Merge Android R (rvc-dev-plus-aosp-without-vendor@6692709)
Bug: 166295507
Merged-In: I70ea776b8589ac3a7982c710c5c8b2941d86e55b
Change-Id: Ic1d535e9d2d6f80d95215240dbdb024995b045f8
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 056df5e..2139acb 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -46,8 +46,10 @@
#include "GLExtensions.h"
#include "GLFramebuffer.h"
#include "GLImage.h"
+#include "GLShadowVertexGenerator.h"
#include "Program.h"
#include "ProgramCache.h"
+#include "filters/BlurFilter.h"
extern "C" EGLAPI const char* eglQueryStringImplementationANDROID(EGLDisplay dpy, EGLint name);
@@ -145,52 +147,6 @@
return NAME_NOT_FOUND;
}
-class EGLAttributeVector {
- struct Attribute;
- class Adder;
- friend class Adder;
- KeyedVector<Attribute, EGLint> mList;
- struct Attribute {
- Attribute() : v(0){};
- explicit Attribute(EGLint v) : v(v) {}
- EGLint v;
- bool operator<(const Attribute& other) const {
- // this places EGL_NONE at the end
- EGLint lhs(v);
- EGLint rhs(other.v);
- if (lhs == EGL_NONE) lhs = 0x7FFFFFFF;
- if (rhs == EGL_NONE) rhs = 0x7FFFFFFF;
- return lhs < rhs;
- }
- };
- class Adder {
- friend class EGLAttributeVector;
- EGLAttributeVector& v;
- EGLint attribute;
- Adder(EGLAttributeVector& v, EGLint attribute) : v(v), attribute(attribute) {}
-
- public:
- void operator=(EGLint value) {
- if (attribute != EGL_NONE) {
- v.mList.add(Attribute(attribute), value);
- }
- }
- operator EGLint() const { return v.mList[attribute]; }
- };
-
-public:
- EGLAttributeVector() { mList.add(Attribute(EGL_NONE), EGL_NONE); }
- void remove(EGLint attribute) {
- if (attribute != EGL_NONE) {
- mList.removeItem(Attribute(attribute));
- }
- }
- Adder operator[](EGLint attribute) { return Adder(*this, attribute); }
- EGLint operator[](EGLint attribute) const { return mList[attribute]; }
- // cast-operator to (EGLint const*)
- operator EGLint const*() const { return &mList.keyAt(0).v; }
-};
-
static status_t selectEGLConfig(EGLDisplay display, EGLint format, EGLint renderableType,
EGLConfig* config) {
// select our EGLConfig. It must support EGL_RECORDABLE_ANDROID if
@@ -199,16 +155,33 @@
EGLint wantedAttribute;
EGLint wantedAttributeValue;
- EGLAttributeVector attribs;
+ std::vector<EGLint> attribs;
if (renderableType) {
- attribs[EGL_RENDERABLE_TYPE] = renderableType;
- attribs[EGL_RECORDABLE_ANDROID] = EGL_TRUE;
- attribs[EGL_SURFACE_TYPE] = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
- attribs[EGL_FRAMEBUFFER_TARGET_ANDROID] = EGL_TRUE;
- attribs[EGL_RED_SIZE] = 8;
- attribs[EGL_GREEN_SIZE] = 8;
- attribs[EGL_BLUE_SIZE] = 8;
- attribs[EGL_ALPHA_SIZE] = 8;
+ const ui::PixelFormat pixelFormat = static_cast<ui::PixelFormat>(format);
+ const bool is1010102 = pixelFormat == ui::PixelFormat::RGBA_1010102;
+
+ // Default to 8 bits per channel.
