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diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp
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+/*
+ * 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.
+ */
+
+#define LOG_TAG "SurfaceFlinger"
+
+#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 "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,
+ Client* client, int32_t i)
+ : LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
+ mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
+{
+}
+
+LayerBlur::~LayerBlur()
+{
+ if (mTextureName != -1U) {
+ //glDeleteTextures(1, &mTextureName);
+ deletedTextures.add(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);
+ }
+
+ Region::iterator iterator(clip);
+ if (iterator) {
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, mTextureName);
+
+ if (mRefreshCache) {
+ mRefreshCache = false;
+ mAutoRefreshPending = false;
+
+ // allocate enough memory for 4-bytes (2 pixels) aligned data
+ const int32_t s = (w + 1) & ~1;
+ uint16_t* const pixels = (uint16_t*)malloc(s*h*2);
+
+ // 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, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+
+ // blur that texture.
+ GGLSurface bl;
+ bl.version = sizeof(GGLSurface);
+ bl.width = w;
+ bl.height = h;
+ bl.stride = s;
+ bl.format = GGL_PIXEL_FORMAT_RGB_565;
+ bl.data = (GGLubyte*)pixels;
+ blurFilter(&bl, 8, 2);
+
+ // NOTE: this works only because we have POT. we'd have to round the
+ // texture size up, otherwise.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+
+ 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);
+ }
+
+ glDisable(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(1.0f/w, -1.0f/h, 1);
+ glTranslatef(-x, -y, 0);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(2, GL_FIXED, 0, mVertices);
+ glTexCoordPointer(2, GL_FIXED, 0, mVertices);
+ Rect r;
+ while (iterator.iterate(&r)) {
+ const GLint sy = fbHeight - (r.top + r.height());
+ glScissor(r.left, sy, r.width(), r.height());
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ } else {
+ Region::iterator iterator(clip);
+ if (iterator) {
+ // 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 (iterator.iterate(&r)) {
+ const GLint sy = fbHeight - (r.top + r.height());
+ glScissor(r.left, sy, r.width(), r.height());
+ glDrawTexiOES(x, y, 0, w, h);
+ }
+ }
+ }
+ }
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+// ---------------------------------------------------------------------------
+
+}; // namespace android