/* * Copyright (C) 2011 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 "WindowSurface.h" #include "FBConfig.h" #include "FrameBuffer.h" #include #include "EGLDispatch.h" #include "GLDispatch.h" #include "GL2Dispatch.h" #include #include WindowSurface::WindowSurface() : m_fbObj(0), m_depthRB(0), m_stencilRB(0), m_eglSurface(NULL), m_attachedColorBuffer(NULL), m_readContext(NULL), m_drawContext(NULL), m_width(0), m_height(0), m_useEGLImage(false), m_useBindToTexture(false) { } WindowSurface::~WindowSurface() { s_egl.eglDestroySurface(FrameBuffer::getFB()->getDisplay(), m_eglSurface); } WindowSurface *WindowSurface::create(int p_config, int p_width, int p_height) { const FBConfig *fbconf = FBConfig::get(p_config); if (!fbconf) { return NULL; } // allocate space for the WindowSurface object WindowSurface *win = new WindowSurface(); if (!win) { return NULL; } FrameBuffer *fb = FrameBuffer::getFB(); const FrameBufferCaps &caps = fb->getCaps(); // // We can use eglimage and prevent copies if: // GL_KHR_gl_texture_2D_image is present. // and either there is no need for depth or stencil buffer // or GL_KHR_gl_renderbuffer_image present. // #if 0 //XXX: This path should be implemented win->m_useEGLImage = (caps.has_eglimage_texture_2d && (caps.has_eglimage_renderbuffer || (fbconf->getDepthSize() + fbconf->getStencilSize() == 0)) ); #else win->m_useEGLImage = false; #endif if (win->m_useEGLImage) { } else if (0 != (fbconf->getSurfaceType() & EGL_PBUFFER_BIT)) { // // Use Pbuffer for the rendering surface, if possible // set it such that it will be able to be bound to a texture // later to prevent readback. // EGLint pbufAttribs[12]; pbufAttribs[0] = EGL_WIDTH; pbufAttribs[1] = p_width; pbufAttribs[2] = EGL_HEIGHT; pbufAttribs[3] = p_height; if (caps.has_BindToTexture) { pbufAttribs[4] = EGL_TEXTURE_FORMAT; pbufAttribs[5] = EGL_TEXTURE_RGBA; pbufAttribs[6] = EGL_TEXTURE_TARGET; pbufAttribs[7] = EGL_TEXTURE_2D; pbufAttribs[8] = EGL_NONE; win->m_useBindToTexture = true; } else { pbufAttribs[4] = EGL_NONE; } win->m_eglSurface = s_egl.eglCreatePbufferSurface(fb->getDisplay(), fbconf->getEGLConfig(), pbufAttribs); if (win->m_eglSurface == EGL_NO_SURFACE) { delete win; return NULL; } } else { // no EGLImage support and not Pbuffer support - fail delete win; return NULL; } win->m_width = p_width; win->m_height = p_height; return win; } // // flushColorBuffer - The function makes sure that the // previous attached color buffer is updated, if copy or blit should be done // in order to update it - it is being done here. // void WindowSurface::flushColorBuffer() { if (m_attachedColorBuffer.Ptr() != NULL) { if (!m_useEGLImage) { bool copied = false; if (m_useBindToTexture) { copied = m_attachedColorBuffer->blitFromPbuffer(m_eglSurface); } if (!copied) { copyToColorBuffer(); } } else { //TODO: EGLImage } } } // // setColorBuffer - this function is called when a new color buffer needs to // be attached to the surface. The function doesn't make sure that the // previous attached color buffer is updated, this is done by flushColorBuffer // void WindowSurface::setColorBuffer(ColorBufferPtr p_colorBuffer) { m_attachedColorBuffer = p_colorBuffer; } // // This function is called after the context and eglSurface is already // bound in the current thread (eglMakeCurrent has been called). // This function should take actions required on the other surface objects // when being bind/unbound // void WindowSurface::bind(RenderContextPtr p_ctx, SurfaceBindType p_bindType) { if (p_bindType == SURFACE_BIND_READ) { m_readContext = p_ctx; } else if (p_bindType == SURFACE_BIND_DRAW) { m_drawContext = p_ctx; } else if (p_bindType == SURFACE_BIND_READDRAW) { m_readContext = p_ctx; m_drawContext = p_ctx; } else { return; // bad param } if (m_useEGLImage) { // XXX: should be implemented } } void WindowSurface::copyToColorBuffer() { if (!m_width && !m_height) return; if (m_attachedColorBuffer->getWidth() != m_width || m_attachedColorBuffer->getHeight() != m_height) { // XXX: should never happen - how this needs to be handled? return; } void *data = m_xferBuffer.alloc(m_width * m_height * 4); if (!data) { fprintf(stderr,"WARNING: Failed to copy buffer data - OutOfMemory\n"); return; } // // Make the surface current // EGLContext prevContext = s_egl.eglGetCurrentContext(); EGLSurface prevReadSurf = s_egl.eglGetCurrentSurface(EGL_READ); EGLSurface prevDrawSurf = s_egl.eglGetCurrentSurface(EGL_DRAW); FrameBuffer *fb = FrameBuffer::getFB(); if (!s_egl.eglMakeCurrent(fb->getDisplay(), m_eglSurface, m_eglSurface, m_drawContext->getEGLContext())) { return; } if (m_drawContext->isGL2()) { #ifdef WITH_GLES2 s_gl2.glPixelStorei(GL_PACK_ALIGNMENT, 1); s_gl2.glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, data); #else return; // should never happen, context cannot be GL2 in this case. #endif } else { s_gl.glPixelStorei(GL_PACK_ALIGNMENT, 1); s_gl.glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, data); } #define FLIP_BUFFER 1 #if FLIP_BUFFER //We need to flip the pixels int bpp = 4; void *tmpBuf = m_xUpdateBuf.alloc(m_width * m_height * bpp); int dst_line_len = m_width * bpp; int src_line_len = m_width * bpp; char *src = (char *)data; char *dst = (char*)tmpBuf + (m_height-1)*dst_line_len; for (uint32_t y=0; yupdate(GL_RGBA, GL_UNSIGNED_BYTE, tmpBuf); #else // update the attached color buffer with the readback pixels m_attachedColorBuffer->update(GL_RGBA, GL_UNSIGNED_BYTE, data); #endif // restore current context/surface s_egl.eglMakeCurrent(fb->getDisplay(), prevDrawSurf, prevReadSurf, prevContext); }