+ const EGLint tmpAttribs[] = {
+ EGL_RENDERABLE_TYPE,
+ renderableType,
+ EGL_RECORDABLE_ANDROID,
+ EGL_TRUE,
+ EGL_SURFACE_TYPE,
+ EGL_WINDOW_BIT | EGL_PBUFFER_BIT,
+ EGL_FRAMEBUFFER_TARGET_ANDROID,
+ EGL_TRUE,
+ EGL_RED_SIZE,
+ is1010102 ? 10 : 8,
+ EGL_GREEN_SIZE,
+ is1010102 ? 10 : 8,
+ EGL_BLUE_SIZE,
+ is1010102 ? 10 : 8,
+ EGL_ALPHA_SIZE,
+ is1010102 ? 2 : 8,
+ EGL_NONE,
+ };
+ std::copy(tmpAttribs, tmpAttribs + (sizeof(tmpAttribs) / sizeof(EGLint)),
+ std::back_inserter(attribs));
wantedAttribute = EGL_NONE;
wantedAttributeValue = EGL_NONE;
} else {
@@ -217,7 +190,8 @@
wantedAttributeValue = format;
}
- err = selectConfigForAttribute(display, attribs, wantedAttribute, wantedAttributeValue, config);
+ err = selectConfigForAttribute(display, attribs.data(), wantedAttribute, wantedAttributeValue,
+ config);
if (err == NO_ERROR) {
EGLint caveat;
if (eglGetConfigAttrib(display, *config, EGL_CONFIG_CAVEAT, &caveat))
@@ -227,30 +201,39 @@
return err;
}
-std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(int hwcFormat, uint32_t featureFlags,
- uint32_t imageCacheSize) {
+std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(const RenderEngineCreationArgs& args) {
// initialize EGL for the default display
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!eglInitialize(display, nullptr, nullptr)) {
LOG_ALWAYS_FATAL("failed to initialize EGL");
}
+ const auto eglVersion = eglQueryStringImplementationANDROID(display, EGL_VERSION);
+ if (!eglVersion) {
+ checkGlError(__FUNCTION__, __LINE__);
+ LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_VERSION) failed");
+ }
+
+ const auto eglExtensions = eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS);
+ if (!eglExtensions) {
+ checkGlError(__FUNCTION__, __LINE__);
+ LOG_ALWAYS_FATAL("eglQueryStringImplementationANDROID(EGL_EXTENSIONS) failed");
+ }
+
GLExtensions& extensions = GLExtensions::getInstance();
- extensions.initWithEGLStrings(eglQueryStringImplementationANDROID(display, EGL_VERSION),
- eglQueryStringImplementationANDROID(display, EGL_EXTENSIONS));
+ extensions.initWithEGLStrings(eglVersion, eglExtensions);
// The code assumes that ES2 or later is available if this extension is
// supported.
EGLConfig config = EGL_NO_CONFIG;
if (!extensions.hasNoConfigContext()) {
- config = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
+ config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
}
- bool useContextPriority = extensions.hasContextPriority() &&
- (featureFlags & RenderEngine::USE_HIGH_PRIORITY_CONTEXT);
+ bool useContextPriority =
+ extensions.hasContextPriority() && args.contextPriority == ContextPriority::HIGH;
EGLContext protectedContext = EGL_NO_CONTEXT;
- if ((featureFlags & RenderEngine::ENABLE_PROTECTED_CONTEXT) &&
- extensions.hasProtectedContent()) {
+ if (args.enableProtectedContext && extensions.hasProtectedContent()) {
protectedContext = createEglContext(display, config, nullptr, useContextPriority,
Protection::PROTECTED);
ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
@@ -262,26 +245,30 @@
// if can't create a GL context, we can only abort.
LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
- EGLSurface dummy = EGL_NO_SURFACE;
+ EGLSurface stub = EGL_NO_SURFACE;
if (!extensions.hasSurfacelessContext()) {
- dummy = createDummyEglPbufferSurface(display, config, hwcFormat, Protection::UNPROTECTED);
- LOG_ALWAYS_FATAL_IF(dummy == EGL_NO_SURFACE, "can't create dummy pbuffer");
+ stub = createStubEglPbufferSurface(display, config, args.pixelFormat,
+ Protection::UNPROTECTED);
+ LOG_ALWAYS_FATAL_IF(stub == EGL_NO_SURFACE, "can't create stub pbuffer");
}
- EGLBoolean success = eglMakeCurrent(display, dummy, dummy, ctxt);
- LOG_ALWAYS_FATAL_IF(!success, "can't make dummy pbuffer current");
+ EGLBoolean success = eglMakeCurrent(display, stub, stub, ctxt);
+ LOG_ALWAYS_FATAL_IF(!success, "can't make stub pbuffer current");
extensions.initWithGLStrings(glGetString(GL_VENDOR), glGetString(GL_RENDERER),
glGetString(GL_VERSION), glGetString(GL_EXTENSIONS));
- EGLSurface protectedDummy = EGL_NO_SURFACE;
+ EGLSurface protectedStub = EGL_NO_SURFACE;
if (protectedContext != EGL_NO_CONTEXT && !extensions.hasSurfacelessContext()) {
- protectedDummy =
- createDummyEglPbufferSurface(display, config, hwcFormat, Protection::PROTECTED);
- ALOGE_IF(protectedDummy == EGL_NO_SURFACE, "can't create protected dummy pbuffer");
+ protectedStub = createStubEglPbufferSurface(display, config, args.pixelFormat,
+ Protection::PROTECTED);
+ ALOGE_IF(protectedStub == EGL_NO_SURFACE, "can't create protected stub pbuffer");
}
// now figure out what version of GL did we actually get
GlesVersion version = parseGlesVersion(extensions.getVersion());
+ LOG_ALWAYS_FATAL_IF(args.supportsBackgroundBlur && version < GLES_VERSION_3_0,
+ "Blurs require OpenGL ES 3.0. Please unset ro.surface_flinger.supports_background_blur");
+
// initialize the renderer while GL is current
std::unique_ptr<GLESRenderEngine> engine;
switch (version) {
@@ -291,9 +278,8 @@
break;
case GLES_VERSION_2_0:
case GLES_VERSION_3_0:
- engine = std::make_unique<GLESRenderEngine>(featureFlags, display, config, ctxt, dummy,
- protectedContext, protectedDummy,
- imageCacheSize);
+ engine = std::make_unique<GLESRenderEngine>(args, display, config, ctxt, stub,
+ protectedContext, protectedStub);
break;
}
@@ -347,20 +333,20 @@
return config;
}
-GLESRenderEngine::GLESRenderEngine(uint32_t featureFlags, EGLDisplay display, EGLConfig config,
- EGLContext ctxt, EGLSurface dummy, EGLContext protectedContext,
- EGLSurface protectedDummy, uint32_t imageCacheSize)
- : renderengine::impl::RenderEngine(featureFlags),
+GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
+ EGLConfig config, EGLContext ctxt, EGLSurface stub,
+ EGLContext protectedContext, EGLSurface protectedStub)
+ : renderengine::impl::RenderEngine(args),
mEGLDisplay(display),
mEGLConfig(config),
mEGLContext(ctxt),
- mDummySurface(dummy),
+ mStubSurface(stub),
mProtectedEGLContext(protectedContext),
- mProtectedDummySurface(protectedDummy),
+ mProtectedStubSurface(protectedStub),
mVpWidth(0),
mVpHeight(0),
- mFramebufferImageCacheSize(imageCacheSize),
- mUseColorManagement(featureFlags & USE_COLOR_MANAGEMENT) {
+ mFramebufferImageCacheSize(args.imageCacheSize),
+ mUseColorManagement(args.useColorManagement) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
@@ -369,24 +355,15 @@
// Initialize protected EGL Context.
