#include <algorithm>
#include <string>
#include <sstream>
+#include <unordered_set>
#include <sys/resource.h>
#include "glworker.h"
-#include "seperate_rects.h"
-
// TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
#ifndef EGL_NATIVE_HANDLE_ANDROID_NVX
#define EGL_NATIVE_HANDLE_ANDROID_NVX 0x322A
namespace android {
-typedef seperate_rects::Rect<float> FRect;
-typedef seperate_rects::RectSet<uint64_t, float> FRectSet;
-
// clang-format off
// Column-major order:
// float mat[4] = { 1, 2, 3, 4 } ===
return shader;
}
+static std::string GenerateVertexShader(int layer_count) {
+ std::ostringstream vertex_shader_stream;
+ vertex_shader_stream
+ << "#version 300 es\n"
+ << "#define LAYER_COUNT " << layer_count << "\n"
+ << "precision mediump int;\n"
+ << "uniform vec4 uViewport;\n"
+ << "uniform vec4 uLayerCrop[LAYER_COUNT];\n"
+ << "uniform mat2 uTexMatrix[LAYER_COUNT];\n"
+ << "in vec2 vPosition;\n"
+ << "in vec2 vTexCoords;\n"
+ << "out vec2 fTexCoords[LAYER_COUNT];\n"
+ << "void main() {\n"
+ << " for (int i = 0; i < LAYER_COUNT; i++) {\n"
+ << " vec2 tempCoords = vTexCoords * uTexMatrix[i];\n"
+ << " fTexCoords[i] =\n"
+ << " uLayerCrop[i].xy + tempCoords * uLayerCrop[i].zw;\n"
+ << " }\n"
+ << " vec2 scaledPosition = uViewport.xy + vPosition * uViewport.zw;\n"
+ << " gl_Position =\n"
+ << " vec4(scaledPosition * vec2(2.0) - vec2(1.0), 0.0, 1.0);\n"
+ << "}\n";
+ return vertex_shader_stream.str();
+}
+
+static std::string GenerateFragmentShader(int layer_count) {
+ std::ostringstream fragment_shader_stream;
+ fragment_shader_stream << "#version 300 es\n"
+ << "#define LAYER_COUNT " << layer_count << "\n"
+ << "#extension GL_OES_EGL_image_external : require\n"
+ << "precision mediump float;\n";
+ for (int i = 0; i < layer_count; ++i) {
+ fragment_shader_stream << "uniform samplerExternalOES uLayerTexture" << i
+ << ";\n";
+ }
+ fragment_shader_stream << "uniform float uLayerAlpha[LAYER_COUNT];\n"
+ << "uniform float uLayerPremult[LAYER_COUNT];\n"
+ << "in vec2 fTexCoords[LAYER_COUNT];\n"
+ << "out vec4 oFragColor;\n"
+ << "void main() {\n"
+ << " vec3 color = vec3(0.0, 0.0, 0.0);\n"
+ << " float alphaCover = 1.0;\n"
+ << " vec4 texSample;\n"
+ << " vec3 multRgb;\n";
+ for (int i = 0; i < layer_count; ++i) {
+ if (i > 0)
+ fragment_shader_stream << " if (alphaCover > 0.5/255.0) {\n";
+ // clang-format off
+ fragment_shader_stream
+ << " texSample = texture2D(uLayerTexture" << i << ",\n"
+ << " fTexCoords[" << i << "]);\n"
+ << " multRgb = texSample.rgb *\n"
+ << " max(texSample.a, uLayerPremult[" << i << "]);\n"
+ << " color += multRgb * uLayerAlpha[" << i << "] * alphaCover;\n"
+ << " alphaCover *= 1.0 - texSample.a * uLayerAlpha[" << i << "];\n";
+ // clang-format on
+ }
+ for (int i = 0; i < layer_count - 1; ++i)
+ fragment_shader_stream << " }\n";
+ fragment_shader_stream << " oFragColor = vec4(color, 1.0 - alphaCover);\n"
+ << "}\n";
+ return fragment_shader_stream.str();
+}
+
static int GenerateShaders(std::vector<AutoGLProgram> *blend_programs) {
