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Diffstat (limited to 'libs/surfaceflinger/LayerBlur.cpp')
-rw-r--r-- | libs/surfaceflinger/LayerBlur.cpp | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp new file mode 100644 index 0000000..d3e456f --- /dev/null +++ b/libs/surfaceflinger/LayerBlur.cpp @@ -0,0 +1,234 @@ +/* + * 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 |