if (mProtectedEGLContext != EGL_NO_CONTEXT) {
- EGLBoolean success = eglMakeCurrent(display, mProtectedDummySurface, mProtectedDummySurface,
+ EGLBoolean success = eglMakeCurrent(display, mProtectedStubSurface, mProtectedStubSurface,
mProtectedEGLContext);
ALOGE_IF(!success, "can't make protected context current");
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
- success = eglMakeCurrent(display, mDummySurface, mDummySurface, mEGLContext);
+ success = eglMakeCurrent(display, mStubSurface, mStubSurface, mEGLContext);
LOG_ALWAYS_FATAL_IF(!success, "can't make default context current");
}
- 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) {
@@ -423,6 +400,12 @@
mTraceGpuCompletion = true;
mFlushTracer = std::make_unique<FlushTracer>(this);
}
+
+ if (args.supportsBackgroundBlur) {
+ mBlurFilter = new BlurFilter(*this);
+ checkErrors("BlurFilter creation");
+ }
+
mImageManager = std::make_unique<ImageManager>(this);
mImageManager->initThread();
mDrawingBuffer = createFramebuffer();
@@ -459,11 +442,8 @@
void GLESRenderEngine::primeCache() const {
ProgramCache::getInstance().primeCache(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
- mFeatureFlags & USE_COLOR_MANAGEMENT);
-}
-
-bool GLESRenderEngine::isCurrent() const {
- return mEGLDisplay == eglGetCurrentDisplay() && mEGLContext == eglGetCurrentContext();
+ mArgs.useColorManagement,
+ mArgs.precacheToneMapperShaderOnly);
}
base::unique_fd GLESRenderEngine::flush() {
@@ -572,7 +552,10 @@
float alpha) {
size_t c;
Rect const* r = region.getArray(&c);
- Mesh mesh(Mesh::TRIANGLES, c * 6, 2);
+ Mesh mesh = Mesh::Builder()
+ .setPrimitive(Mesh::TRIANGLES)
+ .setVertices(c * 6 /* count */, 2 /* size */)
+ .build();
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
for (size_t i = 0; i < c; i++, r++) {
position[i * 6 + 0].x = r->left;
@@ -793,34 +776,66 @@
// top rectangle and the bottom rectangle, and turn off blending for the middle rectangle.
FloatRect bounds = layer.geometry.roundedCornersCrop;
- // Firstly, we need to convert the coordination from layer native coordination space to
- // device coordination space.
- const auto transformMatrix = display.globalTransform * layer.geometry.positionTransform;
- const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0);
- const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0);
- const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate;
- const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate;
- bounds = FloatRect(leftTopCoordinateInBuffer[0], leftTopCoordinateInBuffer[1],
- rightBottomCoordinateInBuffer[0], rightBottomCoordinateInBuffer[1]);
-
- // Secondly, if the display is rotated, we need to undo the rotation on coordination and
- // align the (left, top) and (right, bottom) coordination with the device coordination
- // space.
+ // Explicitly compute the transform from the clip rectangle to the physical
+ // display. Normally, this is done in glViewport but we explicitly compute
+ // it here so that we can get the scissor bounds correct.
+ const Rect& source = display.clip;
+ const Rect& destination = display.physicalDisplay;
+ // Here we compute the following transform:
+ // 1. Translate the top left corner of the source clip to (0, 0)
+ // 2. Rotate the clip rectangle about the origin in accordance with the
+ // orientation flag
+ // 3. Translate the top left corner back to the origin.
+ // 4. Scale the clip rectangle to the destination rectangle dimensions
+ // 5. Translate the top left corner to the destination rectangle's top left
+ // corner.
+ const mat4 translateSource = mat4::translate(vec4(-source.left, -source.top, 0, 1));
+ mat4 rotation;
+ int displacementX = 0;
+ int displacementY = 0;
+ float destinationWidth = static_cast<float>(destination.getWidth());
+ float destinationHeight = static_cast<float>(destination.getHeight());
+ float sourceWidth = static_cast<float>(source.getWidth());
+ float sourceHeight = static_cast<float>(source.getHeight());
+ const float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
switch (display.orientation) {
case ui::Transform::ROT_90:
- std::swap(bounds.left, bounds.right);
+ rotation = mat4::rotate(rot90InRadians, vec3(0, 0, 1));
+ displacementX = source.getHeight();
+ std::swap(sourceHeight, sourceWidth);
break;
case ui::Transform::ROT_180:
- std::swap(bounds.left, bounds.right);
- std::swap(bounds.top, bounds.bottom);
+ rotation = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1));
+ displacementY = source.getHeight();
+ displacementX = source.getWidth();
break;
case ui::Transform::ROT_270:
- std::swap(bounds.top, bounds.bottom);
+ rotation = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1));
+ displacementY = source.getWidth();
+ std::swap(sourceHeight, sourceWidth);
break;
default:
break;
}
+ const mat4 intermediateTranslation = mat4::translate(vec4(displacementX, displacementY, 0, 1));
+ const mat4 scale = mat4::scale(
+ vec4(destinationWidth / sourceWidth, destinationHeight / sourceHeight, 1, 1));
+ const mat4 translateDestination =
+ mat4::translate(vec4(destination.left, destination.top, 0, 1));
+ const mat4 globalTransform =
+ translateDestination * scale * intermediateTranslation * rotation * translateSource;
+
+ const mat4 transformMatrix = globalTransform * layer.geometry.positionTransform;
+ const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0);
+ const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0);
+ const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate;
+ const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate;
+ bounds = FloatRect(std::min(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
+ std::min(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]),
+ std::max(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
+ std::max(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]));
+
// Finally, we cut the layer into 3 parts, with top and bottom parts having rounded corners
// and the middle part without rounded corners.
