[RenderEngine] Organize RenderEngine directory.
This patch:
1. adds proper namespace renderengine to all RenderEngine code,
and namespace gl to all GLES related code
2. creates gl/ directory for GLES backend code
3. Reorder include header files, remove unused header files.
BUG: 112585051
Test: Build, flash, run display validation
Change-Id: I81f0b8831213607cde08562958f7c38ddaf4c9e6
diff --git a/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp
new file mode 100644
index 0000000..e0f1850
--- /dev/null
+++ b/services/surfaceflinger/RenderEngine/gl/GLES20RenderEngine.cpp
@@ -0,0 +1,468 @@
+/*
+ * Copyright 2013 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_NDEBUG 0
+#undef LOG_TAG
+#define LOG_TAG "RenderEngine"
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "GLES20RenderEngine.h"
+
+#include <math.h>
+#include <fstream>
+#include <sstream>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <cutils/compiler.h>
+#include <renderengine/Mesh.h>
+#include <renderengine/Texture.h>
+#include <renderengine/private/Description.h>
+#include <ui/ColorSpace.h>
+#include <ui/DebugUtils.h>
+#include <ui/Rect.h>
+#include <utils/String8.h>
+#include <utils/Trace.h>
+#include "Program.h"
+#include "ProgramCache.h"
+
+bool checkGlError(const char* op, int lineNumber) {
+ bool errorFound = false;
+ GLint error = glGetError();
+ while (error != GL_NO_ERROR) {
+ errorFound = true;
+ error = glGetError();
+ ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error);
+ }
+ return errorFound;
+}
+
+static constexpr bool outputDebugPPMs = false;
+
+void writePPM(const char* basename, GLuint width, GLuint height) {
+ ALOGV("writePPM #%s: %d x %d", basename, width, height);
+
+ std::vector<GLubyte> pixels(width * height * 4);
+ std::vector<GLubyte> outBuffer(width * height * 3);
+
+ // TODO(courtneygo): We can now have float formats, need
+ // to remove this code or update to support.
+ // Make returned pixels fit in uint32_t, one byte per component
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+ if (checkGlError(__FUNCTION__, __LINE__)) {
+ return;
+ }
+
+ std::string filename(basename);
+ filename.append(".ppm");
+ std::ofstream file(filename.c_str(), std::ios::binary);
+ if (!file.is_open()) {
+ ALOGE("Unable to open file: %s", filename.c_str());
+ ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
+ "surfaceflinger to write debug images");
+ return;
+ }
+
+ file << "P6\n";
+ file << width << "\n";
+ file << height << "\n";
+ file << 255 << "\n";
+
+ auto ptr = reinterpret_cast<char*>(pixels.data());
+ auto outPtr = reinterpret_cast<char*>(outBuffer.data());
+ for (int y = height - 1; y >= 0; y--) {
+ char* data = ptr + y * width * sizeof(uint32_t);
+
+ for (GLuint x = 0; x < width; x++) {
+ // Only copy R, G and B components
+ outPtr[0] = data[0];
+ outPtr[1] = data[1];
+ outPtr[2] = data[2];
+ data += sizeof(uint32_t);
+ outPtr += 3;
+ }
+ }
+ file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
+}
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+using ui::Dataspace;
+
+GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags)
+ : RenderEngine(featureFlags),
+ mVpWidth(0),
+ mVpHeight(0),
+ mUseColorManagement(featureFlags & USE_COLOR_MANAGEMENT) {
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+
+ const uint16_t protTexData[] = {0};
+ glGenTextures(1, &mProtectedTexName);
+ glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+ 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_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
+
+ // mColorBlindnessCorrection = M;
+
+ if (mUseColorManagement) {
+ ColorSpace srgb(ColorSpace::sRGB());
+ ColorSpace displayP3(ColorSpace::DisplayP3());
+ ColorSpace bt2020(ColorSpace::BT2020());
+
+ // Compute sRGB to Display P3 transform matrix.
+ // NOTE: For now, we are limiting output wide color space support to
+ // Display-P3 only.
+ mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform());
+
+ // Compute Display P3 to sRGB transform matrix.
+ mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform());
+
+ // no chromatic adaptation needed since all color spaces use D65 for their white points.
