blob: 744a70c66c4f2f72fae37df3fbd05a9868cf7859 [file] [log] [blame]
/*
* Copyright 2013 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.
*/
//#define LOG_NDEBUG 0
#undef LOG_TAG
#define LOG_TAG "RenderEngine"
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/ColorSpace.h>
#include <ui/DebugUtils.h>
#include <ui/Rect.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#include <cutils/compiler.h>
#include <gui/ISurfaceComposer.h>
#include <math.h>
#include "Description.h"
#include "GLES20RenderEngine.h"
#include "Mesh.h"
#include "Program.h"
#include "ProgramCache.h"
#include "Texture.h"
#include <fstream>
#include <sstream>
// ---------------------------------------------------------------------------
bool checkGlError(const char* op, int lineNumber) {
bool errorFound = false;
GLint error = glGetError();
while (error != GL_NO_ERROR) {
errorFound = true;
error = glGetError();
ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error);
}
return errorFound;
}
static constexpr bool outputDebugPPMs = false;
void writePPM(const char* basename, GLuint width, GLuint height) {
ALOGV("writePPM #%s: %d x %d", basename, width, height);
std::vector<GLubyte> pixels(width * height * 4);
std::vector<GLubyte> outBuffer(width * height * 3);
// TODO(courtneygo): We can now have float formats, need
// to remove this code or update to support.
// Make returned pixels fit in uint32_t, one byte per component
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
if (checkGlError(__FUNCTION__, __LINE__)) {
return;
}
std::string filename(basename);
filename.append(".ppm");
std::ofstream file(filename.c_str(), std::ios::binary);
if (!file.is_open()) {
ALOGE("Unable to open file: %s", filename.c_str());
ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
"surfaceflinger to write debug images");
return;
}
file << "P6\n";
file << width << "\n";
file << height << "\n";
file << 255 << "\n";
auto ptr = reinterpret_cast<char*>(pixels.data());
auto outPtr = reinterpret_cast<char*>(outBuffer.data());
for (int y = height - 1; y >= 0; y--) {
char* data = ptr + y * width * sizeof(uint32_t);
for (GLuint x = 0; x < width; x++) {
// Only copy R, G and B components
outPtr[0] = data[0];
outPtr[1] = data[1];
outPtr[2] = data[2];
data += sizeof(uint32_t);
outPtr += 3;
}
}
file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
}
// ---------------------------------------------------------------------------
namespace android {
namespace RE {
namespace impl {
// ---------------------------------------------------------------------------
using ui::Dataspace;
GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags)
: RenderEngine(featureFlags),
mVpWidth(0),
mVpHeight(0),
mPlatformHasWideColor((featureFlags & WIDE_COLOR_SUPPORT) != 0) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
const uint16_t protTexData[] = {0};
glGenTextures(1, &mProtectedTexName);
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
// mColorBlindnessCorrection = M;
if (mPlatformHasWideColor) {
ColorSpace srgb(ColorSpace::sRGB());
ColorSpace displayP3(ColorSpace::DisplayP3());
ColorSpace bt2020(ColorSpace::BT2020());
// Compute sRGB to Display P3 transform matrix.
// NOTE: For now, we are limiting output wide color space support to
// Display-P3 only.
mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform());
// Compute Display P3 to sRGB transform matrix.
mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform());
// no chromatic adaptation needed since all color spaces use D65 for their white points.
mSrgbToXyz = srgb.getRGBtoXYZ();
mDisplayP3ToXyz = displayP3.getRGBtoXYZ();
mBt2020ToXyz = bt2020.getRGBtoXYZ();
mXyzToSrgb = mat4(srgb.getXYZtoRGB());
mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
}
}
GLES20RenderEngine::~GLES20RenderEngine() {}
size_t GLES20RenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLES20RenderEngine::getMaxViewportDims() const {
return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLES20RenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
size_t hwh, bool yswap,
Transform::orientation_flags rotation) {
int32_t l = sourceCrop.left;
int32_t r = sourceCrop.right;
// In GL, (0, 0) is the bottom-left corner, so flip y coordinates
int32_t t = hwh - sourceCrop.top;
int32_t b = hwh - sourceCrop.bottom;
mat4 m;
if (yswap) {
m = mat4::ortho(l, r, t, b, 0, 1);
} else {
m = mat4::ortho(l, r, b, t, 0, 1);
}
// Apply custom rotation to the projection.
