drm_hwcomposer: Add glworker
The glworker allows signalling the fence synchronously once the GL
work is done. It also helps performance by putting all GL in a
separate thread, which avoids (costly on some GPUs) makecurrent.
Change-Id: Ia4ee137df5c9a4b1afcf6180407371d6ba7f699a
diff --git a/glworker.cpp b/glworker.cpp
new file mode 100644
index 0000000..b2deb3e
--- /dev/null
+++ b/glworker.cpp
@@ -0,0 +1,846 @@
+/*
+ * Copyright (C) 2015 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 ATRACE_TAG ATRACE_TAG_GRAPHICS
+#define LOG_TAG "GLWorker"
+
+#include <string>
+#include <sstream>
+
+#include <sys/resource.h>
+
+#include <sync/sync.h>
+#include <sw_sync.h>
+
+#include <hardware/hardware.h>
+#include <hardware/hwcomposer.h>
+
+#include <ui/GraphicBuffer.h>
+#include <ui/PixelFormat.h>
+
+#include <utils/Trace.h>
+
+#include "glworker.h"
+
+#include "seperate_rects.h"
+
+// TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
+#ifndef EGL_NATIVE_HANDLE_ANDROID_NVX
+#define EGL_NATIVE_HANDLE_ANDROID_NVX 0x322A
+#endif
+
+#define MAX_OVERLAPPING_LAYERS 64
+
+namespace android {
+
+typedef seperate_rects::Rect<float> FRect;
+typedef seperate_rects::RectSet<uint64_t, float> FRectSet;
+
+static const char *GetGLError(void) {
+ switch (glGetError()) {
+ case GL_NO_ERROR:
+ return "GL_NO_ERROR";
+ case GL_INVALID_ENUM:
+ return "GL_INVALID_ENUM";
+ case GL_INVALID_VALUE:
+ return "GL_INVALID_VALUE";
+ case GL_INVALID_OPERATION:
+ return "GL_INVALID_OPERATION";
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
+ return "GL_INVALID_FRAMEBUFFER_OPERATION";
+ case GL_OUT_OF_MEMORY:
+ return "GL_OUT_OF_MEMORY";
+ default:
+ return "Unknown error";
+ }
+}
+
+static const char *GetGLFramebufferError(void) {
+ switch (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
+ case GL_FRAMEBUFFER_COMPLETE:
+ return "GL_FRAMEBUFFER_COMPLETE";
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+ return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+ return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+ case GL_FRAMEBUFFER_UNSUPPORTED:
+ return "GL_FRAMEBUFFER_UNSUPPORTED";
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
+ return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
+ default:
+ return "Unknown error";
+ }
+}
+
+static const char *GetEGLError(void) {
+ switch (eglGetError()) {
+ case EGL_SUCCESS:
+ return "EGL_SUCCESS";
+ case EGL_NOT_INITIALIZED:
+ return "EGL_NOT_INITIALIZED";
+ case EGL_BAD_ACCESS:
+ return "EGL_BAD_ACCESS";
+ case EGL_BAD_ALLOC:
+ return "EGL_BAD_ALLOC";
+ case EGL_BAD_ATTRIBUTE:
+ return "EGL_BAD_ATTRIBUTE";
+ case EGL_BAD_CONTEXT:
+ return "EGL_BAD_CONTEXT";
+ case EGL_BAD_CONFIG:
+ return "EGL_BAD_CONFIG";
+ case EGL_BAD_CURRENT_SURFACE:
+ return "EGL_BAD_CURRENT_SURFACE";
+ case EGL_BAD_DISPLAY:
+ return "EGL_BAD_DISPLAY";
+ case EGL_BAD_SURFACE:
+ return "EGL_BAD_SURFACE";
+ case EGL_BAD_MATCH:
+ return "EGL_BAD_MATCH";
+ case EGL_BAD_PARAMETER:
+ return "EGL_BAD_PARAMETER";
+ case EGL_BAD_NATIVE_PIXMAP:
+ return "EGL_BAD_NATIVE_PIXMAP";
+ case EGL_BAD_NATIVE_WINDOW:
+ return "EGL_BAD_NATIVE_WINDOW";
+ case EGL_CONTEXT_LOST:
+ return "EGL_CONTEXT_LOST";
+ default:
+ return "Unknown error";
+ }
+}
+
+static bool HasExtension(const char *extension, const char *extensions) {
+ const char *start, *where, *terminator;
+ start = extensions;
+ for (;;) {
+ where = (char *)strstr((const char *)start, extension);
+ if (!where)
