1 /*
2 * Copyright 2018 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #define ATRACE_TAG ATRACE_TAG_GRAPHICS
18
19 #include "GLFramebuffer.h"
20
21 #include <GLES/gl.h>
22 #include <GLES/glext.h>
23 #include <GLES2/gl2ext.h>
24 #include <GLES3/gl3.h>
25 #include <nativebase/nativebase.h>
26 #include <utils/Trace.h>
27 #include "GLESRenderEngine.h"
28
29 namespace android {
30 namespace renderengine {
31 namespace gl {
32
GLFramebuffer(GLESRenderEngine & engine)33 GLFramebuffer::GLFramebuffer(GLESRenderEngine& engine)
34 : mEngine(engine), mEGLDisplay(engine.getEGLDisplay()), mEGLImage(EGL_NO_IMAGE_KHR) {
35 glGenTextures(1, &mTextureName);
36 glGenFramebuffers(1, &mFramebufferName);
37 }
38
~GLFramebuffer()39 GLFramebuffer::~GLFramebuffer() {
40 glDeleteFramebuffers(1, &mFramebufferName);
41 glDeleteTextures(1, &mTextureName);
42 }
43
setNativeWindowBuffer(ANativeWindowBuffer * nativeBuffer,bool isProtected,const bool useFramebufferCache)44 bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected,
45 const bool useFramebufferCache) {
46 ATRACE_CALL();
47 if (mEGLImage != EGL_NO_IMAGE_KHR) {
48 if (!usingFramebufferCache) {
49 eglDestroyImageKHR(mEGLDisplay, mEGLImage);
50 }
51 mEGLImage = EGL_NO_IMAGE_KHR;
52 mBufferWidth = 0;
53 mBufferHeight = 0;
54 }
55
56 if (nativeBuffer) {
57 mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected,
58 useFramebufferCache);
59 if (mEGLImage == EGL_NO_IMAGE_KHR) {
60 return false;
61 }
62 usingFramebufferCache = useFramebufferCache;
63 mBufferWidth = nativeBuffer->width;
64 mBufferHeight = nativeBuffer->height;
65 }
66 return true;
67 }
68
allocateBuffers(uint32_t width,uint32_t height,void * data)69 void GLFramebuffer::allocateBuffers(uint32_t width, uint32_t height, void* data) {
70 ATRACE_CALL();
71
72 glBindTexture(GL_TEXTURE_2D, mTextureName);
73 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
74 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
75 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
76 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
77 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
78
79 mBufferHeight = height;
80 mBufferWidth = width;
81 mEngine.checkErrors("Allocating Fbo texture");
82
83 bind();
84 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextureName, 0);
85 mStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
86 unbind();
87 glBindTexture(GL_TEXTURE_2D, 0);
88
89 if (mStatus != GL_FRAMEBUFFER_COMPLETE) {
90 ALOGE("Frame buffer is not complete. Error %d", mStatus);
91 }
92 }
93
bind() const94 void GLFramebuffer::bind() const {
95 glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName);
96 }
97
bindAsReadBuffer() const98 void GLFramebuffer::bindAsReadBuffer() const {
99 glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferName);
100 }
101
bindAsDrawBuffer() const102 void GLFramebuffer::bindAsDrawBuffer() const {
103 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferName);
104 }
105
unbind() const106 void GLFramebuffer::unbind() const {
107 glBindFramebuffer(GL_FRAMEBUFFER, 0);
108 }
109
110 } // namespace gl
111 } // namespace renderengine
112 } // namespace android
113