// Limits: GL_MAX_VARYING_COMPONENTS, GL_MAX_TEXTURE_IMAGE_UNITS,
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
- // clang-format off
- const GLchar *shader_preamble = "#version 300 es\n#define LAYER_COUNT ";
-
- const GLchar *vertex_shader_source =
-"\n"
-"precision mediump int; \n"
-"uniform vec4 uViewport; \n"
-"uniform sampler2D uLayerTextures[LAYER_COUNT]; \n"
-"uniform vec4 uLayerCrop[LAYER_COUNT]; \n"
-"uniform mat2 uTexMatrix[LAYER_COUNT]; \n"
-"in vec2 vPosition; \n"
-"in vec2 vTexCoords; \n"
-"out vec2 fTexCoords[LAYER_COUNT]; \n"
-"void main() { \n"
-" for (int i = 0; i < LAYER_COUNT; i++) { \n"
-" vec2 tempCoords = vTexCoords * uTexMatrix[i]; \n"
-" fTexCoords[i] = (uLayerCrop[i].xy + tempCoords * uLayerCrop[i].zw) / \n"
-" vec2(textureSize(uLayerTextures[i], 0)); \n"
-" } \n"
-" vec2 scaledPosition = uViewport.xy + vPosition * uViewport.zw; \n"
-" gl_Position = vec4(scaledPosition * vec2(2.0) - vec2(1.0), 0.0, 1.0); \n"
-"} \n";
-
- const GLchar *fragment_shader_source =
-"\n"
-"precision mediump float; \n"
-"uniform sampler2D uLayerTextures[LAYER_COUNT]; \n"
-"uniform float uLayerAlpha[LAYER_COUNT]; \n"
-"in vec2 fTexCoords[LAYER_COUNT]; \n"
-"out vec4 oFragColor; \n"
-"void main() { \n"
-" vec3 color = vec3(0.0, 0.0, 0.0); \n"
-" float alphaCover = 1.0; \n"
-" for (int i = 0; i < LAYER_COUNT; i++) { \n"
-" vec4 texSample = texture(uLayerTextures[i], fTexCoords[i]); \n"
-" float a = texSample.a * uLayerAlpha[i]; \n"
-" color += a * alphaCover * texSample.rgb; \n"
-" alphaCover *= 1.0 - a; \n"
-" if (alphaCover <= 0.5/255.0) \n"
-" break; \n"
-" } \n"
-" oFragColor = vec4(color, 1.0 - alphaCover); \n"
-"} \n";
- // clang-format on
-
int i, ret = 1;
GLint max_texture_images, status;
AutoGLShader vertex_shader, fragment_shader;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_images);
for (i = 1; i <= max_texture_images; i++) {
- std::ostringstream layer_count_formatter;
- layer_count_formatter << i;
- std::string layer_count(layer_count_formatter.str());
- const GLchar *shader_sources[3] = {shader_preamble, layer_count.c_str(),
- NULL};
-
- shader_sources[2] = vertex_shader_source;
- vertex_shader = CompileAndCheckShader(GL_VERTEX_SHADER, 3, shader_sources,
- ret ? &shader_log : NULL);
+ std::string vertex_shader_string = GenerateVertexShader(i);
+ const GLchar *vertex_shader_source = vertex_shader_string.c_str();
+ vertex_shader = CompileAndCheckShader(
+ GL_VERTEX_SHADER, 1, &vertex_shader_source, ret ? &shader_log : NULL);
if (!vertex_shader.get()) {
if (ret)
- ALOGE("Failed to make vertex shader:\n%s", shader_log.c_str());
+ ALOGE("Failed to make vertex shader:\n%sshader source:\n%s",
+ shader_log.c_str(), vertex_shader_source);
break;
}
- shader_sources[2] = fragment_shader_source;
- fragment_shader = CompileAndCheckShader(
- GL_FRAGMENT_SHADER, 3, shader_sources, ret ? &shader_log : NULL);
+ std::string fragment_shader_string = GenerateFragmentShader(i);
+ const GLchar *fragment_shader_source = fragment_shader_string.c_str();