+ break;
+ terminator = where + strlen(extension);
+ if (where == start || *(where - 1) == ' ')
+ if (*terminator == ' ' || *terminator == '\0')
+ return true;
+ start = terminator;
+ }
+ return false;
+}
+
+static AutoGLShader CompileAndCheckShader(GLenum type, unsigned source_count,
+ const GLchar **sources,
+ std::string *shader_log) {
+ GLint status;
+ AutoGLShader shader(glCreateShader(type));
+ if (shader.get() == 0) {
+ *shader_log = "glCreateShader failed";
+ return 0;
+ }
+ glShaderSource(shader.get(), source_count, sources, NULL);
+ glCompileShader(shader.get());
+ glGetShaderiv(shader.get(), GL_COMPILE_STATUS, &status);
+ if (!status) {
+ if (shader_log) {
+ GLint log_length;
+ glGetShaderiv(shader.get(), GL_INFO_LOG_LENGTH, &log_length);
+ shader_log->resize(log_length);
+ glGetShaderInfoLog(shader.get(), log_length, NULL, &(*shader_log)[0]);
+ }
+ return 0;
+ }
+
+ return shader;
+}
+
+static int GenerateShaders(std::vector<AutoGLProgram> *blend_programs) {
+ // Limits: GL_MAX_VARYING_COMPONENTS, GL_MAX_TEXTURE_IMAGE_UNITS,
+ // GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
+ // clang-format off
+ const GLchar *shader_preamble = "#version 300 es\n#define LAYER_COUNT ";
+
+ const GLchar *vertex_shader_source =
+"\n"
+"precision mediump int; \n"
+"uniform vec4 uViewport; \n"
+"uniform sampler2D uLayerTextures[LAYER_COUNT]; \n"
+"uniform vec4 uLayerCrop[LAYER_COUNT]; \n"
+"in vec2 vPosition; \n"
+"in vec2 vTexCoords; \n"
+"out vec2 fTexCoords[LAYER_COUNT]; \n"
+"void main() { \n"
+" for (int i = 0; i < LAYER_COUNT; i++) { \n"
+" fTexCoords[i] = (uLayerCrop[i].xy + vTexCoords * uLayerCrop[i].zw) / \n"
+" vec2(textureSize(uLayerTextures[i], 0)); \n"
+" } \n"
+" vec2 scaledPosition = uViewport.xy + vPosition * uViewport.zw; \n"
+" gl_Position = vec4(scaledPosition * vec2(2.0) - vec2(1.0), 0.0, 1.0); \n"
+"} \n";
+
+ const GLchar *fragment_shader_source =
+"\n"
+"precision mediump float; \n"
+"uniform sampler2D uLayerTextures[LAYER_COUNT]; \n"
+"uniform float uLayerAlpha[LAYER_COUNT]; \n"
+"in vec2 fTexCoords[LAYER_COUNT]; \n"
+"out vec4 oFragColor; \n"
+"void main() { \n"
+" vec3 color = vec3(0.0, 0.0, 0.0); \n"
+" float alphaCover = 1.0; \n"
+" for (int i = 0; i < LAYER_COUNT; i++) { \n"
+" vec4 texSample = texture(uLayerTextures[i], fTexCoords[i]); \n"
+" float a = texSample.a * uLayerAlpha[i]; \n"
+" color += a * alphaCover * texSample.rgb; \n"
+" alphaCover *= 1.0 - a; \n"
+" if (alphaCover <= 0.5/255.0) \n"
+" break; \n"
+" } \n"
+" oFragColor = vec4(color, 1.0 - alphaCover); \n"
+"} \n";
+ // clang-format on
+
+ int i, ret = 1;
+ GLint max_texture_images, status;
+ AutoGLShader vertex_shader, fragment_shader;
+ AutoGLProgram program;
+ std::string shader_log;
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_images);
+
+ for (i = 1; i <= max_texture_images; i++) {
+ std::ostringstream layer_count_formatter;
+ layer_count_formatter << i;
+ std::string layer_count(layer_count_formatter.str());
+ const GLchar *shader_sources[3] = {shader_preamble, layer_count.c_str(),
+ NULL};
+
+ shader_sources[2] = vertex_shader_source;
+ vertex_shader = CompileAndCheckShader(GL_VERTEX_SHADER, 3, shader_sources,
+ ret ? &shader_log : NULL);
+ if (!vertex_shader.get()) {
+ if (ret)
+ ALOGE("Failed to make vertex shader:\n%s", shader_log.c_str());
+ break;
+ }
+
+ shader_sources[2] = fragment_shader_source;
+ fragment_shader = CompileAndCheckShader(
