void LayerBase::dump(String8& result, char* buffer, size_t SIZE) const { const Layer::State& s(drawingState()); snprintf(buffer, SIZE, "+ %s %p (%s)\n", getTypeId(), this, getName().string()); result.append(buffer); s.transparentRegion.dump(result, "transparentRegion"); visibleRegion.dump(result, "visibleRegion"); snprintf(buffer, SIZE, " " "layerStack=%4d, z=%9d, pos=(%g,%g), size=(%4d,%4d), crop=(%4d,%4d,%4d,%4d), " "isOpaque=%1d, needsDithering=%1d, invalidate=%1d, " "alpha=0x%02x, flags=0x%08x, tr=[%.2f, %.2f][%.2f, %.2f]\n", s.layerStack, s.z, s.transform.tx(), s.transform.ty(), s.active.w, s.active.h, s.active.crop.left, s.active.crop.top, s.active.crop.right, s.active.crop.bottom, isOpaque(), needsDithering(), contentDirty, s.alpha, s.flags, s.transform[0][0], s.transform[0][1], s.transform[1][0], s.transform[1][1]); result.append(buffer); }
void LayerBase::dump(String8& result, char* buffer, size_t SIZE) const { const Layer::State& s(drawingState()); snprintf(buffer, SIZE, "+ %s %p\n" " " "z=%9d, pos=(%4d,%4d), size=(%4d,%4d), " "needsBlending=%1d, needsDithering=%1d, invalidate=%1d, " "alpha=0x%02x, flags=0x%08x, tr=[%.2f, %.2f][%.2f, %.2f]\n", getTypeId(), this, s.z, tx(), ty(), s.w, s.h, needsBlending(), needsDithering(), contentDirty, s.alpha, s.flags, s.transform[0][0], s.transform[0][1], s.transform[1][0], s.transform[1][1]); result.append(buffer); }
void Layer::drawWithOpenGL( const sp<const DisplayDevice>& hw, const Region& clip) const { const uint32_t fbHeight = hw->getHeight(); const State& s(getDrawingState()); computeGeometry(hw, mMesh); /* * NOTE: the way we compute the texture coordinates here produces * different results than when we take the HWC path -- in the later case * the "source crop" is rounded to texel boundaries. * This can produce significantly different results when the texture * is scaled by a large amount. * * The GL code below is more logical (imho), and the difference with * HWC is due to a limitation of the HWC API to integers -- a question * is suspend is whether we should ignore this problem or revert to * GL composition when a buffer scaling is applied (maybe with some * minimal value)? Or, we could make GL behave like HWC -- but this feel * like more of a hack. */ const Rect win(computeBounds()); float left = float(win.left) / float(s.active.w); float top = float(win.top) / float(s.active.h); float right = float(win.right) / float(s.active.w); float bottom = float(win.bottom) / float(s.active.h); // TODO: we probably want to generate the texture coords with the mesh // here we assume that we only have 4 vertices Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>()); texCoords[0] = vec2(left, 1.0f - top); texCoords[1] = vec2(left, 1.0f - bottom); texCoords[2] = vec2(right, 1.0f - bottom); texCoords[3] = vec2(right, 1.0f - top); RenderEngine& engine(mFlinger->getRenderEngine()); engine.setDither(needsDithering()); engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(), s.alpha); engine.drawMesh(mMesh); engine.disableBlending(); }
void LayerBase::drawWithOpenGL(const Region& clip, const Texture& texture) const { const DisplayHardware& hw(graphicPlane(0).displayHardware()); const uint32_t fbHeight = hw.getHeight(); const State& s(drawingState()); // bind our texture TextureManager::activateTexture(texture, needsFiltering()); uint32_t width = texture.width; uint32_t height = texture.height; GLenum src = mPremultipliedAlpha ? GL_ONE : GL_SRC_ALPHA; int renderEffect = mFlinger->getRenderEffect(); int renderColorR = mFlinger->getRenderColorR(); int renderColorG = mFlinger->getRenderColorG(); int renderColorB = mFlinger->getRenderColorB(); bool noEffect = renderEffect == 0; if (UNLIKELY(s.alpha < 0xFF) && noEffect) { const GLfloat alpha = s.alpha * (1.0f/255.0f); if (mPremultipliedAlpha) { glColor4f(alpha, alpha, alpha, alpha); } else { glColor4f(1, 1, 1, alpha); } glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else if (noEffect) { glColor4f(1, 1, 1, 1); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); if (needsBlending()) { glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } else { // Apply a render effect, which is simple color masks for now. GLenum env, src; env = GL_MODULATE; src = mPremultipliedAlpha ? GL_ONE : GL_SRC_ALPHA; const GGLfixed alpha = (s.alpha << 16)/255; switch (renderEffect) { case RENDER_EFFECT_NIGHT: glColor4x(alpha, alpha*0.6204, alpha*0.3018, alpha); break; case RENDER_EFFECT_TERMINAL: glColor4x(0, alpha, 0, alpha); break; case RENDER_EFFECT_BLUE: glColor4x(0, 0, alpha, alpha); break; case RENDER_EFFECT_AMBER: glColor4x(alpha, alpha*0.75, 0, alpha); break; case RENDER_EFFECT_SALMON: glColor4x(alpha, alpha*0.5, alpha*0.5, alpha); break; case RENDER_EFFECT_FUSCIA: glColor4x(alpha, 0, alpha*0.5, alpha); break; case RENDER_EFFECT_N1_CALIBRATED_N: glColor4x(alpha*renderColorR/1000, alpha*renderColorG/1000, alpha*renderColorB/1000, alpha); break; case RENDER_EFFECT_N1_CALIBRATED_R: glColor4x(alpha*(renderColorR-50)/1000, alpha*renderColorG/1000, alpha*(renderColorB-30)/1000, alpha); break; case RENDER_EFFECT_N1_CALIBRATED_C: glColor4x(alpha*renderColorR/1000, alpha*renderColorG/1000, alpha*(renderColorB+30)/1000, alpha); break; case RENDER_EFFECT_RED: glColor4x(alpha, 0, 0, alpha); break; } glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env); } /* * compute texture coordinates * here, we handle NPOT, cropping and buffer transformations */ GLfloat cl, ct, cr, cb; if (!mBufferCrop.isEmpty()) { // source is cropped const GLfloat us = (texture.NPOTAdjust ? texture.wScale : 1.0f) / width; const GLfloat vs = (texture.NPOTAdjust ? texture.hScale : 1.0f) / height; cl = mBufferCrop.left * us; ct = mBufferCrop.top * vs; cr = mBufferCrop.right * us; cb = mBufferCrop.bottom * vs; } else { cl = 0; ct = 0; cr = (texture.NPOTAdjust ? texture.wScale : 1.0f); cb = (texture.NPOTAdjust ? texture.hScale : 1.0f); } /* * For the buffer transformation, we apply the rotation last. * Since we're transforming the texture-coordinates, we need * to apply the inverse of the buffer transformation: * inverse( FLIP_V -> FLIP_H -> ROT_90 ) * <=> inverse( ROT_90 * FLIP_H * FLIP_V ) * = inverse(FLIP_V) * inverse(FLIP_H) * inverse(ROT_90) * = FLIP_V * FLIP_H * ROT_270 * <=> ROT_270 -> FLIP_H -> FLIP_V * * The rotation is performed first, in the texture coordinate space. * */ struct TexCoords { GLfloat u; GLfloat v; }; enum { // name of the corners in the texture map LB = 0, // left-bottom LT = 1, // left-top RT = 2, // right-top RB = 3 // right-bottom }; // vertices in screen space int vLT = LB; int vLB = LT; int vRB = RT; int vRT = RB; // the texture's source is rotated uint32_t transform = mBufferTransform; if (transform & HAL_TRANSFORM_ROT_90) { vLT = RB; vLB = LB; vRB = LT; vRT = RT; } if (transform & HAL_TRANSFORM_FLIP_V) { swap(vLT, vLB); swap(vRT, vRB); } if (transform & HAL_TRANSFORM_FLIP_H) { swap(vLT, vRT); swap(vLB, vRB); } TexCoords texCoords[4]; texCoords[vLT].u = cl; texCoords[vLT].v = ct; texCoords[vLB].u = cl; texCoords[vLB].v = cb; texCoords[vRB].u = cr; texCoords[vRB].v = cb; texCoords[vRT].u = cr; texCoords[vRT].v = ct; if (needsDithering()) { glEnable(GL_DITHER); } else { glDisable(GL_DITHER); } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, mVertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); Region::const_iterator it = clip.begin(); Region::const_iterator const end = clip.end(); 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); }
