This fix performs a flip software copy to match our coords with those expected by the flinger. We may think of a better implementation in the future. Change-Id: Ic09a5d0e22f7e209b33c07c993a3d56e328dd3ed
257 lines
7.4 KiB
C++
257 lines
7.4 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "WindowSurface.h"
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#include "FBConfig.h"
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#include "FrameBuffer.h"
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#include <GLES/glext.h>
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#include "EGLDispatch.h"
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#include "GLDispatch.h"
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#include "GL2Dispatch.h"
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#include <stdio.h>
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#include <string.h>
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WindowSurface::WindowSurface() :
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m_fbObj(0),
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m_depthRB(0),
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m_stencilRB(0),
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m_eglSurface(NULL),
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m_attachedColorBuffer(NULL),
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m_readContext(NULL),
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m_drawContext(NULL),
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m_width(0),
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m_height(0),
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m_useEGLImage(false),
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m_useBindToTexture(false)
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{
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}
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WindowSurface::~WindowSurface()
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{
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s_egl.eglDestroySurface(FrameBuffer::getFB()->getDisplay(), m_eglSurface);
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}
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WindowSurface *WindowSurface::create(int p_config, int p_width, int p_height)
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{
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const FBConfig *fbconf = FBConfig::get(p_config);
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if (!fbconf) {
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return NULL;
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}
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// allocate space for the WindowSurface object
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WindowSurface *win = new WindowSurface();
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if (!win) {
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return NULL;
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}
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FrameBuffer *fb = FrameBuffer::getFB();
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const FrameBufferCaps &caps = fb->getCaps();
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//
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// We can use eglimage and prevent copies if:
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// GL_KHR_gl_texture_2D_image is present.
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// and either there is no need for depth or stencil buffer
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// or GL_KHR_gl_renderbuffer_image present.
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//
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#if 0
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//XXX: This path should be implemented
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win->m_useEGLImage =
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(caps.has_eglimage_texture_2d &&
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(caps.has_eglimage_renderbuffer ||
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(fbconf->getDepthSize() + fbconf->getStencilSize() == 0)) );
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#else
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win->m_useEGLImage = false;
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#endif
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if (win->m_useEGLImage) {
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}
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else if (0 != (fbconf->getSurfaceType() & EGL_PBUFFER_BIT)) {
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//
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// Use Pbuffer for the rendering surface, if possible
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// set it such that it will be able to be bound to a texture
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// later to prevent readback.
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//
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EGLint pbufAttribs[12];
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pbufAttribs[0] = EGL_WIDTH;
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pbufAttribs[1] = p_width;
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pbufAttribs[2] = EGL_HEIGHT;
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pbufAttribs[3] = p_height;
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if (caps.has_BindToTexture) {
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pbufAttribs[4] = EGL_TEXTURE_FORMAT;
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pbufAttribs[5] = EGL_TEXTURE_RGBA;
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pbufAttribs[6] = EGL_TEXTURE_TARGET;
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pbufAttribs[7] = EGL_TEXTURE_2D;
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pbufAttribs[8] = EGL_NONE;
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win->m_useBindToTexture = true;
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}
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else {
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pbufAttribs[4] = EGL_NONE;
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}
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win->m_eglSurface = s_egl.eglCreatePbufferSurface(fb->getDisplay(),
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fbconf->getEGLConfig(),
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pbufAttribs);
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if (win->m_eglSurface == EGL_NO_SURFACE) {
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delete win;
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return NULL;
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}
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}
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else {
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// no EGLImage support and not Pbuffer support - fail
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delete win;
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return NULL;
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}
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win->m_width = p_width;
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win->m_height = p_height;
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return win;
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}
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//
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// flushColorBuffer - The function makes sure that the
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// previous attached color buffer is updated, if copy or blit should be done
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// in order to update it - it is being done here.
