce 0\" to enable " 80 "surfaceflinger to write debug images"); 81 return; 82 } 83 84 file << "P6\n"; 85 file << width << "\n"; 86 file << height << "\n"; 87 file << 255 << "\n"; 88 89 auto ptr = reinterpret_cast<char*>(pixels.data()); 90 auto outPtr = reinterpret_cast<char*>(outBuffer.data()); 91 for (int y = height - 1; y >= 0; y--) { 92 char* data = ptr + y * width * sizeof(uint32_t); 93 94 for (GLuint x = 0; x < width; x++) { 95 // Only copy R, G and B components 96 outPtr[0] = data[0]; 97 outPtr[1] = data[1]; 98 outPtr[2] = data[2]; 99 data += sizeof(uint32_t); 100 outPtr += 3; 101 } 102 } 103 file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size()); 104 } 105 106 // --------------------------------------------------------------------------- 107 namespace android { 108 namespace RE { 109 namespace impl { 110 // --------------------------------------------------------------------------- 111 112 using ui::Dataspace; 113 114 GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags) 115 : RenderEngine(featureFlags), 116 mVpWidth(0), 117 mVpHeight(0), 118 mPlatformHasWideColor((featureFlags & WIDE_COLOR_SUPPORT) != 0) { 119 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); 120 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims); 121 122 glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 123 glPixelStorei(GL_PACK_ALIGNMENT, 4); 124 125 const uint16_t protTexData[] = {0}; 126 glGenTextures(1, &mProtectedTexName); 127 glBindTexture(GL_TEXTURE_2D, mProtectedTexName); 128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 129 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 130 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 131 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 132 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData); 133 134 // mColorBlindnessCorrection = M; 135 136 if (mPlatformHasWideColor) { 137 ColorSpace srgb(ColorSpace::sRGB()); 138 ColorSpace displayP3(ColorSpace::DisplayP3()); 139 ColorSpace bt2020(ColorSpace::BT2020()); 140 141 // Compute sRGB to Display P3 transform matrix. 142 // NOTE: For now, we are limiting output wide color space support to 143 // Display-P3 only. 144 mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform()); 145 146 // Compute Display P3 to sRGB transform matrix. 147 mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform()); 148 149 // no chromatic adaptation needed since all color spaces use D65 for their white points. 150 mSrgbToXyz = srgb.getRGBtoXYZ(); 151 mDisplayP3ToXyz = displayP3.getRGBtoXYZ(); 152 mBt2020ToXyz = bt2020.getRGBtoXYZ(); 153 mXyzToSrgb = mat4(srgb.getXYZtoRGB()); 154 mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB()); 155 mXyzToBt2020 = mat4(bt2020.getXYZtoRGB()); 156 } 157 } 158 159 GLES20RenderEngine::~GLES20RenderEngine() {} 160 161 size_t GLES20RenderEngine::getMaxTextureSize() const { 162 return mMaxTextureSize; 163 } 164 165 size_t GLES20RenderEngine::getMaxViewportDims() const { 166 return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1]; 167 } 168 169 void GLES20RenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop, 170 size_t hwh, bool yswap, 171 Transform::orientation_flags rotation) { 172 int32_t l = sourceCrop.left; 173 int32_t r = sourceCrop.right; 174 175 // In GL, (0, 0) is the bottom-left corner, so flip y coordinates 176 int32_t t = hwh - sourceCrop.top; 177 int32_t b = hwh - sourceCrop.bottom; 178 179 mat4 m; 180 if (yswap) { 181 m = mat4::ortho(l, r, t, b, 0, 1); 182 } else { 183 m = mat4::ortho(l, r, b, t, 0, 1); 184 } 185 186 // Apply custom rotation to the projection. 187 float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f; 188 switch (rotation) { 189 case Transform::ROT_0: 190 break; 191 case Transform::ROT_90: 192 m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m; 193 break; 194 case Transform::ROT_180: 195 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m; 196 break; 197 case Transform::ROT_270: 198 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m; 199 break; 200 default: 201 break; 202 } 203 204 glViewport(0, 0, vpw, vph); 205 mState.setProjectionMatrix(m); 206 mVpWidth = vpw; 207 mVpHeight = vph; 208 } 209 210 void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque, 211 bool disableTexture, const half4& color) { 212 mState.setPremultipliedAlpha(premultipliedAlpha); 213 mState.setOpaque(opaque); 214 mState.setColor(color); 215 216 if (disableTexture) { 217 mState.disableTexture(); 218 } 219 220 if (color.a < 1.0f || !opaque) { 221 glEnable(GL_BLEND); 222 glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 223 } else { 224 glDisable(GL_BLEND); 225 } 226 } 227 228 void GLES20RenderEngine::setSourceY410BT2020(bool enable) { 229 mState.setY410BT2020(enable); 230 } 231 232 void