2011-01-11 14:29:25 -08:00
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/*
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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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#define LOG_TAG "OpenGLRenderer"
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2011-02-01 22:59:58 -08:00
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#include <ui/Rect.h>
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2011-02-02 20:28:09 -08:00
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#include "LayerCache.h"
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2011-01-11 14:29:25 -08:00
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#include "LayerRenderer.h"
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New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:40:04 -07:00
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#include "Matrix.h"
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2011-01-12 14:30:59 -08:00
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#include "Properties.h"
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2011-02-01 22:59:58 -08:00
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#include "Rect.h"
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2011-01-11 14:29:25 -08:00
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Rendering
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///////////////////////////////////////////////////////////////////////////////
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2011-10-12 13:48:51 -07:00
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LayerRenderer::LayerRenderer(Layer* layer): mLayer(layer) {
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}
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LayerRenderer::~LayerRenderer() {
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}
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2011-01-24 16:33:45 -08:00
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void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
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2011-07-07 20:50:11 -07:00
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LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo());
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2011-01-12 14:30:59 -08:00
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2011-07-07 20:50:11 -07:00
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glBindFramebuffer(GL_FRAMEBUFFER, mLayer->getFbo());
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2011-02-02 15:44:19 -08:00
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2011-02-02 20:28:09 -08:00
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const float width = mLayer->layer.getWidth();
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const float height = mLayer->layer.getHeight();
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2011-01-22 00:32:12 -08:00
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#if RENDER_LAYERS_AS_REGIONS
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2011-02-01 22:59:58 -08:00
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Rect dirty(left, top, right, bottom);
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if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
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2011-02-02 20:28:09 -08:00
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dirty.right >= width && dirty.bottom >= height)) {
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2011-02-01 22:59:58 -08:00
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mLayer->region.clear();
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2011-02-02 20:28:09 -08:00
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dirty.set(0.0f, 0.0f, width, height);
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2011-02-01 22:59:58 -08:00
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} else {
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2011-02-02 20:28:09 -08:00
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dirty.intersect(0.0f, 0.0f, width, height);
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2011-02-01 22:59:58 -08:00
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android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
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mLayer->region.subtractSelf(r);
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}
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2011-01-22 00:32:12 -08:00
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2011-02-01 22:59:58 -08:00
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OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
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#else
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2011-02-02 20:28:09 -08:00
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OpenGLRenderer::prepareDirty(0.0f, 0.0f, width, height, opaque);
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2011-02-01 22:59:58 -08:00
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#endif
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2011-01-11 14:29:25 -08:00
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}
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void LayerRenderer::finish() {
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OpenGLRenderer::finish();
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2011-01-12 14:30:59 -08:00
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2011-01-16 12:54:25 -08:00
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generateMesh();
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2011-07-07 20:50:11 -07:00
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LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo());
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2011-01-19 13:42:26 -08:00
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// No need to unbind our FBO, this will be taken care of by the caller
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// who will invoke OpenGLRenderer::resume()
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}
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GLint LayerRenderer::getTargetFbo() {
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2011-07-07 20:50:11 -07:00
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return mLayer->getFbo();
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2011-01-11 14:29:25 -08:00
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}
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///////////////////////////////////////////////////////////////////////////////
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2011-01-16 12:54:25 -08:00
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// Dirty region tracking
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///////////////////////////////////////////////////////////////////////////////
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bool LayerRenderer::hasLayer() {
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return true;
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}
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Region* LayerRenderer::getRegion() {
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#if RENDER_LAYERS_AS_REGIONS
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if (getSnapshot()->flags & Snapshot::kFlagFboTarget) {
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return OpenGLRenderer::getRegion();
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}
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return &mLayer->region;
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#else
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return OpenGLRenderer::getRegion();
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#endif
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}
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2011-09-07 17:55:15 -07:00
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// TODO: This implementation is flawed and can generate T-junctions
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// in the mesh, which will in turn produce cracks when the
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// mesh is rotated/skewed. The easiest way to fix this would
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// be, for each row, to add new vertices shared with the previous
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// row when the two rows share an edge.
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// In practice, T-junctions do not appear often so this has yet
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// to be fixed.