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//
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void WindowSurface::flushColorBuffer()
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{
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if (m_attachedColorBuffer.Ptr() != NULL) {
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if (!m_useEGLImage) {
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bool copied = false;
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if (m_useBindToTexture) {
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copied = m_attachedColorBuffer->blitFromPbuffer(m_eglSurface);
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}
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if (!copied) {
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copyToColorBuffer();
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}
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}
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else {
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//TODO: EGLImage
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}
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}
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}
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//
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// setColorBuffer - this function is called when a new color buffer needs to
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// be attached to the surface. The function doesn't make sure that the
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// previous attached color buffer is updated, this is done by flushColorBuffer
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//
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void WindowSurface::setColorBuffer(ColorBufferPtr p_colorBuffer)
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{
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m_attachedColorBuffer = p_colorBuffer;
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}
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//
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// This function is called after the context and eglSurface is already
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// bound in the current thread (eglMakeCurrent has been called).
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// This function should take actions required on the other surface objects
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// when being bind/unbound
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//
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void WindowSurface::bind(RenderContextPtr p_ctx, SurfaceBindType p_bindType)
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{
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if (p_bindType == SURFACE_BIND_READ) {
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m_readContext = p_ctx;
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}
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else if (p_bindType == SURFACE_BIND_DRAW) {
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m_drawContext = p_ctx;
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}
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else if (p_bindType == SURFACE_BIND_READDRAW) {
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m_readContext = p_ctx;
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m_drawContext = p_ctx;
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}
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else {
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return; // bad param
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}
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if (m_useEGLImage) {
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// XXX: should be implemented
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}
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}
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void WindowSurface::copyToColorBuffer()
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{
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if (!m_width && !m_height) return;
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if (m_attachedColorBuffer->getWidth() != m_width ||
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m_attachedColorBuffer->getHeight() != m_height) {
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// XXX: should never happen - how this needs to be handled?
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return;
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}
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void *data = m_xferBuffer.alloc(m_width * m_height * 4);
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if (!data) {
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fprintf(stderr,"WARNING: Failed to copy buffer data - OutOfMemory\n");
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return;
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}
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//
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// Make the surface current
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//
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EGLContext prevContext = s_egl.eglGetCurrentContext();
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EGLSurface prevReadSurf = s_egl.eglGetCurrentSurface(EGL_READ);
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EGLSurface prevDrawSurf = s_egl.eglGetCurrentSurface(EGL_DRAW);
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FrameBuffer *fb = FrameBuffer::getFB();
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if (!s_egl.eglMakeCurrent(fb->getDisplay(), m_eglSurface,
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m_eglSurface, m_drawContext->getEGLContext())) {
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return;
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}
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if (m_drawContext->isGL2()) {
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#ifdef WITH_GLES2
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s_gl2.glPixelStorei(GL_PACK_ALIGNMENT, 1);
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s_gl2.glReadPixels(0, 0, m_width, m_height,
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GL_RGBA, GL_UNSIGNED_BYTE, data);
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#else
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return; // should never happen, context cannot be GL2 in this case.
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#endif
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}
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else {
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s_gl.glPixelStorei(GL_PACK_ALIGNMENT, 1);
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s_gl.glReadPixels(0, 0, m_width, m_height,
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GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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#define FLIP_BUFFER 1
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#if FLIP_BUFFER
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//We need to flip the pixels
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int bpp = 4;
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void *tmpBuf = m_xUpdateBuf.alloc(m_width * m_height * bpp);
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int dst_line_len = m_width * bpp;
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int src_line_len = m_width * bpp;
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char *src = (char *)data;
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char *dst = (char*)tmpBuf + (m_height-1)*dst_line_len;
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for (uint32_t y=0; y<m_height; y++) {
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memcpy(dst, src, dst_line_len);
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src += src_line_len;
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dst -= dst_line_len;
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}
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// update the attached color buffer with the fliped readback pixels
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m_attachedColorBuffer->update(GL_RGBA, GL_UNSIGNED_BYTE, tmpBuf);
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#else
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// update the attached color buffer with the readback pixels
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m_attachedColorBuffer->update(GL_RGBA, GL_UNSIGNED_BYTE, data);
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#endif
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// restore current context/surface
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s_egl.eglMakeCurrent(fb->getDisplay(), prevDrawSurf,
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prevReadSurf, prevContext);
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}
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