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// Copyright (C) 2015 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef TEXTURE_DRAW_H
#define TEXTURE_DRAW_H
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include "Hwc2.h"
#include "aemu/base/synchronization/Lock.h"
#include <vector>
namespace gfxstream {
namespace gl {
// Helper class used to draw a simple texture to the current framebuffer.
// Usage is pretty simple:
//
// 1) Create a TextureDraw instance.
//
// 2) Each time you want to draw a texture, call draw(texture, rotation),
// where |texture| is the name of a GLES 2.x texture object, and
// |rotation| is an angle in degrees describing the clockwise rotation
// in the GL y-upwards coordinate space. This function fills the whole
// framebuffer with texture content.
//
class TextureDraw {
public:
TextureDraw();
~TextureDraw();
// Fill the current framebuffer with the content of |texture|, which must
// be the name of a GLES 2.x texture object. |rotationDegrees| is a
// clockwise rotation angle in degrees (clockwise in the GL Y-upwards
// coordinate space; only supported values are 0, 90, 180, 270). |dx,dy| is
// the translation of the image towards the origin.
bool draw(GLuint texture, float rotationDegrees, float dx, float dy) {
return drawImpl(texture, rotationDegrees, dx, dy, false);
}
// Same as 'draw()', but if an overlay has been provided, that overlay is
// drawn on top of everything else.
bool drawWithOverlay(GLuint texture, float rotationDegrees, float dx, float dy) {
return drawImpl(texture, rotationDegrees, dx, dy, true);
}
void setScreenMask(int width, int height, const unsigned char* rgbaData);
void drawLayer(const ComposeLayer& l, int frameWidth, int frameHeight,
int cbWidth, int cbHeight, GLuint texture);
void prepareForDrawLayer();
void cleanupForDrawLayer();
private:
bool drawImpl(GLuint texture, float rotationDegrees, float dx, float dy, bool wantOverlay);
void preDrawLayer();
GLuint mVertexShader;
GLuint mFragmentShader;
GLuint mProgram;
GLint mAlpha;
GLint mComposeMode;
GLint mColor;
GLint mCoordTranslation;
GLint mCoordScale;
GLint mPositionSlot;
GLint mInCoordSlot;
GLint mScaleSlot;
GLint mTextureSlot;
GLint mTranslationSlot;
GLuint mVertexBuffer;
GLuint mIndexBuffer;
android::base::Lock mMaskLock;
GLuint mMaskTexture;
int mMaskWidth;
int mMaskHeight;
// The size of the mMaskPixels. If the new mask is smaller than this size, we won't
// allocate new memory for mMaskPixels.
int mMaskTextureWidth;
int mMaskTextureHeight;
bool mHaveNewMask;
bool mMaskIsValid;
bool mShouldReallocateTexture;
// The size of mMaskPixels are always of size mMaskWidth * mMaskHeight * 4 bytes
std::vector<unsigned char> mMaskPixels;
bool mBlendResetNeeded = false;
};
} // namespace gl
} // namespace gfxstream
#endif // TEXTURE_DRAW_H