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2011-01-16 12:54:25 -08:00
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void LayerRenderer::generateMesh() {
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#if RENDER_LAYERS_AS_REGIONS
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if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
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if (mLayer->mesh) {
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delete mLayer->mesh;
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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = NULL;
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mLayer->meshElementCount = 0;
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}
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2011-03-18 14:34:03 -07:00
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2011-04-27 14:21:41 -07:00
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mLayer->setRegionAsRect();
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2011-01-16 12:54:25 -08:00
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return;
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}
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size_t count;
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const android::Rect* rects = mLayer->region.getArray(&count);
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GLsizei elementCount = count * 6;
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if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
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delete mLayer->mesh;
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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = NULL;
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}
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2011-01-26 22:41:43 -08:00
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bool rebuildIndices = false;
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2011-01-16 12:54:25 -08:00
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if (!mLayer->mesh) {
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mLayer->mesh = new TextureVertex[count * 4];
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mLayer->meshIndices = new uint16_t[elementCount];
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2011-01-26 22:41:43 -08:00
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rebuildIndices = true;
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2011-01-16 12:54:25 -08:00
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}
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2011-01-26 22:41:43 -08:00
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mLayer->meshElementCount = elementCount;
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2011-01-16 12:54:25 -08:00
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2011-07-07 20:50:11 -07:00
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const float texX = 1.0f / float(mLayer->getWidth());
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const float texY = 1.0f / float(mLayer->getHeight());
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2011-01-16 12:54:25 -08:00
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const float height = mLayer->layer.getHeight();
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TextureVertex* mesh = mLayer->mesh;
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uint16_t* indices = mLayer->meshIndices;
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for (size_t i = 0; i < count; i++) {
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const android::Rect* r = &rects[i];
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const float u1 = r->left * texX;
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const float v1 = (height - r->top) * texY;
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const float u2 = r->right * texX;
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const float v2 = (height - r->bottom) * texY;
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TextureVertex::set(mesh++, r->left, r->top, u1, v1);
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TextureVertex::set(mesh++, r->right, r->top, u2, v1);
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TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
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TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
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2011-01-26 22:41:43 -08:00
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if (rebuildIndices) {
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uint16_t quad = i * 4;
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int index = i * 6;
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indices[index ] = quad; // top-left
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indices[index + 1] = quad + 1; // top-right
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indices[index + 2] = quad + 2; // bottom-left
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indices[index + 3] = quad + 2; // bottom-left
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indices[index + 4] = quad + 1; // top-right
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indices[index + 5] = quad + 3; // bottom-right
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}
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2011-01-16 12:54:25 -08:00
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}
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layers management
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2011-01-11 14:29:25 -08:00
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///////////////////////////////////////////////////////////////////////////////
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2011-01-13 12:13:20 -08:00
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Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