float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
switch (rotation) {
case Transform::ROT_0:
break;
case Transform::ROT_90:
m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
break;
case Transform::ROT_180:
m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
break;
case Transform::ROT_270:
m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
break;
default:
break;
}
glViewport(0, 0, vpw, vph);
mState.setProjectionMatrix(m);
mVpWidth = vpw;
mVpHeight = vph;
}
void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque,
bool disableTexture, const half4& color) {
mState.setPremultipliedAlpha(premultipliedAlpha);
mState.setOpaque(opaque);
mState.setColor(color);
if (disableTexture) {
mState.disableTexture();
}
if (color.a < 1.0f || !opaque) {
glEnable(GL_BLEND);
glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLES20RenderEngine::setSourceY410BT2020(bool enable) {
mState.setY410BT2020(enable);
}
void GLES20RenderEngine::setSourceDataSpace(Dataspace source) {
mDataSpace = source;
}
void GLES20RenderEngine::setOutputDataSpace(Dataspace dataspace) {
mOutputDataSpace = dataspace;
}
void GLES20RenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
mState.setDisplayMaxLuminance(maxLuminance);
}
void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
GLuint target = texture.getTextureTarget();
glBindTexture(target, texture.getTextureName());
GLenum filter = GL_NEAREST;
if (texture.getFiltering()) {
filter = GL_LINEAR;
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
mState.setTexture(texture);
}
void GLES20RenderEngine::setupLayerBlackedOut() {
glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
mState.setTexture(texture);
}
void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
mState.setColorMatrix(colorTransform);
}
void GLES20RenderEngine::disableTexturing() {
mState.disableTexture();
}
void GLES20RenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName,
uint32_t* fbName, uint32_t* status) {
GLuint tname, name;
// turn our EGLImage into a texture
glGenTextures(1, &tname);
glBindTexture(GL_TEXTURE_2D, tname);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
// create a Framebuffer Object to render into
glGenFramebuffers(1, &name);
glBindFramebuffer(GL_FRAMEBUFFER, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
*status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
*texName = tname;
*fbName = name;
}
void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbName);
glDeleteTextures(1, &texName);
}
void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
mState.setPremultipliedAlpha(true);
mState.setOpaque(false);
mState.setColor(half4(r, g, b, a));
mState.disableTexture();
glDisable(GL_BLEND);
}
void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
ATRACE_CALL();
if (mesh.getTexCoordsSize()) {
glEnableVertexAttribArray(Program::texCoords);
glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
mesh.getByteStride(), mesh.getTexCoords());
}
glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
mesh.getByteStride(), mesh.getPositions());
// By default, DISPLAY_P3 is the only supported wide color output. However,
// when HDR content is present, hardware composer may be able to handle
// BT2020 data space, in that case, the output data space is set to be
// BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need
// to respect this and convert non-HDR content to HDR format.
if (mPlatformHasWideColor) {
Description wideColorState = mState;
Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace &
Dataspace::STANDARD_MASK);
Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
Dataspace::TRANSFER_MASK);
bool needsXYZConversion = needsXYZTransformMatrix();
if (needsXYZConversion) {
// The supported input color spaces are standard RGB, Display P3 and BT2020.
switch (inputStandard) {
case Dataspace::STANDARD_DCI_P3:
wideColorState.setInputTransformMatrix(mDisplayP3ToXyz);
break;
case Dataspace::STANDARD_BT2020:
wideColorState.setInputTransformMatrix(mBt2020ToXyz);
break;
default:
wideColorState.setInputTransformMatrix(mSrgbToXyz);
break;
}
// The supported output color spaces are BT2020, Display P3 and standard RGB.