GLES20RenderEngine::setSourceDataSpace(Dataspace source) { 233 mDataSpace = source; 234 } 235 236 void GLES20RenderEngine::setOutputDataSpace(Dataspace dataspace) { 237 mOutputDataSpace = dataspace; 238 } 239 240 void GLES20RenderEngine::setDisplayMaxLuminance(const float maxLuminance) { 241 mState.setDisplayMaxLuminance(maxLuminance); 242 } 243 244 void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) { 245 GLuint target = texture.getTextureTarget(); 246 glBindTexture(target, texture.getTextureName()); 247 GLenum filter = GL_NEAREST; 248 if (texture.getFiltering()) { 249 filter = GL_LINEAR; 250 } 251 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 252 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 253 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); 254 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); 255 256 mState.setTexture(texture); 257 } 258 259 void GLES20RenderEngine::setupLayerBlackedOut() { 260 glBindTexture(GL_TEXTURE_2D, mProtectedTexName); 261 Texture texture(Texture::TEXTURE_2D, mProtectedTexName); 262 texture.setDimensions(1, 1); // FIXME: we should get that from somewhere 263 mState.setTexture(texture); 264 } 265 266 void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) { 267 mState.setColorMatrix(colorTransform); 268 } 269 270 void GLES20RenderEngine::setSaturationMatrix(const mat4& saturationMatrix) { 271 mState.setSaturationMatrix(saturationMatrix); 272 } 273 274 void GLES20RenderEngine::disableTexturing() { 275 mState.disableTexture(); 276 } 277 278 void GLES20RenderEngine::disableBlending() { 279 glDisable(GL_BLEND); 280 } 281 282 void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName, 283 uint32_t* fbName, uint32_t* status) { 284 GLuint tname, name; 285 // turn our EGLImage into a texture 286 glGenTextures(1, &tname); 287 glBindTexture(GL_TEXTURE_2D, tname); 288 glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image); 289 290 // create a Framebuffer Object to render into 291 glGenFramebuffers(1, &name); 292 glBindFramebuffer(GL_FRAMEBUFFER, name); 293 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0); 294 295 *status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 296 *texName = tname; 297 *fbName = name; 298 } 299 300 void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) { 301 glBindFramebuffer(GL_FRAMEBUFFER, 0); 302 glDeleteFramebuffers(1, &fbName); 303 glDeleteTextures(1, &texName); 304 } 305 306 void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) { 307 mState.setPremultipliedAlpha(true); 308 mState.setOpaque(false); 309 mState.setColor(half4(r, g, b, a)); 310 mState.disableTexture(); 311 glDisable(GL_BLEND); 312 } 313 314 void GLES20RenderEngine::drawMesh(const Mesh& mesh) { 315 ATRACE_CALL(); 316 if (mesh.getTexCoordsSize()) { 317 glEnableVertexAttribArray(Program::texCoords); 318 glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE, 319 mesh.getByteStride(), mesh.getTexCoords()); 320 } 321 322 glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE, 323 mesh.getByteStride(), mesh.getPositions()); 324 325 // By default, DISPLAY_P3 is the only supported wide color output. However, 326 // when HDR content is present, hardware composer may be able to handle 327 // BT2020 data space, in that case, the output data space is set to be 328 // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need 329 // to respect this and convert non-HDR content to HDR format. 330 if (mPlatformHasWideColor) { 331 Description wideColorState = mState; 332 Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK); 333 Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); 334 Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace & 335 Dataspace::STANDARD_MASK); 336 Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & 337 Dataspace::TRANSFER_MASK); 338 bool needsXYZConversion = needsXYZTransformMatrix(); 339 340 if (needsXYZConversion) { 341 // The supported input color spaces are standard RGB, Display P3 and BT2020. 342 switch (inputStandard) { 343 case Dataspace::STANDARD_DCI_P3: 344 wideColorState.setInputTransformMatrix(mDisplayP3ToXyz); 345 break; 346 case Dataspace::STANDARD_BT2020: 347 wideColorState.setInputTransformMatrix(mBt2020ToXyz); 348 break; 349 default: 350 wideColorState.setInputTransformMatrix(mSrgbToXyz); 351 break; 352 } 353 354 // The supported output color spaces are BT2020, Display P3 and standard RGB. 355 switch (outputStandard) { 356 case Dataspace::STANDARD_BT2020: 357 wideColorState.setOutputTransformMatrix(mXyzToBt2020); 358 break; 359 case Dataspace::STANDARD_DCI_P3: 360 wideColorState.setOutputTransformMatrix(mXyzToDisplayP3); 361 break; 362 default: 363 wideColorState.setOutputTransformMatrix(mXyzToSrgb); 364 break; 365 } 366 } else if (inputStandard != outputStandard) { 367 // At this point, the input