| /* | 
 |  * 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. | 
 |  */ | 
 |  | 
 | #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 "clz.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, | 
 |         const sp<Client>& client, int32_t i) | 
 |     : LayerBaseClient(flinger, display, client, i), mCacheDirty(true), | 
 |           mRefreshCache(true), mCacheAge(0), mTextureName(-1U), | 
 |           mWidthScale(1.0f), mHeightScale(1.0f), | 
 |           mBlurFormat(GGL_PIXEL_FORMAT_RGB_565) | 
 | { | 
 | } | 
 |  | 
 | LayerBlur::~LayerBlur() | 
 | { | 
 |     if (mTextureName != -1U) { | 
 |         glDeleteTextures(1, &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); | 
 |         glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &mReadFormat); | 
 |         glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &mReadType); | 
 |         if (mReadFormat != GL_RGB || mReadType != GL_UNSIGNED_SHORT_5_6_5) { | 
 |             mReadFormat = GL_RGBA; | 
 |             mReadType = GL_UNSIGNED_BYTE; | 
 |             mBlurFormat = GGL_PIXEL_FORMAT_RGBX_8888; | 
 |         } | 
 |     } | 
 |  | 
 |     Region::const_iterator it = clip.begin(); | 
 |     Region::const_iterator const end = clip.end(); | 
 |     if (it != end) { | 
 |         glEnable(GL_TEXTURE_2D); | 
 |         glBindTexture(GL_TEXTURE_2D, mTextureName); | 
 |  | 
 |         if (mRefreshCache) { | 
 |             mRefreshCache = false; | 
 |             mAutoRefreshPending = false; | 
 |  | 
 |             int32_t pixelSize = 4; | 
 |             int32_t s = w; | 
 |             if (mReadType == GL_UNSIGNED_SHORT_5_6_5) { | 
 |                 // allocate enough memory for 4-bytes (2 pixels) aligned data | 
 |                 s = (w + 1) & ~1; | 
 |                 pixelSize = 2; | 
 |             } | 
 |  | 
 |             uint16_t* const pixels = (uint16_t*)malloc(s*h*pixelSize); | 
 |  | 
 |             // 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, mReadFormat, mReadType, pixels); | 
 |  | 
 |             // blur that texture. | 
 |             GGLSurface bl; | 
 |             bl.version = sizeof(GGLSurface); | 
 |             bl.width = w; | 
 |             bl.height = h; | 
 |             bl.stride = s; | 
 |             bl.format = mBlurFormat; | 
 |             bl.data = (GGLubyte*)pixels;             | 
 |             blurFilter(&bl, 8, 2); | 
 |  | 
 |             if (mFlags & (DisplayHardware::NPOT_EXTENSION)) { | 
 |                 glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, w, h, 0, | 
 |                         mReadFormat, mReadType, pixels); | 
 |                 mWidthScale  = 1.0f / w; | 
 |                 mHeightScale =-1.0f / h; | 
 |                 mYOffset = 0; | 
 |             } else { | 
 |                 GLuint tw = 1 << (31 - clz(w)); | 
 |                 GLuint th = 1 << (31 - clz(h)); | 
 |                 if (tw < GLuint(w)) tw <<= 1; | 
 |                 if (th < GLuint(h)) th <<= 1; | 
 |                 glTexImage2D(GL_TEXTURE_2D, 0, mReadFormat, tw, th, 0, | 
 |                         mReadFormat, mReadType, NULL); | 
 |                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,  | 
 |                         mReadFormat, mReadType, pixels); | 
 |                 mWidthScale  = 1.0f / tw; | 
 |                 mHeightScale =-1.0f / th; | 
 |                 mYOffset = th-h; | 
 |             } | 
 |  | 
 |             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); | 
 |         } | 
 |  | 
 |         if (mFlags & DisplayHardware::SLOW_CONFIG) { | 
 |             glDisable(GL_DITHER); | 
 |         } else { | 
 |             glEnable(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(mWidthScale, mHeightScale, 1); | 
 |             glTranslatef(-x, mYOffset - y, 0); | 
 |             glEnableClientState(GL_TEXTURE_COORD_ARRAY); | 
 |             glVertexPointer(2, GL_FIXED, 0, mVertices); | 
 |             glTexCoordPointer(2, GL_FIXED, 0, mVertices); | 
 |             while (it != end) { | 
 |                 const Rect& r = *it++; | 
 |                 const GLint sy = fbHeight - (r.top + r.height()); | 
 |                 glScissor(r.left, sy, r.width(), r.height()); | 
 |                 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);  | 
 |             }        | 
 |             glDisableClientState(GL_TEXTURE_COORD_ARRAY); | 
 |         } else { | 
 |             // 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 (it != end) { | 
 |                 const Rect& r = *it++; | 
 |                 const GLint sy = fbHeight - (r.top + r.height()); | 
 |                 glScissor(r.left, sy, r.width(), r.height()); | 
 |                 glDrawTexiOES(x, y, 0, w, h); | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | // --------------------------------------------------------------------------- | 
 |  | 
 | }; // namespace android |