+ GL_FRAGMENT_SHADER, 3, shader_sources, ret ? &shader_log : NULL);
+ if (!fragment_shader.get()) {
+ if (ret)
+ ALOGE("Failed to make fragment shader:\n%s", shader_log.c_str());
+ break;
+ }
+
+ program = AutoGLProgram(glCreateProgram());
+ if (!program.get()) {
+ if (ret)
+ ALOGE("Failed to create program %s", GetGLError());
+ break;
+ }
+
+ glAttachShader(program.get(), vertex_shader.get());
+ glAttachShader(program.get(), fragment_shader.get());
+ glBindAttribLocation(program.get(), 0, "vPosition");
+ glBindAttribLocation(program.get(), 1, "vTexCoords");
+ glLinkProgram(program.get());
+ glDetachShader(program.get(), vertex_shader.get());
+ glDetachShader(program.get(), fragment_shader.get());
+
+ glGetProgramiv(program.get(), GL_LINK_STATUS, &status);
+ if (!status) {
+ if (ret) {
+ GLint log_length;
+ glGetProgramiv(program.get(), GL_INFO_LOG_LENGTH, &log_length);
+ std::string program_log(log_length, ' ');
+ glGetProgramInfoLog(program.get(), log_length, NULL, &program_log[0]);
+ ALOGE("Failed to link program: \n%s", program_log.c_str());
+ }
+ break;
+ }
+
+ ret = 0;
+ blend_programs->emplace_back(std::move(program));
+ }
+
+ return ret;
+}
+
+struct RenderingCommand {
+ struct TextureSource {
+ unsigned texture_index;
+ float crop_bounds[4];
+ float alpha;
+ };
+
+ float bounds[4];
+ unsigned texture_count;
+ TextureSource textures[MAX_OVERLAPPING_LAYERS];
+
+ RenderingCommand() : texture_count(0) {
+ }
+};
+
+static void ConstructCommands(const hwc_layer_1 *layers, size_t num_layers,
+ std::vector<RenderingCommand> *commands) {
+ std::vector<FRect> in_rects;
+ std::vector<FRectSet> out_rects;
+ int i;
+
+ for (unsigned rect_index = 0; rect_index < num_layers; rect_index++) {
+ const hwc_layer_1 &layer = layers[rect_index];
+ FRect rect;
+ in_rects.push_back(FRect(layer.displayFrame.left, layer.displayFrame.top,
+ layer.displayFrame.right,
+ layer.displayFrame.bottom));
+ }
+
+ seperate_frects_64(in_rects, &out_rects);
+
+ for (unsigned rect_index = 0; rect_index < out_rects.size(); rect_index++) {
+ const FRectSet &out_rect = out_rects[rect_index];
+ commands->push_back(RenderingCommand());
+ RenderingCommand &cmd = commands->back();
+
+ memcpy(cmd.bounds, out_rect.rect.bounds, sizeof(cmd.bounds));
+
+ uint64_t tex_set = out_rect.id_set.getBits();
+ for (unsigned i = num_layers - 1; tex_set != 0x0; i--) {
+ if (tex_set & (0x1 << i)) {
+ tex_set &= ~(0x1 << i);
+
+ const hwc_layer_1 &layer = layers[i];
+
+ FRect display_rect(layer.displayFrame.left, layer.displayFrame.top,
+ layer.displayFrame.right, layer.displayFrame.bottom);
+ float display_size[2] = {
+ display_rect.bounds[2] - display_rect.bounds[0],
+ display_rect.bounds[3] - display_rect.bounds[1]};
+
+ FRect crop_rect(layer.sourceCropf.left, layer.sourceCropf.top,
+ layer.sourceCropf.right, layer.sourceCropf.bottom);
+ float crop_size[2] = {crop_rect.bounds[2] - crop_rect.bounds[0],
+ crop_rect.bounds[3] - crop_rect.bounds[1]};
+
+ RenderingCommand::TextureSource &src = cmd.textures[cmd.texture_count];
+ cmd.texture_count++;
+ src.texture_index = i;
+
+ for (int b = 0; b < 4; b++) {
+ float bound_percent = (cmd.bounds[b] - display_rect.bounds[b % 2]) /
+ display_size[b % 2];
+ src.crop_bounds[b] =
+ crop_rect.bounds[b % 2] + bound_percent * crop_size[b % 2];
+ }
+
+ if (layer.blending == HWC_BLENDING_NONE) {
+ src.alpha = 1.0f;
+ // This layer is opaque. There is no point in using layers below this
+ // one.