+ fragment_shader =
+ CompileAndCheckShader(GL_FRAGMENT_SHADER, 1, &fragment_shader_source,
+ ret ? &shader_log : NULL);
if (!fragment_shader.get()) {
if (ret)
- ALOGE("Failed to make fragment shader:\n%s", shader_log.c_str());
+ ALOGE("Failed to make fragment shader:\n%sshader source:\n%s",
+ shader_log.c_str(), fragment_shader_source);
break;
}
unsigned texture_index;
float crop_bounds[4];
float alpha;
+ float premult;
float texture_matrix[4];
};
float bounds[4];
- unsigned texture_count;
+ unsigned texture_count = 0;
TextureSource textures[MAX_OVERLAPPING_LAYERS];
-
- RenderingCommand() : texture_count(0) {
- }
};
-static void ConstructCommands(DrmCompositionLayer *layers, size_t num_layers,
- std::vector<RenderingCommand> *commands) {
- std::vector<FRect> in_rects;
- std::vector<FRectSet> out_rects;
- int i;
-
- for (unsigned rect_index = 0; rect_index < num_layers; rect_index++) {
- DrmCompositionLayer &layer = layers[rect_index];
- in_rects.emplace_back(layer.display_frame);
- }
+static void ConstructCommand(const DrmHwcLayer *layers,
+ const DrmCompositionRegion ®ion,
+ RenderingCommand &cmd) {
+ std::copy_n(region.frame.bounds, 4, cmd.bounds);
+
+ for (size_t texture_index : region.source_layers) {
+ const DrmHwcLayer &layer = layers[texture_index];
+
+ DrmHwcRect<float> display_rect(layer.display_frame);
+ float display_size[2] = {display_rect.bounds[2] - display_rect.bounds[0],
+ display_rect.bounds[3] - display_rect.bounds[1]};
+
+ float tex_width = layer.buffer->width;
+ float tex_height = layer.buffer->height;
+ DrmHwcRect<float> crop_rect(layer.source_crop.left / tex_width,
+ layer.source_crop.top / tex_height,
+ layer.source_crop.right / tex_width,
+ layer.source_crop.bottom / tex_height);
+
+ float crop_size[2] = {crop_rect.bounds[2] - crop_rect.bounds[0],
+ crop_rect.bounds[3] - crop_rect.bounds[1]};
+
+ RenderingCommand::TextureSource &src = cmd.textures[cmd.texture_count];
+ cmd.texture_count++;
+ src.texture_index = texture_index;
+
+ bool swap_xy, flip_xy[2];
+ switch (layer.transform) {
+ case DrmHwcTransform::kFlipH:
+ swap_xy = false;
+ flip_xy[0] = true;
+ flip_xy[1] = false;
+ break;
+ case DrmHwcTransform::kFlipV:
+ swap_xy = false;
+ flip_xy[0] = false;
+ flip_xy[1] = true;
+ break;
+ case DrmHwcTransform::kRotate90:
+ swap_xy = true;
+ flip_xy[0] = false;
+ flip_xy[1] = true;
+ break;
+ case DrmHwcTransform::kRotate180:
+ swap_xy = false;
+ flip_xy[0] = true;
+ flip_xy[1] = true;
+ break;
+ case DrmHwcTransform::kRotate270:
+ swap_xy = true;
+ flip_xy[0] = true;
+ flip_xy[1] = false;
+ break;
+ default:
+ ALOGE("Unknown transform for layer: defaulting to identity transform");
+ case DrmHwcTransform::kIdentity:
+ swap_xy = false;
+ flip_xy[0] = false;
+ flip_xy[1] = false;
+ break;
+ }
- seperate_frects_64(in_rects, &out_rects);
-
- for (unsigned rect_index = 0; rect_index < out_rects.size(); rect_index++) {
- const FRectSet &out_rect = out_rects[rect_index];
- commands->push_back(RenderingCommand());
