Multi-layer blur support
Test: open power menu on top of notification shade
Test: LayerTypeAndRenderTypeTransaction_test
Change-Id: I967a5385199a3ff76928a073471d052f7d6c87dd
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index e523836..e11b59f 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -984,18 +984,19 @@
}
std::unique_ptr<BindNativeBufferAsFramebuffer> fbo;
- // Let's find the topmost layer requesting background blur (if any.)
- // Blurs in multiple layers are not supported, given the cost of the shader.
- const LayerSettings* blurLayer = nullptr;
+ // Gathering layers that requested blur, we'll need them to decide when to render to an
+ // offscreen buffer, and when to render to the native buffer.
+ std::deque<const LayerSettings*> blurLayers;
if (CC_LIKELY(mBlurFilter != nullptr)) {
- for (auto const layer : layers) {
+ for (auto layer : layers) {
if (layer->backgroundBlurRadius > 0) {
- blurLayer = layer;
+ blurLayers.push_back(layer);
}
}
}
+ const auto blurLayersSize = blurLayers.size();
- if (blurLayer == nullptr) {
+ if (blurLayersSize == 0) {
fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer, useFramebufferCache);
if (fbo->getStatus() != NO_ERROR) {
ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
@@ -1006,7 +1007,8 @@
setViewportAndProjection(display.physicalDisplay, display.clip);
} else {
setViewportAndProjection(display.physicalDisplay, display.clip);
- auto status = mBlurFilter->setAsDrawTarget(display, blurLayer->backgroundBlurRadius);
+ auto status =
+ mBlurFilter->setAsDrawTarget(display, blurLayers.front()->backgroundBlurRadius);
if (status != NO_ERROR) {
ALOGE("Failed to prepare blur filter! Aborting GPU composition for buffer (%p).",
buffer->handle);
@@ -1039,7 +1041,9 @@
.setCropCoords(2 /* size */)
.build();
for (auto const layer : layers) {
- if (blurLayer == layer) {
+ if (blurLayers.size() > 0 && blurLayers.front() == layer) {
+ blurLayers.pop_front();
+
auto status = mBlurFilter->prepare();
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
@@ -1048,18 +1052,26 @@
return status;
}
- fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer,
- useFramebufferCache);
- status = fbo->getStatus();
+ if (blurLayers.size() == 0) {
+ // Done blurring, time to bind the native FBO and render our blur onto it.
+ fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer,
+ useFramebufferCache);
+ status = fbo->getStatus();
+ setViewportAndProjection(display.physicalDisplay, display.clip);
+ } else {
+ // There's still something else to blur, so let's keep rendering to our FBO
+ // instead of to the display.
+ status = mBlurFilter->setAsDrawTarget(display,
+ blurLayers.front()->backgroundBlurRadius);
+ }
if (status != NO_ERROR) {
ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
buffer->handle);
checkErrors("Can't bind native framebuffer");
return status;
}
- setViewportAndProjection(display.physicalDisplay, display.clip);
- status = mBlurFilter->render();
+ status = mBlurFilter->render(blurLayersSize > 1);
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
buffer->handle);
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp
index f8b0a7a..b1a84bd 100644
--- a/libs/renderengine/gl/filters/BlurFilter.cpp
+++ b/libs/renderengine/gl/filters/BlurFilter.cpp
@@ -96,13 +96,17 @@
mEngine.checkErrors("Drawing blur mesh");
}
-status_t BlurFilter::render() {
+status_t BlurFilter::render(bool multiPass) {
ATRACE_NAME("BlurFilter::render");
// Now let's scale our blur up. It will be interpolated with the larger composited
// texture for the first frames, to hide downscaling artifacts.
GLfloat mix = fmin(1.0, mRadius / kMaxCrossFadeRadius);
- if (mix >= 1) {
+
+ // When doing multiple passes, we cannot try to read mCompositionFbo, given that we'll
+ // be writing onto it. Let's disable the crossfade, otherwise we'd need 1 extra frame buffer,
+ // as large as the screen size.
+ if (mix >= 1 || multiPass) {
mBlurredFbo.bindAsReadBuffer();
glBlitFramebuffer(0, 0, mBlurredFbo.getBufferWidth(), mBlurredFbo.getBufferHeight(), 0, 0,
mDisplayWidth, mDisplayHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
diff --git a/libs/renderengine/gl/filters/BlurFilter.h b/libs/renderengine/gl/filters/BlurFilter.h
index 67b3895..52dc8aa 100644
--- a/libs/renderengine/gl/filters/BlurFilter.h
+++ b/libs/renderengine/gl/filters/BlurFilter.h
@@ -45,7 +45,7 @@
// Execute blur passes, rendering to offscreen texture.
virtual status_t prepare() = 0;
// Render blur to the bound framebuffer (screen).
- status_t render();
+ status_t render(bool multiPass);
protected:
uint32_t mRadius;