+ break;
+ }
+
+ src.alpha = layer.planeAlpha / 255.0f;
+ }
+ }
+ }
+}
+
+static int EGLFenceWait(EGLDisplay egl_display, int acquireFenceFd) {
+ int ret = 0;
+
+ EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, acquireFenceFd,
+ EGL_NONE};
+ EGLSyncKHR egl_sync =
+ eglCreateSyncKHR(egl_display, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
+ if (egl_sync == EGL_NO_SYNC_KHR) {
+ ALOGE("Failed to make EGLSyncKHR from acquireFenceFd: %s", GetEGLError());
+ close(acquireFenceFd);
+ return 1;
+ }
+
+ EGLint success = eglWaitSyncKHR(egl_display, egl_sync, 0);
+ if (success == EGL_FALSE) {
+ ALOGE("Failed to wait for acquire: %s", GetEGLError());
+ ret = 1;
+ }
+ eglDestroySyncKHR(egl_display, egl_sync);
+
+ return ret;
+}
+
+static int CreateTextureFromHandle(EGLDisplay egl_display,
+ buffer_handle_t handle,
+ AutoEGLImageAndGLTexture *out) {
+ EGLImageKHR image = eglCreateImageKHR(
+ egl_display, EGL_NO_CONTEXT, EGL_NATIVE_HANDLE_ANDROID_NVX,
+ (EGLClientBuffer)handle, NULL /* no attribs */);
+
+ if (image == EGL_NO_IMAGE_KHR) {
+ ALOGE("Failed to make image %s %p", GetEGLError(), handle);
+ return -EINVAL;
+ }
+
+ GLuint texture;
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ out->image.reset(image);
+ out->texture.reset(texture);
+
+ return 0;
+}
+
+GLWorker::Compositor::Compositor()
+ : egl_display_(EGL_NO_DISPLAY), egl_ctx_(EGL_NO_CONTEXT) {
+}
+
+int GLWorker::Compositor::Init() {
+ int ret = 0;
+ const char *egl_extensions;
+ const char *gl_extensions;
+ EGLint num_configs;
+ EGLint attribs[] = {EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE};
+ EGLConfig egl_config;
+
+ // clang-format off
+ const GLfloat verts[] = {
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 2.0f, 0.0f, 2.0f,
+ 2.0f, 0.0f, 2.0f, 0.0f
+ };
+ // clang-format on
+
+ const EGLint config_attribs[] = {EGL_RENDERABLE_TYPE,
+ EGL_OPENGL_ES2_BIT,
+ EGL_RED_SIZE,
+ 8,
+ EGL_GREEN_SIZE,
+ 8,
+ EGL_BLUE_SIZE,
+ 8,
+ EGL_NONE};
+
+ const EGLint context_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
+
+ egl_display_ = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (egl_display_ == EGL_NO_DISPLAY) {
+ ALOGE("Failed to get egl display");
+ return 1;
+ }
+
+ if (!eglInitialize(egl_display_, NULL, NULL)) {
+ ALOGE("Failed to initialize egl: %s", GetEGLError());
+ return 1;
+ }
+
+ egl_extensions = eglQueryString(egl_display_, EGL_EXTENSIONS);
+
+ // These extensions are all technically required but not always reported due
+ // to meta EGL filtering them out.
