コード例 #1
0
void SurfaceTexture::setFilteringEnabled(bool enabled) {
    Mutex::Autolock lock(mMutex);
    bool needsRecompute = mFilteringEnabled != enabled;
    mFilteringEnabled = enabled;
    if (needsRecompute) {
        computeCurrentTransformMatrix();
    }
}
コード例 #2
0
status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter) {
    ATRACE_CALL();
    ST_LOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    status_t err = NO_ERROR;

    if (mAbandoned) {
        ST_LOGE("updateTexImage: SurfaceTexture is abandoned!");
        return NO_INIT;
    }

    if (!mAttached) {
        ST_LOGE("updateTexImage: SurfaceTexture is not attached to an OpenGL "
                "ES context");
        return INVALID_OPERATION;
    }

    EGLDisplay dpy = eglGetCurrentDisplay();
    EGLContext ctx = eglGetCurrentContext();

    if ((mEglDisplay != dpy && mEglDisplay != EGL_NO_DISPLAY) ||
            dpy == EGL_NO_DISPLAY) {
        ST_LOGE("updateTexImage: invalid current EGLDisplay");
        return INVALID_OPERATION;
    }

    if ((mEglContext != ctx && mEglContext != EGL_NO_CONTEXT) ||
            ctx == EGL_NO_CONTEXT) {
        ST_LOGE("updateTexImage: invalid current EGLContext");
        return INVALID_OPERATION;
    }

    mEglDisplay = dpy;
    mEglContext = ctx;

    BufferQueue::BufferItem item;

    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    err = mBufferQueue->acquireBuffer(&item);
    if (err == NO_ERROR) {
        int buf = item.mBuf;
        // This buffer was newly allocated, so we need to clean up on our side
        if (item.mGraphicBuffer != NULL) {
            mEGLSlots[buf].mGraphicBuffer = 0;
            if (mEGLSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {
                eglDestroyImageKHR(dpy, mEGLSlots[buf].mEglImage);
                mEGLSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;
            }
            mEGLSlots[buf].mGraphicBuffer = item.mGraphicBuffer;
        }

        // we call the rejecter here, in case the caller has a reason to
        // not accept this buffer. this is used by SurfaceFlinger to
        // reject buffers which have the wrong size
        if (rejecter && rejecter->reject(mEGLSlots[buf].mGraphicBuffer, item)) {
            mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
            mEGLSlots[buf].mFence = EGL_NO_SYNC_KHR;
            glBindTexture(mTexTarget, mTexName);
            return NO_ERROR;
        }

        // Update the GL texture object. We may have to do this even when
        // item.mGraphicBuffer == NULL, if we destroyed the EGLImage when
        // detaching from a context but the buffer has not been re-allocated.
        EGLImageKHR image = mEGLSlots[buf].mEglImage;
        if (image == EGL_NO_IMAGE_KHR) {
            if (mEGLSlots[buf].mGraphicBuffer == NULL) {
                ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
                err = BAD_VALUE;
            } else {
                image = createImage(dpy, mEGLSlots[buf].mGraphicBuffer);
                mEGLSlots[buf].mEglImage = image;
                if (image == EGL_NO_IMAGE_KHR) {
                    // NOTE: if dpy was invalid, createImage() is guaranteed to
                    // fail. so we'd end up here.
                    err = UNKNOWN_ERROR;
                }
            }
        }

        if (err == NO_ERROR) {
            GLint error;
            while ((error = glGetError()) != GL_NO_ERROR) {
                ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
            }

            glBindTexture(mTexTarget, mTexName);
            glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);

            while ((error = glGetError()) != GL_NO_ERROR) {
                ST_LOGE("updateTexImage: error binding external texture image %p "
                        "(slot %d): %#04x", image, buf, error);
                err = UNKNOWN_ERROR;
            }

            if (err == NO_ERROR) {
                err = syncForReleaseLocked(dpy);
            }
        }

        if (err != NO_ERROR) {
            // Release the buffer we just acquired.  It's not safe to
            // release the old buffer, so instead we just drop the new frame.
            mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
            mEGLSlots[buf].mFence = EGL_NO_SYNC_KHR;
            return err;
        }

        ST_LOGV("updateTexImage: (slot=%d buf=%p) -> (slot=%d buf=%p)",
                mCurrentTexture,
                mCurrentTextureBuf != NULL ? mCurrentTextureBuf->handle : 0,
                buf, item.mGraphicBuffer != NULL ? item.mGraphicBuffer->handle : 0);

        // release old buffer
        if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
            status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy,
                    mEGLSlots[mCurrentTexture].mFence);

            mEGLSlots[mCurrentTexture].mFence = EGL_NO_SYNC_KHR;
            if (status == BufferQueue::STALE_BUFFER_SLOT) {
                freeBufferLocked(mCurrentTexture);
            } else if (status != NO_ERROR) {
                ST_LOGE("updateTexImage: released invalid buffer");
                err = status;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
        mCurrentTextureBuf = mEGLSlots[buf].mGraphicBuffer;
        mCurrentCrop = item.mCrop;
        mCurrentTransform = item.mTransform;
        mCurrentScalingMode = item.mScalingMode;
        mCurrentTimestamp = item.mTimestamp;
        computeCurrentTransformMatrix();
    } else  {
        if (err < 0) {
            ALOGE("updateTexImage failed on acquire %d", err);
        }
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
        return OK;
    }

    return err;
}
コード例 #3
0
status_t SurfaceTexture::updateTexImage() {
    ST_LOGV("updateTexImage");
    Mutex::Autolock lock(mMutex);

    if (mAbandoned) {
        ST_LOGE("calling updateTexImage() on an abandoned SurfaceTexture");
        return NO_INIT;
    }

