Tonemapper does not clear the eglImage/fd mappings in the destructor, which leads to incorrect usage of those fds, when a tone map session gets deleted and a new session gets created, leading to artifcats. CRs-Fixed: 1104823 Change-Id: I9697eff93f9e5f150796a582f471246bca3b2816
127 lines
4.0 KiB
C++
127 lines
4.0 KiB
C++
/*
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* Copyright (c) 2016-2017, The Linux Foundation. All rights reserved.
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* Not a Contribution.
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*
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* Copyright 2015 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 <utils/Log.h>
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#include "EGLImageWrapper.h"
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#include "Tonemapper.h"
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#include "engine.h"
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#include "forward_tonemap.inl"
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#include "fullscreen_vertex_shader.inl"
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#include "rgba_inverse_tonemap.inl"
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//-----------------------------------------------------------------------------
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Tonemapper::Tonemapper()
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//-----------------------------------------------------------------------------
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{
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tonemapTexture = 0;
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lutXformTexture = 0;
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programID = 0;
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eglImageWrapper = new EGLImageWrapper();
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}
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//-----------------------------------------------------------------------------
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Tonemapper::~Tonemapper()
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//-----------------------------------------------------------------------------
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{
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engine_deleteInputBuffer(tonemapTexture);
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engine_deleteInputBuffer(lutXformTexture);
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engine_deleteProgram(programID);
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// clear EGLImage mappings
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if (eglImageWrapper != 0) {
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eglImageWrapper->destroy();
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delete eglImageWrapper;
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eglImageWrapper = 0;
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}
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}
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//-----------------------------------------------------------------------------
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Tonemapper *Tonemapper::build(int type, void *colorMap, int colorMapSize, void *lutXform,
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int lutXformSize)
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//-----------------------------------------------------------------------------
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{
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if (colorMapSize <= 0) {
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ALOGE("Invalid Color Map size = %d", colorMapSize);
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return NULL;
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}
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engine_bind();
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// build new tonemapper
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Tonemapper *tonemapper = new Tonemapper();
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// load the 3d lut
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tonemapper->tonemapTexture = engine_load3DTexture(colorMap, colorMapSize, 0);
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// load the non-uniform xform
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tonemapper->lutXformTexture = engine_load1DTexture(lutXform, lutXformSize, 0);
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bool bUseXform = (tonemapper->lutXformTexture != 0) && (lutXformSize != 0);
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// create the program
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const char *fragmentShaders[3];
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int fragmentShaderCount = 0;
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const char *version = "#version 300 es\n";
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const char *define = "#define USE_NONUNIFORM_SAMPLING\n";
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fragmentShaders[fragmentShaderCount++] = version;
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// non-uniform sampling
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if (bUseXform) {
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fragmentShaders[fragmentShaderCount++] = define;
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}
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if (type == TONEMAP_INVERSE) { // inverse tonemapping
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fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader;
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} else { // forward tonemapping
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fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader;
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}
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tonemapper->programID =
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engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders);
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return tonemapper;
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}
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//-----------------------------------------------------------------------------
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int Tonemapper::blit(const void *dst, const void *src, int srcFenceFd)
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//-----------------------------------------------------------------------------
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{
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// make current
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engine_bind();
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// create eglimages if required
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EGLImageBuffer *dst_buffer = eglImageWrapper->wrap(dst);
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EGLImageBuffer *src_buffer = eglImageWrapper->wrap(src);
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// bind the program
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engine_setProgram(programID);
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// set destination
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engine_setDestination(dst_buffer->getFramebuffer(), 0, 0, dst_buffer->getWidth(),
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dst_buffer->getHeight());
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// set source
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engine_setExternalInputBuffer(0, src_buffer->getTexture());
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// set 3d lut
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engine_set3DInputBuffer(1, tonemapTexture);
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// set non-uniform xform
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engine_set2DInputBuffer(2, lutXformTexture);
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// perform
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int fenceFD = engine_blit(srcFenceFd);
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return fenceFD;
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}
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