const int32_t radius = ceil(layer.geometry.roundedCornersRadius);
@@ -832,11 +847,14 @@
drawMesh(mesh);
// The middle part of the layer can turn off blending.
- const Rect middleRect(bounds.left, bounds.top + radius, bounds.right, bounds.bottom - radius);
- setScissor(middleRect);
- mState.cornerRadius = 0.0;
- disableBlending();
- drawMesh(mesh);
+ if (topRect.bottom < bottomRect.top) {
+ const Rect middleRect(bounds.left, bounds.top + radius, bounds.right,
+ bounds.bottom - radius);
+ setScissor(middleRect);
+ mState.cornerRadius = 0.0;
+ disableBlending();
+ drawMesh(mesh);
+ }
disableScissor();
}
@@ -856,26 +874,52 @@
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
uint32_t glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
ALOGE_IF(glStatus != GL_FRAMEBUFFER_COMPLETE_OES, "glCheckFramebufferStatusOES error %d",
glStatus);
return glStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
}
-void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /* framebuffer */) {
+void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /*framebuffer*/) {
ATRACE_CALL();
// back to main framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
+bool GLESRenderEngine::cleanupPostRender() {
+ ATRACE_CALL();
+
+ if (mPriorResourcesCleaned ||
+ (mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled)) {
+ // If we don't have a prior frame needing cleanup, then don't do anything.
+ return false;
+ }
+
+ // Bind the texture to placeholder so that backing image data can be freed.
+ GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(getFramebufferForDrawing());
+ glFramebuffer->allocateBuffers(1, 1, mPlaceholderDrawBuffer);
+ // Release the cached fence here, so that we don't churn reallocations when
+ // we could no-op repeated calls of this method instead.
+ mLastDrawFence = nullptr;
+ mPriorResourcesCleaned = true;
+ return true;
+}
+
void GLESRenderEngine::checkErrors() const {
+ checkErrors(nullptr);
+}
+
+void GLESRenderEngine::checkErrors(const char* tag) const {
do {
// there could be more than one error flag
GLenum error = glGetError();
if (error == GL_NO_ERROR) break;
- ALOGE("GL error 0x%04x", int(error));
+ if (tag == nullptr) {
+ ALOGE("GL error 0x%04x", int(error));
+ } else {
+ ALOGE("GL error: %s -> 0x%04x", tag, int(error));
+ }
} while (true);
}
@@ -890,7 +934,7 @@
if (useProtectedContext && mProtectedEGLContext == EGL_NO_CONTEXT) {
return false;
}
- const EGLSurface surface = useProtectedContext ? mProtectedDummySurface : mDummySurface;
+ const EGLSurface surface = useProtectedContext ? mProtectedStubSurface : mStubSurface;
const EGLContext context = useProtectedContext ? mProtectedEGLContext : mEGLContext;
const bool success = eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE;
if (success) {
@@ -937,7 +981,7 @@
}
status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
- const std::vector<LayerSettings>& layers,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* const buffer,
const bool useFramebufferCache, base::unique_fd&& bufferFence,
base::unique_fd* drawFence) {
@@ -947,9 +991,13 @@
return NO_ERROR;
}
- if (bufferFence.get() >= 0 && !waitFence(std::move(bufferFence))) {
- ATRACE_NAME("Waiting before draw");
- sync_wait(bufferFence.get(), -1);
+ if (bufferFence.get() >= 0) {
+ // Duplicate the fence for passing to waitFence.
