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path: root/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp
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-rw-r--r--services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp184
1 files changed, 183 insertions, 1 deletions
diff --git a/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp b/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp
index fa45579..875d47f 100644
--- a/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp
+++ b/services/surfaceflinger/ExSurfaceFlinger/ExLayer.cpp
@@ -36,10 +36,12 @@
#include <ui/GraphicBuffer.h>
#ifdef QTI_BSP
#include <gralloc_priv.h>
+#include <qdMetaData.h>
#include <hardware/display_defs.h>
#endif
#include "ExLayer.h"
+#include "RenderEngine/RenderEngine.h"
namespace android {
@@ -70,12 +72,18 @@ static Rect getAspectRatio(const sp<const DisplayDevice>& hw,
ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags)
+#ifdef QTI_BSP
+ : Layer(flinger, client, name, w, h, flags),
+ mMeshLeftTop(Mesh::TRIANGLE_FAN, 4, 2, 2),
+ mMeshRightBottom(Mesh::TRIANGLE_FAN, 4, 2, 2) {
+#else
: Layer(flinger, client, name, w, h, flags) {
-
+#endif
char property[PROPERTY_VALUE_MAX] = {0};
mDebugLogs = false;
mIsGPUAllowedForProtected = false;
+ mIsHDMIPrimary = false;
if((property_get("persist.debug.qdframework.logs", property, NULL) > 0) &&
(!strncmp(property, "1", PROPERTY_VALUE_MAX ) ||
(!strncasecmp(property,"true", PROPERTY_VALUE_MAX )))) {
@@ -88,6 +96,12 @@ ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
(atoi(property) == 1)) {
mIsGPUAllowedForProtected = true;
}
+
+ if ((property_get("persist.sys.is_hdmi_primary", property, NULL) > 0) &&
+ (atoi(property) == 1)) {
+ mIsHDMIPrimary = true;
+ }
+
}
ExLayer::~ExLayer() {
@@ -204,4 +218,172 @@ bool ExLayer::canAllowGPUForProtected() const {
}
}
+void ExLayer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
+ const Region& /* clip */, bool useIdentityTransform) const {
+ const State& s(getDrawingState());
+#if defined(QTI_BSP) && defined(SDM_TARGET)
+ uint32_t s3d_fmt = 0;
+ private_handle_t *pvt_handle = static_cast<private_handle_t *>
+ (const_cast<native_handle_t*>(mActiveBuffer->handle));
+ if (pvt_handle != NULL) {
+ struct S3DSFRender_t s3dRender;
+ getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);
+
+ if ((s3dRender.DisplayId == static_cast<uint32_t>(hw->getHwcDisplayId()) ||
+ mIsHDMIPrimary) && s3dRender.GpuRender) {
+ clearMetaData(pvt_handle, SET_S3D_RENDER);
+ s3d_fmt = s3dRender.GpuS3dFormat;
+ }
+ }
+#endif
+ computeGeometry(hw, mMesh, useIdentityTransform);
+
+ /*
+ * NOTE: the way we compute the texture coordinates here produces
+ * different results than when we take the HWC path -- in the later case
+ * the "source crop" is rounded to texel boundaries.
+ * This can produce significantly different results when the texture
+ * is scaled by a large amount.
+ *
+ * The GL code below is more logical (imho), and the difference with
+ * HWC is due to a limitation of the HWC API to integers -- a question
+ * is suspend is whether we should ignore this problem or revert to
+ * GL composition when a buffer scaling is applied (maybe with some
+ * minimal value)? Or, we could make GL behave like HWC -- but this feel
+ * like more of a hack.
+ */
+ Rect win(s.active.w, s.active.h);
+ if(!s.active.crop.isEmpty()) {
+ win = s.active.crop;
+ }
+#ifdef QTI_BSP
+ win = s.transform.transform(win);
+ win.intersect(hw->getViewport(), &win);
+ win = s.transform.inverse().transform(win);
+ win.intersect(Rect(s.active.w, s.active.h), &win);
+ win = reduce(win, s.activeTransparentRegion);
+#else
+ win = reduce(win, s.activeTransparentRegion);
+#endif
+ float left = float(win.left) / float(s.active.w);
+ float top = float(win.top) / float(s.active.h);
+ float right = float(win.right) / float(s.active.w);
+ float bottom = float(win.bottom) / float(s.active.h);
+
+ // TODO: we probably want to generate the texture coords with the mesh
+ // here we assume that we only have 4 vertices
+ Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>());
+ texCoords[0] = vec2(left, 1.0f - top);
+ texCoords[1] = vec2(left, 1.0f - bottom);
+ texCoords[2] = vec2(right, 1.0f - bottom);