+ if (!HasExtension("EGL_KHR_image_base", egl_extensions))
+ ALOGW("EGL_KHR_image_base extension not supported");
+
+ if (!HasExtension("EGL_ANDROID_image_native_buffer", egl_extensions))
+ ALOGW("EGL_ANDROID_image_native_buffer extension not supported");
+
+ if (!HasExtension("EGL_ANDROID_native_fence_sync", egl_extensions))
+ ALOGW("EGL_ANDROID_native_fence_sync extension not supported");
+
+ if (!eglChooseConfig(egl_display_, config_attribs, &egl_config, 1,
+ &num_configs)) {
+ ALOGE("eglChooseConfig() failed with error: %s", GetEGLError());
+ return 1;
+ }
+
+ egl_ctx_ =
+ eglCreateContext(egl_display_, egl_config,
+ EGL_NO_CONTEXT /* No shared context */, context_attribs);
+
+ if (egl_ctx_ == EGL_NO_CONTEXT) {
+ ALOGE("Failed to create OpenGL ES Context: %s", GetEGLError());
+ return 1;
+ }
+
+ if (!eglMakeCurrent(egl_display_, EGL_NO_SURFACE, EGL_NO_SURFACE, egl_ctx_)) {
+ ALOGE("Failed to make the OpenGL ES Context current: %s", GetEGLError());
+ return 1;
+ }
+
+ gl_extensions = (const char *)glGetString(GL_EXTENSIONS);
+
+ if (!HasExtension("GL_OES_EGL_image", gl_extensions))
+ ALOGW("GL_OES_EGL_image extension not supported");
+
+ GLuint vertex_buffer;
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ vertex_buffer_.reset(vertex_buffer);
+
+ if (GenerateShaders(&blend_programs_)) {
+ return 1;
+ }
+
+ return 0;
+}
+
+GLWorker::Compositor::~Compositor() {
+ if (egl_display_ != EGL_NO_DISPLAY && egl_ctx_ != EGL_NO_CONTEXT)
+ if (eglDestroyContext(egl_display_, egl_ctx_) == EGL_FALSE)
+ ALOGE("Failed to destroy OpenGL ES Context: %s", GetEGLError());
+}
+
+int GLWorker::Compositor::Composite(hwc_layer_1 *layers, size_t num_layers,
+ sp<GraphicBuffer> framebuffer) {
+ ATRACE_CALL();
+ int ret = 0;
+ size_t i;
+ std::vector<AutoEGLImageAndGLTexture> layer_textures;
+ std::vector<RenderingCommand> commands;
+
+ if (num_layers == 0) {
+ return -EALREADY;
+ }
+
+ GLint frame_width = framebuffer->getWidth();
+ GLint frame_height = framebuffer->getHeight();
+ EGLSyncKHR finished_sync;
+
+ AutoEGLImageKHR egl_fb_image(
+ eglCreateImageKHR(egl_display_, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
+ (EGLClientBuffer)framebuffer->getNativeBuffer(),
+ NULL /* no attribs */),
+ EGLImageDeleter(egl_display_));
+
+ if (egl_fb_image.get() == EGL_NO_IMAGE_KHR) {
+ ALOGE("Failed to make image from target buffer: %s", GetEGLError());
+ return -EINVAL;
+ }
+
+ GLuint gl_fb_tex;
+ glGenTextures(1, &gl_fb_tex);
+ AutoGLTexture gl_fb_tex_auto(gl_fb_tex);
+ glBindTexture(GL_TEXTURE_2D, gl_fb_tex);
+ glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,
+ (GLeglImageOES)egl_fb_image.get());
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ GLuint gl_fb;
+ glGenFramebuffers(1, &gl_fb);
+ AutoGLFramebuffer gl_fb_auto(gl_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, gl_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ gl_fb_tex, 0);
+
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ ALOGE("Failed framebuffer check for created target buffer: %s",
+ GetGLFramebufferError());
+ return -EINVAL;
+ }
+
+ for (i = 0; i < num_layers; i++) {
+ const struct hwc_layer_1 *layer = &layers[i];
+
+ if (ret) {
+ if (layer->acquireFenceFd >= 0)
+ close(layer->acquireFenceFd);
+ continue;
+ }
+
+ layer_textures.emplace_back(egl_display_);
+ ret = CreateTextureFromHandle(egl_display_, layer->handle,
+ &layer_textures.back());
+ if (!ret) {
+ ret = EGLFenceWait(egl_display_, layer->acquireFenceFd);
+ }
+ if (ret) {
+ layer_textures.pop_back();
+ ret = -EINVAL;
+ }
+ }
+
+ if (ret)
+ return ret;
+
+ ConstructCommands(layers, num_layers, &commands);
+
+ glViewport(0, 0, frame_width, frame_height);
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_.get());
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4,
+ (void *)(sizeof(float) * 2));
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnable(GL_SCISSOR_TEST);
+
+ for (const RenderingCommand &cmd : commands) {
+ if (cmd.texture_count <= 0) {
+ continue;
+ }
+
+ // TODO(zachr): handle the case of too many overlapping textures for one
+ // area by falling back to rendering as many layers as possible using
+ // multiple blending passes.