+ base::unique_fd bufferFenceDup(dup(bufferFence.get()));
+ if (bufferFenceDup < 0 || !waitFence(std::move(bufferFenceDup))) {
+ ATRACE_NAME("Waiting before draw");
+ sync_wait(bufferFence.get(), -1);
+ }
}
if (buffer == nullptr) {
@@ -957,13 +1005,38 @@
return BAD_VALUE;
}
- BindNativeBufferAsFramebuffer fbo(*this, buffer, useFramebufferCache);
+ std::unique_ptr<BindNativeBufferAsFramebuffer> fbo;
+ // 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 layer : layers) {
+ if (layer->backgroundBlurRadius > 0) {
+ blurLayers.push_back(layer);
+ }
+ }
+ }
+ const auto blurLayersSize = blurLayers.size();
- if (fbo.getStatus() != NO_ERROR) {
- ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
- buffer->handle);
- checkErrors();
- return fbo.getStatus();
+ 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).",
+ buffer->handle);
+ checkErrors();
+ return fbo->getStatus();
+ }
+ setViewportAndProjection(display.physicalDisplay, display.clip);
+ } else {
+ setViewportAndProjection(display.physicalDisplay, display.clip);
+ 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);
+ checkErrors();
+ return status;
+ }
}
// clear the entire buffer, sometimes when we reuse buffers we'd persist
@@ -973,53 +1046,96 @@
// opaque layers.
clearWithColor(0.0, 0.0, 0.0, 0.0);
- setViewportAndProjection(display.physicalDisplay, display.clip);
-
setOutputDataSpace(display.outputDataspace);
setDisplayMaxLuminance(display.maxLuminance);
- mat4 projectionMatrix = mState.projectionMatrix * display.globalTransform;
- mState.projectionMatrix = projectionMatrix;
+ const mat4 projectionMatrix =
+ ui::Transform(display.orientation).asMatrix4() * mState.projectionMatrix;
if (!display.clearRegion.isEmpty()) {
glDisable(GL_BLEND);
fillRegionWithColor(display.clearRegion, 0.0, 0.0, 0.0, 1.0);
}
- Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
- for (auto layer : layers) {
- mState.projectionMatrix = projectionMatrix * layer.geometry.positionTransform;
+ Mesh mesh = Mesh::Builder()
+ .setPrimitive(Mesh::TRIANGLE_FAN)
+ .setVertices(4 /* count */, 2 /* size */)
+ .setTexCoords(2 /* size */)
+ .setCropCoords(2 /* size */)
+ .build();
+ for (auto const layer : layers) {
+ if (blurLayers.size() > 0 && blurLayers.front() == layer) {
+ blurLayers.pop_front();
- const FloatRect bounds = layer.geometry.boundaries;
+ auto status = mBlurFilter->prepare();
+ if (status != NO_ERROR) {
+ ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
+ buffer->handle);
+ checkErrors("Can't render first blur pass");
+ return status;
+ }
+
+ 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;
+ }
+
+ status = mBlurFilter->render(blurLayersSize > 1);
+ if (status != NO_ERROR) {
+ ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
+ buffer->handle);
+ checkErrors("Can't render blur filter");
+ return status;
+ }
+ }
+
+ mState.maxMasteringLuminance = layer->source.buffer.maxMasteringLuminance;
+ mState.maxContentLuminance = layer->source.buffer.maxContentLuminance;
+ mState.projectionMatrix = projectionMatrix * layer->geometry.positionTransform;
+
+ const FloatRect bounds = layer->geometry.boundaries;
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = vec2(bounds.left, bounds.top);
position[1] = vec2(bounds.left, bounds.bottom);
position[2] = vec2(bounds.right, bounds.bottom);
position[3] = vec2(bounds.right, bounds.top);
- setupLayerCropping(layer, mesh);
- setColorTransform(display.colorTransform * layer.colorTransform);
+ setupLayerCropping(*layer, mesh);
+ setColorTransform(display.colorTransform * layer->colorTransform);