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2011-07-26 20:35:55 -07:00
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LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
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2011-01-12 14:30:59 -08:00
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2011-02-02 20:28:09 -08:00
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GLuint fbo = Caches::getInstance().fboCache.get();
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if (!fbo) {
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LOGW("Could not obtain an FBO");
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return NULL;
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2011-01-12 14:30:59 -08:00
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}
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2011-01-11 14:29:25 -08:00
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glActiveTexture(GL_TEXTURE0);
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2011-02-02 20:28:09 -08:00
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Layer* layer = Caches::getInstance().layerCache.get(width, height);
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if (!layer) {
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LOGW("Could not obtain a layer");
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return NULL;
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}
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2011-01-11 14:29:25 -08:00
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2011-07-07 20:50:11 -07:00
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layer->setFbo(fbo);
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2011-02-02 20:28:09 -08:00
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layer->layer.set(0.0f, 0.0f, width, height);
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2011-07-07 20:50:11 -07:00
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layer->texCoords.set(0.0f, height / float(layer->getHeight()),
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width / float(layer->getWidth()), 0.0f);
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layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
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layer->setBlend(!isOpaque);
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layer->setColorFilter(NULL);
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2011-02-02 20:28:09 -08:00
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layer->region.clear();
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2011-01-11 14:29:25 -08:00
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2011-02-02 20:28:09 -08:00
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GLuint previousFbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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2011-01-11 14:29:25 -08:00
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2011-07-07 20:50:11 -07:00
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glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
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layer->bindTexture();
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2011-01-11 14:29:25 -08:00
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2011-02-02 20:28:09 -08:00
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// Initialize the texture if needed
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2011-07-07 20:50:11 -07:00
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if (layer->isEmpty()) {
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layer->setEmpty(false);
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layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
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2011-01-11 14:29:25 -08:00
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2011-02-02 20:28:09 -08:00
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if (glGetError() != GL_NO_ERROR) {
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2011-10-17 17:10:02 -07:00
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LOGD("Could not allocate texture for layer (fbo=%d %dx%d)",
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fbo, width, height);
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2011-07-07 20:50:11 -07:00
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2011-02-02 20:28:09 -08:00
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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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Caches::getInstance().fboCache.put(fbo);
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2011-07-07 20:50:11 -07:00
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layer->deleteTexture();
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2011-02-02 20:28:09 -08:00
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delete layer;
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2011-07-07 20:50:11 -07:00
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2011-02-02 20:28:09 -08:00
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return NULL;
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}
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2011-01-11 14:29:25 -08:00
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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2011-07-07 20:50:11 -07:00
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layer->getTexture(), 0);
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2011-01-11 14:29:25 -08:00
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2011-03-02 15:15:42 -08:00
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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2011-01-11 14:29:25 -08:00
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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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2011-01-13 12:13:20 -08:00