switch (outputStandard) {
case Dataspace::STANDARD_BT2020:
wideColorState.setOutputTransformMatrix(mXyzToBt2020);
break;
case Dataspace::STANDARD_DCI_P3:
wideColorState.setOutputTransformMatrix(mXyzToDisplayP3);
break;
default:
wideColorState.setOutputTransformMatrix(mXyzToSrgb);
break;
}
} else if (inputStandard != outputStandard) {
// At this point, the input data space and output data space could be both
// HDR data spaces, but they match each other, we do nothing in this case.
// In addition to the case above, the input data space could be
// - scRGB linear
// - scRGB non-linear
// - sRGB
// - Display P3
// The output data spaces could be
// - sRGB
// - Display P3
if (outputStandard == Dataspace::STANDARD_BT709) {
wideColorState.setOutputTransformMatrix(mDisplayP3ToSrgb);
} else if (outputStandard == Dataspace::STANDARD_DCI_P3) {
wideColorState.setOutputTransformMatrix(mSrgbToDisplayP3);
}
}
// we need to convert the RGB value to linear space and convert it back when:
// - there is a color matrix that is not an identity matrix, or
// - there is an output transform matrix that is not an identity matrix, or
// - the input transfer function doesn't match the output transfer function.
if (wideColorState.hasColorMatrix() || wideColorState.hasOutputTransformMatrix() ||
inputTransfer != outputTransfer) {
switch (inputTransfer) {
case Dataspace::TRANSFER_ST2084:
wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084);
break;
case Dataspace::TRANSFER_HLG:
wideColorState.setInputTransferFunction(Description::TransferFunction::HLG);
break;
case Dataspace::TRANSFER_LINEAR:
wideColorState.setInputTransferFunction(Description::TransferFunction::LINEAR);
break;
default:
wideColorState.setInputTransferFunction(Description::TransferFunction::SRGB);
break;
}
switch (outputTransfer) {
case Dataspace::TRANSFER_ST2084:
wideColorState.setOutputTransferFunction(Description::TransferFunction::ST2084);
break;
case Dataspace::TRANSFER_HLG:
wideColorState.setOutputTransferFunction(Description::TransferFunction::HLG);
break;
default:
wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB);
break;
}
}
ProgramCache::getInstance().useProgram(wideColorState);
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
if (outputDebugPPMs) {
static uint64_t wideColorFrameCount = 0;
std::ostringstream out;
out << "/data/texture_out" << wideColorFrameCount++;
writePPM(out.str().c_str(), mVpWidth, mVpHeight);
}
} else {
ProgramCache::getInstance().useProgram(mState);
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
}
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
}
void GLES20RenderEngine::dump(String8& result) {
RenderEngine::dump(result);
result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n",
dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
}
bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK);
const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK);
return standard == Dataspace::STANDARD_BT2020 &&
(transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG);
}
// For convenience, we want to convert the input color space to XYZ color space first,
// and then convert from XYZ color space to output color space when
// - SDR and HDR contents are mixed, either SDR content will be converted to HDR or
// HDR content will be tone-mapped to SDR; Or,
// - there are HDR PQ and HLG contents presented at the same time, where we want to convert
// HLG content to PQ content.
// In either case above, we need to operate the Y value in XYZ color space. Thus, when either
// input data space or output data space is HDR data space, and the input transfer function
// doesn't match the output transfer function, we would enable an intermediate transfrom to
// XYZ color space.
bool GLES20RenderEngine::needsXYZTransformMatrix() const {
const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace);
const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace);
const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
Dataspace::TRANSFER_MASK);
return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer;
}
// ---------------------------------------------------------------------------
} // namespace impl
} // namespace RE
} // namespace android
// ---------------------------------------------------------------------------
#if defined(__gl_h_)
#error "don't include gl/gl.h in this file"
#endif