bool usePremultipliedAlpha = true;
bool disableTexture = true;
bool isOpaque = false;
-
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableTexture = false;
- isOpaque = layer.source.buffer.isOpaque;
+ isOpaque = layer->source.buffer.isOpaque;
- sp<GraphicBuffer> gBuf = layer.source.buffer.buffer;
- bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
- layer.source.buffer.fence);
+ sp<GraphicBuffer> gBuf = layer->source.buffer.buffer;
+ bindExternalTextureBuffer(layer->source.buffer.textureName, gBuf,
+ layer->source.buffer.fence);
- usePremultipliedAlpha = layer.source.buffer.usePremultipliedAlpha;
- Texture texture(Texture::TEXTURE_EXTERNAL, layer.source.buffer.textureName);
- mat4 texMatrix = layer.source.buffer.textureTransform;
+ usePremultipliedAlpha = layer->source.buffer.usePremultipliedAlpha;
+ Texture texture(Texture::TEXTURE_EXTERNAL, layer->source.buffer.textureName);
+ mat4 texMatrix = layer->source.buffer.textureTransform;
texture.setMatrix(texMatrix.asArray());
- texture.setFiltering(layer.source.buffer.useTextureFiltering);
+ texture.setFiltering(layer->source.buffer.useTextureFiltering);
texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
- setSourceY410BT2020(layer.source.buffer.isY410BT2020);
+ setSourceY410BT2020(layer->source.buffer.isY410BT2020);
renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(0.0, 0.0);
@@ -1029,28 +1145,32 @@
setupLayerTexturing(texture);
}
- const half3 solidColor = layer.source.solidColor;
- const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
+ const half3 solidColor = layer->source.solidColor;
+ const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer->alpha);
// Buffer sources will have a black solid color ignored in the shader,
// so in that scenario the solid color passed here is arbitrary.
setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color,
- layer.geometry.roundedCornersRadius);
- if (layer.disableBlending) {
+ layer->geometry.roundedCornersRadius);
+ if (layer->disableBlending) {
glDisable(GL_BLEND);
}
- setSourceDataSpace(layer.sourceDataspace);
+ setSourceDataSpace(layer->sourceDataspace);
+ if (layer->shadow.length > 0.0f) {
+ handleShadow(layer->geometry.boundaries, layer->geometry.roundedCornersRadius,
+ layer->shadow);
+ }
// We only want to do a special handling for rounded corners when having rounded corners
// is the only reason it needs to turn on blending, otherwise, we handle it like the
// usual way since it needs to turn on blending anyway.
- if (layer.geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
- handleRoundedCorners(display, layer, mesh);
+ else if (layer->geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
+ handleRoundedCorners(display, *layer, mesh);
} else {
drawMesh(mesh);
}
// Cleanup if there's a buffer source
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableBlending();
setSourceY410BT2020(false);
disableTexturing();
@@ -1071,39 +1191,18 @@
// us bad parameters, or we messed up our shader generation).
return INVALID_OPERATION;
}
+ mLastDrawFence = nullptr;
+ } else {
+ // The caller takes ownership of drawFence, so we need to duplicate the
+ // fd here.
+ mLastDrawFence = new Fence(dup(drawFence->get()));
}
+ mPriorResourcesCleaned = false;
checkErrors();
return NO_ERROR;
}
-void GLESRenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
- ui::Transform::orientation_flags rotation) {
- setViewportAndProjection(Rect(vpw, vph), sourceCrop);
-
- if (rotation == ui::Transform::ROT_0) {
- return;
- }
-
- // Apply custom rotation to the projection.