+ texCoords[3] = vec2(right, 1.0f - top);
+
+#if defined(QTI_BSP) && defined(SDM_TARGET)
+ computeGeometryS3D(hw, mMesh, mMeshLeftTop, mMeshRightBottom, s3d_fmt);
+#endif
+
+ RenderEngine& engine(mFlinger->getRenderEngine());
+ engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(s), s.alpha);
+
+#if defined(QTI_BSP) && defined(SDM_TARGET)
+ if (s3d_fmt != HWC_S3DMODE_NONE) {
+ engine.setScissor(0, 0, hw->getWidth(), hw->getHeight());
+ engine.drawMesh(mMeshLeftTop);
+ engine.drawMesh(mMeshRightBottom);
+ } else {
+#endif
+ engine.drawMesh(mMesh);
+#if defined(QTI_BSP) && defined(SDM_TARGET)
+ }
+#endif
+
+ engine.disableBlending();
+}
+
+#ifdef QTI_BSP
+void ExLayer::computeGeometryS3D(const sp<const DisplayDevice>& hw, Mesh& mesh,
+ Mesh& meshLeftTop, Mesh &meshRightBottom, uint32_t s3d_fmt) const
+{
+ Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
+ Mesh::VertexArray<vec2> positionLeftTop(meshLeftTop.getPositionArray<vec2>());
+ Mesh::VertexArray<vec2> positionRightBottom(meshRightBottom.getPositionArray<vec2>());
+ Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
+ Mesh::VertexArray<vec2> texCoordsLeftTop(meshLeftTop.getTexCoordArray<vec2>());
+ Mesh::VertexArray<vec2> texCoordsRightBottom(meshRightBottom.getTexCoordArray<vec2>());
+
+ Rect scissor = hw->getBounds();
+
+ if(s3d_fmt == HWC_S3DMODE_NONE) {
+ return;
+ }
+
+ uint32_t count = mesh.getVertexCount();
+ while(count--) {
+ positionLeftTop[count] = positionRightBottom[count] = position[count];
+ texCoordsLeftTop[count] = texCoordsRightBottom[count] = texCoords[count];
+ }
+
+ switch (s3d_fmt) {
+ case HWC_S3DMODE_LR:
+ case HWC_S3DMODE_RL:
+ {
+ positionLeftTop[0].x = (position[0].x - scissor.left) / 2.0f + scissor.left;
+ positionLeftTop[1].x = (position[1].x - scissor.left) / 2.0f + scissor.left;
+ positionLeftTop[2].x = (position[2].x - scissor.left) / 2.0f + scissor.left;
+ positionLeftTop[3].x = (position[3].x - scissor.left) / 2.0f + scissor.left;
+
+ positionRightBottom[0].x = positionLeftTop[0].x + scissor.getWidth()/2;
+ positionRightBottom[1].x = positionLeftTop[1].x + scissor.getWidth()/2;
+ positionRightBottom[2].x = positionLeftTop[2].x + scissor.getWidth()/2;
+ positionRightBottom[3].x = positionLeftTop[3].x + scissor.getWidth()/2;
+
+ if(isYuvLayer()) {
+ texCoordsLeftTop[0].x = texCoords[0].x / 2.0f;
+ texCoordsLeftTop[1].x = texCoords[1].x / 2.0f;
+ texCoordsLeftTop[2].x = texCoords[2].x / 2.0f;
+ texCoordsLeftTop[3].x = texCoords[3].x / 2.0f;
+
+ texCoordsRightBottom[0].x = texCoordsLeftTop[0].x + 0.5f;
+ texCoordsRightBottom[1].x = texCoordsLeftTop[1].x + 0.5f;
+ texCoordsRightBottom[2].x = texCoordsLeftTop[2].x + 0.5f;
+ texCoordsRightBottom[3].x = texCoordsLeftTop[3].x + 0.5f;
+ }
+ break;
+ }
+ case HWC_S3DMODE_TB:
+ {
+ positionRightBottom[0].y = (position[0].y - scissor.top) / 2.0f + scissor.top;
+ positionRightBottom[1].y = (position[1].y - scissor.top) / 2.0f + scissor.top;
+ positionRightBottom[2].y = (position[2].y - scissor.top) / 2.0f + scissor.top;
+ positionRightBottom[3].y = (position[3].y - scissor.top) / 2.0f + scissor.top;
+
+ positionLeftTop[0].y = positionRightBottom[0].y + scissor.getHeight() / 2.0f;
+ positionLeftTop[1].y = positionRightBottom[1].y + scissor.getHeight() / 2.0f;
+ positionLeftTop[2].y = positionRightBottom[2].y + scissor.getHeight() / 2.0f;
+ positionLeftTop[3].y = positionRightBottom[3].y + scissor.getHeight() / 2.0f;
+
+ positionLeftTop[0].x = positionRightBottom[0].x = position[0].x;
+ positionLeftTop[1].x = positionRightBottom[1].x = position[1].x;
+ positionLeftTop[2].x = positionRightBottom[2].x = position[2].x;
+ positionLeftTop[3].x = positionRightBottom[3].x = position[3].x;
+
+ if(isYuvLayer()) {
+ texCoordsRightBottom[0].y = texCoords[0].y / 2.0f;
+ texCoordsRightBottom[1].y = texCoords[1].y / 2.0f;
+ texCoordsRightBottom[2].y = texCoords[2].y / 2.0f;
+ texCoordsRightBottom[3].y = texCoords[3].y / 2.0f;
+
+ texCoordsLeftTop[0].y = texCoordsRightBottom[0].y + 0.5f;
+ texCoordsLeftTop[1].y = texCoordsRightBottom[1].y + 0.5f;
+ texCoordsLeftTop[2].y = texCoordsRightBottom[2].y + 0.5f;
+ texCoordsLeftTop[3].y = texCoordsRightBottom[3].y + 0.5f;
+ }
+ break;
+ }
+ default:
+ break;
+ }
+}
+#endif
+
}; // namespace android