data space and output data space could be both 368 // HDR data spaces, but they match each other, we do nothing in this case. 369 // In addition to the case above, the input data space could be 370 // - scRGB linear 371 // - scRGB non-linear 372 // - sRGB 373 // - Display P3 374 // The output data spaces could be 375 // - sRGB 376 // - Display P3 377 if (outputStandard == Dataspace::STANDARD_BT709) { 378 wideColorState.setOutputTransformMatrix(mDisplayP3ToSrgb); 379 } else if (outputStandard == Dataspace::STANDARD_DCI_P3) { 380 wideColorState.setOutputTransformMatrix(mSrgbToDisplayP3); 381 } 382 } 383 384 // we need to convert the RGB value to linear space and convert it back when: 385 // - there is a color matrix that is not an identity matrix, or 386 // - there is a saturation matrix that is not an identity matrix, or 387 // - there is an output transform matrix that is not an identity matrix, or 388 // - the input transfer function doesn't match the output transfer function. 389 if (wideColorState.hasColorMatrix() || wideColorState.hasSaturationMatrix() || 390 wideColorState.hasOutputTransformMatrix() || inputTransfer != outputTransfer) { 391 switch (inputTransfer) { 392 case Dataspace::TRANSFER_ST2084: 393 wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084); 394 break; 395 case Dataspace::TRANSFER_HLG: 396 wideColorState.setInputTransferFunction(Description::TransferFunction::HLG); 397 break; 398 case Dataspace::TRANSFER_LINEAR: 399 wideColorState.setInputTransferFunction(Description::TransferFunction::LINEAR); 400 break; 401 default: 402 wideColorState.setInputTransferFunction(Description::TransferFunction::SRGB); 403 break; 404 } 405 406 switch (outputTransfer) { 407 case Dataspace::TRANSFER_ST2084: 408 wideColorState.setOutputTransferFunction(Description::TransferFunction::ST2084); 409 break; 410 case Dataspace::TRANSFER_HLG: 411 wideColorState.setOutputTransferFunction(Description::TransferFunction::HLG); 412 break; 413 default: 414 wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); 415 break; 416 } 417 } 418 419 ProgramCache::getInstance().useProgram(wideColorState); 420 421 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); 422 423 if (outputDebugPPMs) { 424 static uint64_t wideColorFrameCount = 0; 425 std::ostringstream out; 426 out << "/data/texture_out" << wideColorFrameCount++; 427 writePPM(out.str().c_str(), mVpWidth, mVpHeight); 428 } 429 } else { 430 ProgramCache::getInstance().useProgram(mState); 431 432 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); 433 } 434 435 if (mesh.getTexCoordsSize()) { 436 glDisableVertexAttribArray(Program::texCoords); 437 } 438 } 439 440 void GLES20RenderEngine::dump(String8& result) { 441 RenderEngine::dump(result); 442 result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n", 443 dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(), 444 dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str()); 445 } 446 447 bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const { 448 const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK); 449 const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK); 450 return standard == Dataspace::STANDARD_BT2020 && 451 (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG); 452 } 453 454 // For convenience, we want to convert the input color space to XYZ color space first, 455 // and then convert from XYZ color space to output color space when 456 // - SDR and HDR contents are mixed, either SDR content will be converted to HDR or 457 // HDR content will be tone-mapped to SDR; Or, 458 // - there are HDR PQ and HLG contents presented at the same time, where we want to convert 459 // HLG content to PQ content. 460 // In either case above, we need to operate the Y value in XYZ color space. Thus, when either 461 // input data space or output data space is HDR data space, and the input transfer function 462 // doesn't match the output transfer function, we would enable an intermediate transfrom to 463 // XYZ color space. 464 bool GLES20RenderEngine::needsXYZTransformMatrix() const { 465 const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace); 466 const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace); 467 const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); 468 const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & 469 Dataspace::TRANSFER_MASK); 470 471 return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer; 472 } 473 474 // --------------------------------------------------------------------------- 475 } // namespace impl 476 } // namespace RE 477 } // namespace android 478 // --------------------------------------------------------------------------- 479 480 #if defined(__gl_h_) 481 #error "don't include gl/gl.h in this file" 482 #endif 483