- float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
- mat4 m = mState.projectionMatrix;
- switch (rotation) {
- 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;
- }
- mState.projectionMatrix = m;
-}
-
void GLESRenderEngine::setViewportAndProjection(Rect viewport, Rect clip) {
ATRACE_CALL();
mVpWidth = viewport.getWidth();
@@ -1168,14 +1267,6 @@
mState.textureEnabled = true;
}
-void GLESRenderEngine::setupLayerBlackedOut() {
- glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
- Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
- texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
- mState.texture = texture;
- mState.textureEnabled = true;
-}
-
void GLESRenderEngine::setColorTransform(const mat4& colorTransform) {
mState.colorMatrix = colorTransform;
}
@@ -1217,13 +1308,23 @@
mesh.getByteStride(), mesh.getCropCoords());
}
+ if (mState.drawShadows) {
+ glEnableVertexAttribArray(Program::shadowColor);
+ glVertexAttribPointer(Program::shadowColor, mesh.getShadowColorSize(), GL_FLOAT, GL_FALSE,
+ mesh.getByteStride(), mesh.getShadowColor());
+
+ glEnableVertexAttribArray(Program::shadowParams);
+ glVertexAttribPointer(Program::shadowParams, mesh.getShadowParamsSize(), GL_FLOAT, GL_FALSE,
+ mesh.getByteStride(), mesh.getShadowParams());
+ }
+
+ Description managedState = mState;
// 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 =
@@ -1314,27 +1415,25 @@
managedState.outputTransferFunction =
Description::dataSpaceToTransferFunction(outputTransfer);
}
+ }
- ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext
- : mEGLContext,
- managedState);
+ ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
+ 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);
- }
+ if (mState.drawShadows) {
+ glDrawElements(mesh.getPrimitive(), mesh.getIndexCount(), GL_UNSIGNED_SHORT,
+ mesh.getIndices());
} else {
- ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext
- : mEGLContext,
- mState);
-
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
}
+ if (mUseColorManagement && outputDebugPPMs) {
+ static uint64_t managedColorFrameCount = 0;
+ std::ostringstream out;
+ out << "/data/texture_out" << managedColorFrameCount++;
+ writePPM(out.str().c_str(), mVpWidth, mVpHeight);
+ }
+
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
@@ -1342,6 +1441,11 @@
if (mState.cornerRadius > 0.0f) {
glDisableVertexAttribArray(Program::cropCoords);
}
+
+ if (mState.drawShadows) {
+ glDisableVertexAttribArray(Program::shadowColor);
+ glDisableVertexAttribArray(Program::shadowParams);
+ }
}
size_t GLESRenderEngine::getMaxTextureSize() const {
@@ -1459,11 +1563,11 @@
return context;
}
-EGLSurface GLESRenderEngine::createDummyEglPbufferSurface(EGLDisplay display, EGLConfig config,
- int hwcFormat, Protection protection) {
- EGLConfig dummyConfig = config;
- if (dummyConfig == EGL_NO_CONFIG) {
- dummyConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
+EGLSurface GLESRenderEngine::createStubEglPbufferSurface(EGLDisplay display, EGLConfig config,
+ int hwcFormat, Protection protection) {
+ EGLConfig stubConfig = config;
+ if (stubConfig == EGL_NO_CONFIG) {
+ stubConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
}
std::vector<EGLint> attributes;
attributes.reserve(7);
@@ -1477,7 +1581,7 @@
}
attributes.push_back(EGL_NONE);
- return eglCreatePbufferSurface(display, dummyConfig, attributes.data());
+ return eglCreatePbufferSurface(display, stubConfig, attributes.data());
}
bool GLESRenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
@@ -1576,6 +1680,36 @@
}
}
+void GLESRenderEngine::handleShadow(const FloatRect& casterRect, float casterCornerRadius,
+ const ShadowSettings& settings) {
+ ATRACE_CALL();
+ const float casterZ = settings.length / 2.0f;
+ const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ,
+ settings.casterIsTranslucent, settings.ambientColor,
+ settings.spotColor, settings.lightPos,
+ settings.lightRadius);
+
+ // setup mesh for both shadows
+ Mesh mesh = Mesh::Builder()
+ .setPrimitive(Mesh::TRIANGLES)
+ .setVertices(shadows.getVertexCount(), 2 /* size */)
+ .setShadowAttrs()
+ .setIndices(shadows.getIndexCount())
+ .build();
+
+ Mesh::VertexArray<vec2> position = mesh.getPositionArray<vec2>();
+ Mesh::VertexArray<vec4> shadowColor = mesh.getShadowColorArray<vec4>();
+ Mesh::VertexArray<vec3> shadowParams = mesh.getShadowParamsArray<vec3>();
+ shadows.fillVertices(position, shadowColor, shadowParams);
+ shadows.fillIndices(mesh.getIndicesArray());
+
+ mState.cornerRadius = 0.0f;
+ mState.drawShadows = true;
+ setupLayerTexturing(mShadowTexture.getTexture());
+ drawMesh(mesh);
+ mState.drawShadows = false;
+}
+
} // namespace gl
} // namespace renderengine
} // namespace android