- RenderingCommand &cmd = commands->back();
-
- for (int i = 0; i < 4; i++)
- cmd.bounds[i] = out_rect.rect.bounds[i];
-
- uint64_t tex_set = out_rect.id_set.getBits();
- for (unsigned i = num_layers - 1; tex_set != 0x0; i--) {
- if (tex_set & (0x1 << i)) {
- tex_set &= ~(0x1 << i);
-
- DrmCompositionLayer &layer = layers[i];
-
- FRect display_rect(layer.display_frame);
- float display_size[2] = {
- display_rect.bounds[2] - display_rect.bounds[0],
- display_rect.bounds[3] - display_rect.bounds[1]};
-
- FRect crop_rect(layer.source_crop);
- float crop_size[2] = {crop_rect.bounds[2] - crop_rect.bounds[0],
- crop_rect.bounds[3] - crop_rect.bounds[1]};
-
- RenderingCommand::TextureSource &src = cmd.textures[cmd.texture_count];
- cmd.texture_count++;
- src.texture_index = i;
-
- bool swap_xy, flip_xy[2];
- switch (layer.transform) {
- case DrmHwcTransform::kFlipH:
- swap_xy = false;
- flip_xy[0] = true;
- flip_xy[1] = false;
- break;
- case DrmHwcTransform::kFlipV:
- swap_xy = false;
- flip_xy[0] = false;
- flip_xy[1] = true;
- break;
- case DrmHwcTransform::kRotate90:
- swap_xy = true;
- flip_xy[0] = false;
- flip_xy[1] = true;
- break;
- case DrmHwcTransform::kRotate180:
- swap_xy = false;
- flip_xy[0] = true;
- flip_xy[1] = true;
- break;
- case DrmHwcTransform::kRotate270:
- swap_xy = true;
- flip_xy[0] = true;
- flip_xy[1] = false;
- break;
- default:
- ALOGE(
- "Unknown transform for layer: defaulting to identity "
- "transform");
- case DrmHwcTransform::kIdentity:
- swap_xy = false;
- flip_xy[0] = false;
- flip_xy[1] = false;
- break;
- }
-
- if (swap_xy)
- std::copy_n(&kTextureTransformMatrices[4], 4, src.texture_matrix);
- else
- std::copy_n(&kTextureTransformMatrices[0], 4, src.texture_matrix);
-
- for (int j = 0; j < 4; j++) {
- int b = j ^ (swap_xy ? 1 : 0);
- float bound_percent = (cmd.bounds[b] - display_rect.bounds[b % 2]) /
- display_size[b % 2];
- if (flip_xy[j % 2]) {
- src.crop_bounds[j] =
- crop_rect.bounds[j % 2 + 2] - bound_percent * crop_size[j % 2];
- } else {
- src.crop_bounds[j] =
- crop_rect.bounds[j % 2] + bound_percent * crop_size[j % 2];
- }
- }
-
- if (layer.blending == DrmHwcBlending::kNone) {
- src.alpha = 1.0f;
- // This layer is opaque. There is no point in using layers below this
- // one.
- break;
- }
-
- src.alpha = layer.alpha / 255.0f;
+ if (swap_xy)
+ std::copy_n(&kTextureTransformMatrices[4], 4, src.texture_matrix);
+ else
+ std::copy_n(&kTextureTransformMatrices[0], 4, src.texture_matrix);
+
+ for (int j = 0; j < 4; j++) {
+ int b = j ^ (swap_xy ? 1 : 0);
+ float bound_percent =
+ (cmd.bounds[b] - display_rect.bounds[b % 2]) / display_size[b % 2];
+ if (flip_xy[j % 2]) {
+ src.crop_bounds[j] =
+ crop_rect.bounds[j % 2 + 2] - bound_percent * crop_size[j % 2];
+ } else {
+ src.crop_bounds[j] =
+ crop_rect.bounds[j % 2] + bound_percent * crop_size[j % 2];
}
}
+
+ if (layer.blending == DrmHwcBlending::kNone) {
+ src.alpha = src.premult = 1.0f;
+ // This layer is opaque. There is no point in using layers below this one.