+ if (cmd.texture_count > blend_programs_.size()) {
+ ALOGE("Too many layers to render in one area");
+ continue;
+ }
+
+ GLint program = blend_programs_[cmd.texture_count - 1].get();
+ glUseProgram(program);
+ GLint gl_viewport_loc = glGetUniformLocation(program, "uViewport");
+ GLint gl_tex_loc = glGetUniformLocation(program, "uLayerTextures");
+ GLint gl_crop_loc = glGetUniformLocation(program, "uLayerCrop");
+ GLint gl_alpha_loc = glGetUniformLocation(program, "uLayerAlpha");
+ glUniform4f(gl_viewport_loc, cmd.bounds[0] / (float)frame_width,
+ cmd.bounds[1] / (float)frame_height,
+ (cmd.bounds[2] - cmd.bounds[0]) / (float)frame_width,
+ (cmd.bounds[3] - cmd.bounds[1]) / (float)frame_height);
+
+ for (unsigned src_index = 0; src_index < cmd.texture_count; src_index++) {
+ const RenderingCommand::TextureSource &src = cmd.textures[src_index];
+ glUniform1f(gl_alpha_loc + src_index, src.alpha);
+ glUniform4f(gl_crop_loc + src_index, src.crop_bounds[0],
+ src.crop_bounds[1], src.crop_bounds[2] - src.crop_bounds[0],
+ src.crop_bounds[3] - src.crop_bounds[1]);
+
+ glUniform1i(gl_tex_loc + src_index, src_index);
+ glActiveTexture(GL_TEXTURE0 + src_index);
+ glBindTexture(GL_TEXTURE_2D,
+ layer_textures[src.texture_index].texture.get());
+ }
+
+ glScissor(cmd.bounds[0], cmd.bounds[1], cmd.bounds[2] - cmd.bounds[0],
+ cmd.bounds[3] - cmd.bounds[1]);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ for (unsigned src_index = 0; src_index < cmd.texture_count; src_index++) {
+ glActiveTexture(GL_TEXTURE0 + src_index);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+ glActiveTexture(GL_TEXTURE0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glUseProgram(0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ return ret;
+}
+
+int GLWorker::DoComposition(Compositor &compositor, Work *work) {
+ int ret =
+ compositor.Composite(work->layers, work->num_layers, work->framebuffer);
+
+ int timeline_fd = work->timeline_fd;
+ work->timeline_fd = -1;
+
+ if (ret) {
+ worker_ret_ = ret;
+ glFinish();
+ sw_sync_timeline_inc(timeline_fd, work->num_layers);
+ close(timeline_fd);
+ return pthread_cond_signal(&work_done_cond_);
+ }
+
+ unsigned timeline_count = work->num_layers + 1;
+ worker_ret_ = sw_sync_fence_create(timeline_fd, "GLComposition done fence",
+ timeline_count);
+ ret = pthread_cond_signal(&work_done_cond_);
+
+ glFinish();
+
+ sw_sync_timeline_inc(timeline_fd, timeline_count);
+ close(timeline_fd);
+
+ return ret;
+}
+
+GLWorker::GLWorker() : initialized_(false) {
+}
+
+GLWorker::~GLWorker() {
+ if (!initialized_)
+ return;
+
+ if (SignalWorker(NULL, true) != 0 || pthread_join(thread_, NULL) != 0)
+ pthread_kill(thread_, SIGTERM);
+
+ pthread_cond_destroy(&work_ready_cond_);
+ pthread_cond_destroy(&work_done_cond_);
+ pthread_mutex_destroy(&lock_);
+}
+
+#define TRY(x, n, g) \
+ ret = x; \
+ if (ret) { \
+ ALOGE("Failed to " n " %d", ret); \
+ g; \
+ }
+
+#define TRY_RETURN(x, n) TRY(x, n, return ret)
+
+int GLWorker::Init() {
+ int ret = 0;
+
+ worker_work_ = NULL;
+ worker_exit_ = false;
+ worker_ret_ = -1;
+