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return layer;
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2011-01-11 14:29:25 -08:00
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}
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2011-01-13 12:13:20 -08:00
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bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
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if (layer) {
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2011-07-07 20:50:11 -07:00
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LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height);
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2011-01-12 14:30:59 -08:00
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2011-02-02 20:28:09 -08:00
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if (Caches::getInstance().layerCache.resize(layer, width, height)) {
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layer->layer.set(0.0f, 0.0f, width, height);
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2011-07-07 20:50:11 -07:00
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layer->texCoords.set(0.0f, height / float(layer->getHeight()),
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width / float(layer->getWidth()), 0.0f);
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2011-02-02 20:28:09 -08:00
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} else {
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2011-07-07 20:50:11 -07:00
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layer->deleteTexture();
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2011-02-02 20:28:09 -08:00
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delete layer;
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2011-01-13 12:13:20 -08:00
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return false;
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}
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}
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2011-02-02 20:28:09 -08:00
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2011-01-13 12:13:20 -08:00
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return true;
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2011-01-11 14:29:25 -08:00
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}
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2011-06-24 17:53:53 -07:00
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Layer* LayerRenderer::createTextureLayer(bool isOpaque) {
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LAYER_RENDERER_LOGD("Creating new texture layer");
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Layer* layer = new Layer(0, 0);
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2011-07-07 20:50:11 -07:00
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layer->setCacheable(false);
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layer->setTextureLayer(true);
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layer->setBlend(!isOpaque);
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layer->setEmpty(true);
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layer->setFbo(0);
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layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
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2011-06-24 17:53:53 -07:00
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layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
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2011-10-11 14:06:21 -07:00
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layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
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2011-06-24 17:53:53 -07:00
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layer->region.clear();
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2011-07-07 20:50:11 -07:00
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layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
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2011-06-24 17:53:53 -07:00
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glActiveTexture(GL_TEXTURE0);
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2011-07-07 20:50:11 -07:00
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layer->generateTexture();
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2011-06-24 17:53:53 -07:00
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return layer;
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}
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New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:40:04 -07:00
|
|
|
void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
|
2011-06-22 20:58:11 -07:00
|
|
|
bool isOpaque, GLenum renderTarget, float* transform) {
|
New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:40:04 -07:00
|
|
|
if (layer) {
|
2011-07-07 20:50:11 -07:00
|
|
|
layer->setBlend(!isOpaque);
|
|
|
|
layer->setSize(width, height);
|
New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:40:04 -07:00
|
|
|
layer->layer.set(0.0f, 0.0f, width, height);
|
|
|
|
layer->region.set(width, height);
|
|
|
|
layer->regionRect.set(0.0f, 0.0f, width, height);
|
2011-07-07 20:50:11 -07:00
|
|
|
layer->getTexTransform().load(transform);
|
2011-05-02 17:24:22 -07:00
|
|
|
|
2011-07-07 20:50:11 -07:00
|
|
|
if (renderTarget != layer->getRenderTarget()) {
|
|
|
|
layer->setRenderTarget(renderTarget);
|
|
|
|
layer->bindTexture();
|
|
|
|
layer->setFilter(GL_NEAREST, GL_NEAREST, false, true);
|
|
|
|
layer->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, false, true);
|
2011-06-24 17:53:53 -07:00
|
|
|
}
|
New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:40:04 -07:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-01-13 12:13:20 -08:00
|
|
|
void LayerRenderer::destroyLayer(Layer* layer) {
|
|
|
|
if (layer) {
|
2011-07-26 20:35:55 -07:00
|
|
|
LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
|
|
|
|
layer->getWidth(), layer->getHeight(), layer->getFbo());
|
2011-01-13 12:13:20 -08:00
|
|
|
|
2011-11-14 11:39:30 -08:00
|
|
|
if (layer->getFbo()) {
|
|
|
|
Caches::getInstance().fboCache.put(layer->getFbo());
|
2011-02-02 20:28:09 -08:00
|
|
|
}
|
2011-01-12 14:30:59 -08:00
|
|
|
|
2011-02-02 20:28:09 -08:00
|
|
|
if (!Caches::getInstance().layerCache.put(layer)) {
|
2011-07-26 20:35:55 -07:00
|
|
|
LAYER_RENDERER_LOGD(" Destroyed!");
|
2011-07-07 20:50:11 -07:00
|
|
|
layer->deleteTexture();
|
2011-02-02 20:28:09 -08:00
|
|
|
delete layer;
|
|
|
|
} else {
|
2011-07-26 20:35:55 -07:00
|
|
|
LAYER_RENDERER_LOGD(" Cached!");
|
2011-07-27 18:51:50 -07:00
|
|
|
#if DEBUG_LAYER_RENDERER
|
2011-07-26 20:35:55 -07:00
|
|
|
Caches::getInstance().layerCache.dump();
|
|
|
|
#endif
|
2011-02-02 20:28:09 -08:00
|
|
|
layer->region.clear();
|
|
|
|
}
|
2011-01-13 12:13:20 -08:00
|
|
|
}
|
2011-01-11 14:29:25 -08:00
|
|
|
}
|
|
|
|
|
2011-01-13 12:13:20 -08:00
|
|
|
void LayerRenderer::destroyLayerDeferred(Layer* layer) {
|
|
|
|
if (layer) {
|
2011-07-07 20:50:11 -07:00
|
|
|
LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->getFbo());
|
2011-01-12 14:30:59 -08:00
|
|
|
|
2011-01-13 12:13:20 -08:00
|
|
|
Caches::getInstance().deleteLayerDeferred(layer);
|
|
|
|
}
|
2011-01-12 12:53:32 -08:00
|
|
|
}
|
|
|
|
|
2011-06-14 16:45:55 -07:00
|
|
|
bool LayerRenderer::copyLayer(Layer* layer, SkBitmap* bitmap) {
|
|
|
|
Caches& caches = Caches::getInstance();
|
2011-07-07 20:50:11 -07:00
|
|
|
if (layer && layer->isTextureLayer() && bitmap->width() <= caches.maxTextureSize &&
|
2011-06-14 16:45:55 -07:00
|
|
|
bitmap->height() <= caches.maxTextureSize) {
|
|
|
|
|
|
|
|
GLuint fbo = caches.fboCache.get();
|
|
|
|
if (!fbo) {
|
|
|
|
LOGW("Could not obtain an FBO");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
SkAutoLockPixels alp(*bitmap);
|
|
|
|
|
2011-06-14 16:45:55 -07:00
|
|
|
GLuint texture;
|
|
|
|
GLuint previousFbo;
|
|
|
|
|
|
|
|
GLenum format;
|
|
|
|
GLenum type;
|
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
GLenum error = GL_NO_ERROR;
|
|
|
|
bool status = false;
|
|
|
|
|
2011-06-14 16:45:55 -07:00
|
|
|
switch (bitmap->config()) {
|
|
|
|
case SkBitmap::kA8_Config:
|
|
|
|
format = GL_ALPHA;
|
|
|
|
type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
|
|
|
case SkBitmap::kRGB_565_Config:
|
|
|
|
format = GL_RGB;
|
|
|
|
type = GL_UNSIGNED_SHORT_5_6_5;
|
|
|
|
break;
|
|
|
|
case SkBitmap::kARGB_4444_Config:
|
|
|
|
format = GL_RGBA;
|
|
|
|
type = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
|
|
break;
|
|
|
|
case SkBitmap::kARGB_8888_Config:
|
|
|
|
default:
|
|
|
|
format = GL_RGBA;
|
|
|
|
type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2011-07-07 20:50:11 -07:00
|
|
|
float alpha = layer->getAlpha();
|
|
|
|
SkXfermode::Mode mode = layer->getMode();
|
2011-06-17 17:45:59 -07:00
|
|
|
|
2011-07-07 20:50:11 -07:00
|
|
|
layer->setAlpha(255, SkXfermode::kSrc_Mode);
|
|
|
|
layer->setFbo(fbo);
|
2011-06-17 17:45:59 -07:00
|
|
|
|
2011-06-14 16:45:55 -07:00
|
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
|
|
|
|
glGenTextures(1, &texture);
|
2011-06-17 17:45:59 -07:00
|
|
|
if ((error = glGetError()) != GL_NO_ERROR) goto error;
|
2011-06-14 16:45:55 -07:00
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
|
2011-07-07 21:05:04 -07:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
2011-06-14 16:45:55 -07:00
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(),
|
|
|
|
0, format, type, NULL);
|
2011-06-17 17:45:59 -07:00
|
|
|
if ((error = glGetError()) != GL_NO_ERROR) goto error;
|
|
|
|
|
2011-06-14 16:45:55 -07:00
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
|
GL_TEXTURE_2D, texture, 0);
|
2011-06-17 17:45:59 -07:00
|
|
|
if ((error = glGetError()) != GL_NO_ERROR) goto error;
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
{
|
|
|
|
LayerRenderer renderer(layer);
|
|
|
|
renderer.setViewport(bitmap->width(), bitmap->height());
|
|
|
|
renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
|
2011-07-07 20:50:11 -07:00
|
|
|
bitmap->width(), bitmap->height(), !layer->isBlend());
|
2011-10-11 14:06:21 -07:00
|
|
|
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
renderer.translate(0.0f, bitmap->height());
|
|
|
|
renderer.scale(1.0f, -1.0f);
|
|
|
|
|
|
|
|
mat4 texTransform(layer->getTexTransform());
|
|
|
|
|
|
|
|
mat4 invert;
|
|
|
|
invert.translate(0.0f, 1.0f, 0.0f);
|
|
|
|
invert.scale(1.0f, -1.0f, 1.0f);
|
|
|
|
layer->getTexTransform().multiply(invert);
|
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
if ((error = glGetError()) != GL_NO_ERROR) goto error;
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
{
|
|
|
|
Rect bounds;
|
|
|
|
bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height());
|
|
|
|
renderer.drawTextureLayer(layer, bounds);
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
|
|
|
|
type, bitmap->getPixels());
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
if ((error = glGetError()) != GL_NO_ERROR) goto error;
|
|
|
|
}
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-10-11 14:06:21 -07:00
|
|
|
layer->getTexTransform().load(texTransform);
|
2011-06-17 17:45:59 -07:00
|
|
|
status = true;
|
|
|
|
}
|
2011-06-14 16:45:55 -07:00
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
error:
|
|
|
|
#if DEBUG_OPENGL
|
|
|
|
if (error != GL_NO_ERROR) {
|
|
|
|
LOGD("GL error while copying layer into bitmap = 0x%x", error);
|
|
|
|
}
|
|
|
|
#endif
|
2011-06-14 16:45:55 -07:00
|
|
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
|
2011-07-07 20:50:11 -07:00
|
|
|
layer->setAlpha(alpha, mode);
|
|
|
|
layer->setFbo(0);
|
2011-06-14 16:45:55 -07:00
|
|
|
glDeleteTextures(1, &texture);
|
|
|
|
caches.fboCache.put(fbo);
|
|
|
|
|
2011-06-17 17:45:59 -07:00
|
|
|
return status;
|
2011-06-14 16:45:55 -07:00
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2011-01-11 14:29:25 -08:00
|
|
|
}; // namespace uirenderer
|
|
|
|
}; // namespace android
|