+ break;
+ }
+
+ src.alpha = layer.alpha / 255.0f;
}
}
GLuint texture;
glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
+ glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, (GLeglImageOES)image);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
out->image.reset(egl_display, image);
out->texture.reset(texture);
if (!HasExtension("GL_OES_EGL_image", gl_extensions))
ALOGW("GL_OES_EGL_image extension not supported");
+ if (!HasExtension("GL_OES_EGL_image_external", gl_extensions))
+ ALOGW("GL_OES_EGL_image_external extension not supported");
+
GLuint vertex_buffer;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
ALOGE("Failed to destroy OpenGL ES Context: %s", GetEGLError());
}
-int GLWorkerCompositor::Composite(DrmCompositionLayer *layers,
- size_t num_layers,
+int GLWorkerCompositor::Composite(DrmHwcLayer *layers,
+ DrmCompositionRegion *regions,
+ size_t num_regions,
const sp<GraphicBuffer> &framebuffer) {
ATRACE_CALL();
int ret = 0;
- size_t i;
std::vector<AutoEGLImageAndGLTexture> layer_textures;
std::vector<RenderingCommand> commands;
- if (num_layers == 0) {
+ if (num_regions == 0) {
return -EALREADY;
}
return -EINVAL;
}
- for (i = 0; i < num_layers; i++) {
- DrmCompositionLayer *layer = &layers[i];
+ std::unordered_set<size_t> layers_used_indices;
+ for (size_t region_index = 0; region_index < num_regions; region_index++) {
+ DrmCompositionRegion ®ion = regions[region_index];
+ layers_used_indices.insert(region.source_layers.begin(),
+ region.source_layers.end());
+ commands.emplace_back();
+ ConstructCommand(layers, region, commands.back());
+ }
+
+ for (size_t layer_index = 0; layer_index < MAX_OVERLAPPING_LAYERS;
+ layer_index++) {
+ DrmHwcLayer *layer = &layers[layer_index];
layer_textures.emplace_back();
+
+ if (layers_used_indices.count(layer_index) == 0)
+ continue;
+
ret = CreateTextureFromHandle(egl_display_, layer->get_usable_handle(),
&layer_textures.back());
if (ret)
return ret;
- ConstructCommands(layers, num_layers, &commands);
-
glViewport(0, 0, frame_width, frame_height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLint program = blend_programs_[cmd.texture_count - 1].get();
glUseProgram(program);
GLint gl_viewport_loc = glGetUniformLocation(program, "uViewport");
- GLint gl_tex_loc = glGetUniformLocation(program, "uLayerTextures");
GLint gl_crop_loc = glGetUniformLocation(program, "uLayerCrop");
GLint gl_alpha_loc = glGetUniformLocation(program, "uLayerAlpha");
+ GLint gl_premult_loc = glGetUniformLocation(program, "uLayerPremult");
GLint gl_tex_matrix_loc = glGetUniformLocation(program, "uTexMatrix");
glUniform4f(gl_viewport_loc, cmd.bounds[0] / (float)frame_width,
cmd.bounds[1] / (float)frame_height,
(cmd.bounds[3] - cmd.bounds[1]) / (float)frame_height);
for (unsigned src_index = 0; src_index < cmd.texture_count; src_index++) {
+ std::ostringstream texture_name_formatter;
+ texture_name_formatter << "uLayerTexture" << src_index;
+ GLint gl_tex_loc =
+ glGetUniformLocation(program, texture_name_formatter.str().c_str());
+
const RenderingCommand::TextureSource &src = cmd.textures[src_index];
glUniform1f(gl_alpha_loc + src_index, src.alpha);
+ glUniform1f(gl_premult_loc + src_index, src.premult);
glUniform4f(gl_crop_loc + src_index, src.crop_bounds[0],
src.crop_bounds[1], src.crop_bounds[2] - src.crop_bounds[0],
src.crop_bounds[3] - src.crop_bounds[1]);
- glUniform1i(gl_tex_loc + src_index, src_index);
+ glUniform1i(gl_tex_loc, src_index);
glUniformMatrix2fv(gl_tex_matrix_loc + src_index, 1, GL_FALSE,
src.texture_matrix);
glActiveTexture(GL_TEXTURE0 + src_index);
- glBindTexture(GL_TEXTURE_2D,
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES,
layer_textures[src.texture_index].texture.get());
}
for (unsigned src_index = 0; src_index < cmd.texture_count; src_index++) {
glActiveTexture(GL_TEXTURE0 + src_index);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
}
}