+ ret = pthread_cond_init(&work_ready_cond_, NULL);
+ if (ret) {
+ ALOGE("Failed to int GLThread condition %d", ret);
+ return ret;
+ }
+
+ ret = pthread_cond_init(&work_done_cond_, NULL);
+ if (ret) {
+ ALOGE("Failed to int GLThread condition %d", ret);
+ pthread_cond_destroy(&work_ready_cond_);
+ return ret;
+ }
+
+ ret = pthread_mutex_init(&lock_, NULL);
+ if (ret) {
+ ALOGE("Failed to init GLThread lock %d", ret);
+ pthread_cond_destroy(&work_ready_cond_);
+ pthread_cond_destroy(&work_done_cond_);
+ return ret;
+ }
+
+ ret = pthread_create(&thread_, NULL, StartRoutine, this);
+ if (ret) {
+ ALOGE("Failed to create GLThread %d", ret);
+ pthread_cond_destroy(&work_ready_cond_);
+ pthread_cond_destroy(&work_done_cond_);
+ pthread_mutex_destroy(&lock_);
+ return ret;
+ }
+
+ initialized_ = true;
+
+ TRY_RETURN(pthread_mutex_lock(&lock_), "lock GLThread");
+
+ while (!worker_exit_ && worker_ret_ != 0)
+ TRY(pthread_cond_wait(&work_done_cond_, &lock_), "wait on condition",
+ goto out_unlock);
+
+ ret = worker_ret_;
+
+out_unlock:
+ int unlock_ret = pthread_mutex_unlock(&lock_);
+ if (unlock_ret) {
+ ret = unlock_ret;
+ ALOGE("Failed to unlock GLThread %d", unlock_ret);
+ }
+ return ret;
+}
+
+int GLWorker::SignalWorker(Work *work, bool worker_exit) {
+ int ret = 0;
+ if (worker_exit_)
+ return -EINVAL;
+ TRY_RETURN(pthread_mutex_lock(&lock_), "lock GLThread");
+ worker_work_ = work;
+ worker_exit_ = worker_exit;
+ ret = pthread_cond_signal(&work_ready_cond_);
+ if (ret) {
+ ALOGE("Failed to signal GLThread caller %d", ret);
+ pthread_mutex_unlock(&lock_);
+ return ret;
+ }
+ ret = pthread_cond_wait(&work_done_cond_, &lock_);
+ if (ret) {
+ ALOGE("Failed to wait on GLThread %d", ret);
+ pthread_mutex_unlock(&lock_);
+ return ret;
+ }
+
+ ret = worker_ret_;
+ if (ret) {
+ pthread_mutex_unlock(&lock_);
+ return ret;
+ }
+ TRY_RETURN(pthread_mutex_unlock(&lock_), "unlock GLThread");
+ return ret;
+}
+
+int GLWorker::DoWork(Work *work) {
+ return SignalWorker(work, false);
+}
+
+void GLWorker::WorkerRoutine() {
+ int ret = 0;
+
+ TRY(pthread_mutex_lock(&lock_), "lock GLThread", return );
+
+ Compositor compositor;
+
+ TRY(compositor.Init(), "initialize GL", goto out_signal_done);
+
+ worker_ret_ = 0;
+ TRY(pthread_cond_signal(&work_done_cond_), "signal GLThread caller",
+ goto out_signal_done);
+
+ while (true) {
+ while (worker_work_ == NULL && !worker_exit_)
+ TRY(pthread_cond_wait(&work_ready_cond_, &lock_), "wait on condition",
+ goto out_signal_done);
+
+ if (worker_exit_) {
+ ret = 0;
+ break;
+ }
+
+ ret = DoComposition(compositor, worker_work_);
+
+ worker_work_ = NULL;
+ if (ret) {
+ break;
+ }
+ }
+
+out_signal_done:
+ worker_exit_ = true;
+ worker_ret_ = ret;
+ TRY(pthread_cond_signal(&work_done_cond_), "signal GLThread caller",
+ goto out_unlock);
+out_unlock:
+ TRY(pthread_mutex_unlock(&lock_), "unlock GLThread", return );
+}
+
+/* static */
+void *GLWorker::StartRoutine(void *arg) {
+ setpriority(PRIO_PROCESS, 0, HAL_PRIORITY_URGENT_DISPLAY);
+ GLWorker *worker = (GLWorker *)arg;
+ worker->WorkerRoutine();
+ return NULL;
+}
+
+} // namespace android