void LayerBase::drawWithOpenGL(const Region& clip) const { const DisplayHardware& hw(graphicPlane(0).displayHardware()); const uint32_t fbHeight = hw.getHeight(); const State& s(drawingState()); GLenum src = mPremultipliedAlpha ? GL_ONE : GL_SRC_ALPHA; if (CC_UNLIKELY(s.alpha < 0xFF)) { const GLfloat alpha = s.alpha * (1.0f/255.0f); if (mPremultipliedAlpha) { glColor4f(alpha, alpha, alpha, alpha); } else { glColor4f(1, 1, 1, alpha); } glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else { glColor4f(1, 1, 1, 1); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); if (!isOpaque()) { glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } struct TexCoords { GLfloat u; GLfloat v; }; Rect crop(s.active.w, s.active.h); if (!s.active.crop.isEmpty()) { crop = s.active.crop; } GLfloat left = GLfloat(crop.left) / GLfloat(s.active.w); GLfloat top = GLfloat(crop.top) / GLfloat(s.active.h); GLfloat right = GLfloat(crop.right) / GLfloat(s.active.w); GLfloat bottom = GLfloat(crop.bottom) / GLfloat(s.active.h); TexCoords texCoords[4]; texCoords[0].u = left; texCoords[0].v = top; texCoords[1].u = left; texCoords[1].v = bottom; texCoords[2].u = right; texCoords[2].v = bottom; texCoords[3].u = right; texCoords[3].v = top; for (int i = 0; i < 4; i++) { texCoords[i].v = 1.0f - texCoords[i].v; } if (needsDithering()) { glEnable(GL_DITHER); } else { glDisable(GL_DITHER); } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, mVertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, mNumVertices); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_BLEND); }
void Layer::onDraw(const Region& clip) const { if (CC_UNLIKELY(mActiveBuffer == 0)) { // the texture has not been created yet, this Layer has // in fact never been drawn into. This happens frequently with // SurfaceView because the WindowManager can't know when the client // has drawn the first time. // If there is nothing under us, we paint the screen in black, otherwise // we just skip this update. // figure out if there is something below us Region under; const SurfaceFlinger::LayerVector& drawingLayers( mFlinger->mDrawingState.layersSortedByZ); const size_t count = drawingLayers.size(); for (size_t i=0 ; i<count ; ++i) { const sp<LayerBase>& layer(drawingLayers[i]); if (layer.get() == static_cast<LayerBase const*>(this)) break; under.orSelf(layer->visibleRegionScreen); } // if not everything below us is covered, we plug the holes! Region holes(clip.subtract(under)); if (!holes.isEmpty()) { clearWithOpenGL(holes, 0, 0, 0, 1); } return; } if (!isGPUSupportedFormat(mActiveBuffer->format)) { clearWithOpenGL(clip, 0, 0, 0, 1); return; } if (!isProtected()) { glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureName); GLenum filter = GL_NEAREST; if (getFiltering() || needsFiltering() || isFixedSize() || isCropped()) { // TODO: we could be more subtle with isFixedSize() filter = GL_LINEAR; } glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, filter); glTexParameterx(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, filter); glMatrixMode(GL_TEXTURE); glLoadMatrixf(mTextureMatrix); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_EXTERNAL_OES); } else { glBindTexture(GL_TEXTURE_2D, mFlinger->getProtectedTexName()); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_EXTERNAL_OES); glEnable(GL_TEXTURE_2D); } if(needsDithering()) { glEnable(GL_DITHER); } int composeS3DFormat = mQCLayer->needsS3DCompose(); if (composeS3DFormat) drawS3DUIWithOpenGL(clip); else drawWithOpenGL(clip); glDisable(GL_TEXTURE_EXTERNAL_OES); glDisable(GL_TEXTURE_2D); if(needsDithering()) { glDisable(GL_DITHER); } }