    // In asynchronous mode the list is guaranteed to be one buffer
    // deep, while in synchronous mode we use the oldest buffer.
    if (!mQueue.empty()) {
        Fifo::iterator front(mQueue.begin());
        int buf = *front;

        // Update the GL texture object.
        EGLImageKHR image = mSlots[buf].mEglImage;
        EGLDisplay dpy = eglGetCurrentDisplay();
#ifdef QCOM_HARDWARE
	if (isGPUSupportedFormat(mSlots[buf].mGraphicBuffer->format)) {
            // Update the GL texture object.
            EGLImageKHR image = mSlots[buf].mEglImage;
#else
        if (image == EGL_NO_IMAGE_KHR) {
            if (mSlots[buf].mGraphicBuffer == 0) {
                ST_LOGE("buffer at slot %d is null", buf);
                return BAD_VALUE;
            }
            image = createImage(dpy, mSlots[buf].mGraphicBuffer);
            mSlots[buf].mEglImage = image;
            mSlots[buf].mEglDisplay = dpy;
#endif
            if (image == EGL_NO_IMAGE_KHR) {
#ifdef QCOM_HARDWARE
		EGLDisplay dpy = eglGetCurrentDisplay();
                if (mSlots[buf].mGraphicBuffer == 0) {
                    ST_LOGE("buffer at slot %d is null", buf);
                    return BAD_VALUE;
                }
                image = createImage(dpy, mSlots[buf].mGraphicBuffer);
                mSlots[buf].mEglImage = image;
                mSlots[buf].mEglDisplay = dpy;
                if (image == EGL_NO_IMAGE_KHR) {
#endif
                // NOTE: if dpy was invalid, createImage() is guaranteed to
                // fail. so we'd end up here.
                return -EINVAL;
            }
        }

        GLint error;
        while ((error = glGetError()) != GL_NO_ERROR) {
            ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
        }

        glBindTexture(mTexTarget, mTexName);
        glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);

        bool failed = false;
        while ((error = glGetError()) != GL_NO_ERROR) {
            ST_LOGE("error binding external texture image %p (slot %d): %#04x",
                    image, buf, error);
            failed = true;
        }
        if (failed) {
            return -EINVAL;
        }
#ifdef QCOM_HARDWARE
      }
#endif
        if (mCurrentTexture != INVALID_BUFFER_SLOT) {
            if (mUseFenceSync) {
                EGLSyncKHR fence = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR,
                        NULL);
                if (fence == EGL_NO_SYNC_KHR) {
                    LOGE("updateTexImage: error creating fence: %#x",
                            eglGetError());
                    return -EINVAL;
                }
                glFlush();
                mSlots[mCurrentTexture].mFence = fence;
            }
        }

        ST_LOGV("updateTexImage: (slot=%d buf=%p) -> (slot=%d buf=%p)",
                mCurrentTexture,
                mCurrentTextureBuf != NULL ? mCurrentTextureBuf->handle : 0,
                buf, mSlots[buf].mGraphicBuffer->handle);

        if (mCurrentTexture != INVALID_BUFFER_SLOT) {
            // The current buffer becomes FREE if it was still in the queued
            // state. If it has already been given to the client
            // (synchronous mode), then it stays in DEQUEUED state.
            if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED) {
                mSlots[mCurrentTexture].mBufferState = BufferSlot::FREE;
            }
        }

        // Update the SurfaceTexture state.
        mCurrentTexture = buf;
        mCurrentTextureBuf = mSlots[buf].mGraphicBuffer;
        mCurrentCrop = mSlots[buf].mCrop;
        mCurrentTransform = mSlots[buf].mTransform;
        mCurrentScalingMode = mSlots[buf].mScalingMode;
        mCurrentTimestamp = mSlots[buf].mTimestamp;
        computeCurrentTransformMatrix();

        // Now that we've passed the point at which failures can happen,
        // it's safe to remove the buffer from the front of the queue.
        mQueue.erase(front);
        mDequeueCondition.signal();
    } else {
        // We always bind the texture even if we don't update its contents.
        glBindTexture(mTexTarget, mTexName);
    }

    return OK;
}

bool SurfaceTexture::isExternalFormat(uint32_t format)
{
    switch (format) {
    // supported YUV formats
    case HAL_PIXEL_FORMAT_YV12:
    // Legacy/deprecated YUV formats
    case HAL_PIXEL_FORMAT_YCbCr_422_SP:
    case HAL_PIXEL_FORMAT_YCrCb_420_SP:
    case HAL_PIXEL_FORMAT_YCbCr_422_I:
        return true;
    }

    // Any OEM format needs to be considered
    if (format>=0x100 && format<=0x1FF)
        return true;

    return false;
}

GLenum SurfaceTexture::getCurrentTextureTarget() const {
    return mTexTarget;
}

void SurfaceTexture::getTransformMatrix(float mtx[16]) {
    Mutex::Autolock lock(mMutex);
    memcpy(mtx, mCurrentTransformMatrix, sizeof(mCurrentTransformMatrix));
}