+ mSrgbToXyz = srgb.getRGBtoXYZ();
+ mDisplayP3ToXyz = displayP3.getRGBtoXYZ();
+ mBt2020ToXyz = bt2020.getRGBtoXYZ();
+ mXyzToSrgb = mat4(srgb.getXYZtoRGB());
+ mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
+ mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
+ }
+}
+
+GLES20RenderEngine::~GLES20RenderEngine() {}
+
+size_t GLES20RenderEngine::getMaxTextureSize() const {
+ return mMaxTextureSize;
+}
+
+size_t GLES20RenderEngine::getMaxViewportDims() const {
+ return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
+}
+
+void GLES20RenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
+ size_t hwh, bool yswap,
+ ui::Transform::orientation_flags rotation) {
+ int32_t l = sourceCrop.left;
+ int32_t r = sourceCrop.right;
+
+ // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
+ int32_t t = hwh - sourceCrop.top;
+ int32_t b = hwh - sourceCrop.bottom;
+
+ mat4 m;
+ if (yswap) {
+ m = mat4::ortho(l, r, t, b, 0, 1);
+ } else {
+ m = mat4::ortho(l, r, b, t, 0, 1);
+ }
+
+ // Apply custom rotation to the projection.
+ float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
+ switch (rotation) {
+ case ui::Transform::ROT_0:
+ break;
+ case ui::Transform::ROT_90:
+ m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
+ break;
+ case ui::Transform::ROT_180:
+ m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
+ break;
+ case ui::Transform::ROT_270:
+ m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
+ break;
+ default:
+ break;
+ }
+
+ glViewport(0, 0, vpw, vph);
+ mState.setProjectionMatrix(m);
+ mVpWidth = vpw;
+ mVpHeight = vph;
+}
+
+void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque,
+ bool disableTexture, const half4& color) {
+ mState.setPremultipliedAlpha(premultipliedAlpha);
+ mState.setOpaque(opaque);
+ mState.setColor(color);
+
+ if (disableTexture) {
+ mState.disableTexture();
+ }
+
+ if (color.a < 1.0f || !opaque) {
+ glEnable(GL_BLEND);
+ glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glDisable(GL_BLEND);
+ }
+}
+
+void GLES20RenderEngine::setSourceY410BT2020(bool enable) {
+ mState.setY410BT2020(enable);
+}
+
+void GLES20RenderEngine::setSourceDataSpace(Dataspace source) {
+ mDataSpace = source;
+}
+
+void GLES20RenderEngine::setOutputDataSpace(Dataspace dataspace) {
+ mOutputDataSpace = dataspace;
+}
+
+void GLES20RenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
+ mState.setDisplayMaxLuminance(maxLuminance);
+}
+
+void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
+ GLuint target = texture.getTextureTarget();
+ glBindTexture(target, texture.getTextureName());
+ GLenum filter = GL_NEAREST;
+ if (texture.getFiltering()) {
+ filter = GL_LINEAR;
+ }
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
+
+ mState.setTexture(texture);
+}
+
+void GLES20RenderEngine::setupLayerBlackedOut() {
+ glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
+ Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
+ texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
+ mState.setTexture(texture);
+}
+
+void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
+ mState.setColorMatrix(colorTransform);
+}
+
+void GLES20RenderEngine::disableTexturing() {
+ mState.disableTexture();
+}
+
+void GLES20RenderEngine::disableBlending() {
+ glDisable(GL_BLEND);
+}
+
+void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName,
+ uint32_t* fbName, uint32_t* status) {
+ GLuint tname, name;
+ // turn our EGLImage into a texture
+ glGenTextures(1, &tname);
+ glBindTexture(GL_TEXTURE_2D, tname);
+ glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
+
+ // create a Framebuffer Object to render into
+ glGenFramebuffers(1, &name);
+ glBindFramebuffer(GL_FRAMEBUFFER, name);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
+
+ *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ *texName = tname;
+ *fbName = name;
+}
+
+void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &fbName);
+ glDeleteTextures(1, &texName);
+}
+
+void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
+ mState.setPremultipliedAlpha(true);
+ mState.setOpaque(false);
+ mState.setColor(half4(r, g, b, a));
+ mState.disableTexture();
+ glDisable(GL_BLEND);
+}
+
+void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
+ ATRACE_CALL();
+ if (mesh.getTexCoordsSize()) {
+ glEnableVertexAttribArray(Program::texCoords);
+ glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
+ mesh.getByteStride(), mesh.getTexCoords());
+ }
+
+ glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
+ mesh.getByteStride(), mesh.getPositions());
+
+ // By default, DISPLAY_P3 is the only supported wide color output. However,
+ // when HDR content is present, hardware composer may be able to handle
+ // BT2020 data space, in that case, the output data space is set to be
+ // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need
+ // to respect this and convert non-HDR content to HDR format.
+ if (mUseColorManagement) {
+ Description managedState = mState;
+ Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
+ Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+ Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace &
+ Dataspace::STANDARD_MASK);
+ Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
+ Dataspace::TRANSFER_MASK);
+ bool needsXYZConversion = needsXYZTransformMatrix();
+
+ if (needsXYZConversion) {
+ // The supported input color spaces are standard RGB, Display P3 and BT2020.
+ switch (inputStandard) {
+ case Dataspace::STANDARD_DCI_P3:
+ managedState.setInputTransformMatrix(mDisplayP3ToXyz);
+ break;
+ case Dataspace::STANDARD_BT2020:
+ managedState.setInputTransformMatrix(mBt2020ToXyz);
+ break;
+ default:
+ managedState.setInputTransformMatrix(mSrgbToXyz);
+ break;
+ }
+
+ // The supported output color spaces are BT2020, Display P3 and standard RGB.
+ switch (outputStandard) {
+ case Dataspace::STANDARD_BT2020:
+ managedState.setOutputTransformMatrix(mXyzToBt2020);
+ break;
+ case Dataspace::STANDARD_DCI_P3:
+ managedState.setOutputTransformMatrix(mXyzToDisplayP3);
+ break;
+ default:
+ managedState.setOutputTransformMatrix(mXyzToSrgb);
+ break;
+ }
+ } else if (inputStandard != outputStandard) {
+ // At this point, the input data space and output data space could be both
+ // HDR data spaces, but they match each other, we do nothing in this case.
+ // In addition to the case above, the input data space could be
+ // - scRGB linear
+ // - scRGB non-linear
+ // - sRGB
+ // - Display P3
+ // The output data spaces could be
+ // - sRGB
+ // - Display P3
+ if (outputStandard == Dataspace::STANDARD_BT709) {
+ managedState.setOutputTransformMatrix(mDisplayP3ToSrgb);
+ } else if (outputStandard == Dataspace::STANDARD_DCI_P3) {
+ managedState.setOutputTransformMatrix(mSrgbToDisplayP3);
+ }
+ }
+
+ // we need to convert the RGB value to linear space and convert it back when:
+ // - there is a color matrix that is not an identity matrix, or
+ // - there is an output transform matrix that is not an identity matrix, or
+ // - the input transfer function doesn't match the output transfer function.
+ if (managedState.hasColorMatrix() || managedState.hasOutputTransformMatrix() ||
+ inputTransfer != outputTransfer) {
+ switch (inputTransfer) {
+ case Dataspace::TRANSFER_ST2084:
+ managedState.setInputTransferFunction(Description::TransferFunction::ST2084);
+ break;
+ case Dataspace::TRANSFER_HLG:
+ managedState.setInputTransferFunction(Description::TransferFunction::HLG);
+ break;
+ case Dataspace::TRANSFER_LINEAR:
+ managedState.setInputTransferFunction(Description::TransferFunction::LINEAR);
+ break;
+ default:
+ managedState.setInputTransferFunction(Description::TransferFunction::SRGB);
+ break;
+ }
+
+ switch (outputTransfer) {
+ case Dataspace::TRANSFER_ST2084:
+ managedState.setOutputTransferFunction(Description::TransferFunction::ST2084);
+ break;
+ case Dataspace::TRANSFER_HLG:
+ managedState.setOutputTransferFunction(Description::TransferFunction::HLG);
+ break;
+ default:
+ managedState.setOutputTransferFunction(Description::TransferFunction::SRGB);
+ break;
+ }
+ }
+
+ ProgramCache::getInstance().useProgram(managedState);
+
+ glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+
+ if (outputDebugPPMs) {
+ static uint64_t managedColorFrameCount = 0;
+ std::ostringstream out;
+ out << "/data/texture_out" << managedColorFrameCount++;
+ writePPM(out.str().c_str(), mVpWidth, mVpHeight);
+ }
+ } else {
+ ProgramCache::getInstance().useProgram(mState);
+
+ glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
+ }
+
+ if (mesh.getTexCoordsSize()) {
+ glDisableVertexAttribArray(Program::texCoords);
+ }
+}
+
+void GLES20RenderEngine::dump(String8& result) {
+ RenderEngine::dump(result);
+ result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n",
+ dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
+ dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
+}
+
+bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
+ const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK);
+ const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK);
+ return standard == Dataspace::STANDARD_BT2020 &&
+ (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG);
+}
+
+// For convenience, we want to convert the input color space to XYZ color space first,
+// and then convert from XYZ color space to output color space when
+// - SDR and HDR contents are mixed, either SDR content will be converted to HDR or
+// HDR content will be tone-mapped to SDR; Or,
+// - there are HDR PQ and HLG contents presented at the same time, where we want to convert
+// HLG content to PQ content.
+// In either case above, we need to operate the Y value in XYZ color space. Thus, when either
+// input data space or output data space is HDR data space, and the input transfer function
+// doesn't match the output transfer function, we would enable an intermediate transfrom to
+// XYZ color space.
+bool GLES20RenderEngine::needsXYZTransformMatrix() const {
+ const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace);
+ const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace);
+ const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
+ const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
+ Dataspace::TRANSFER_MASK);
+
+ return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer;
+}
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android
+
+#if defined(__gl_h_)
+#error "don't include gl/gl.h in this file"
+#endif