blob: 467f8482372dee0fcd327ba269e7b87e4e4611e0 [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
#include "EGL/egl.h"
#undef LOG_TAG
#define LOG_TAG "RenderEngine"
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <sched.h>
#include <cmath>
#include <fstream>
#include <sstream>
#include <unordered_set>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android-base/stringprintf.h>
#include <cutils/compiler.h>
#include <cutils/properties.h>
#include <gui/DebugEGLImageTracker.h>
#include <renderengine/Mesh.h>
#include <renderengine/Texture.h>
#include <renderengine/private/Description.h>
#include <sync/sync.h>
#include <ui/ColorSpace.h>
#include <ui/DebugUtils.h>
#include <ui/GraphicBuffer.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include <utils/KeyedVector.h>
#include <utils/Trace.h>
#include "GLESRenderEngine.h"
#include "GLExtensions.h"
#include "GLFramebuffer.h"
#include "GLImage.h"
#include "GLShadowVertexGenerator.h"
#include "Program.h"
#include "ProgramCache.h"
#include "filters/BlurFilter.h"
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 renderengine {
namespace gl {
class BindNativeBufferAsFramebuffer {
public:
BindNativeBufferAsFramebuffer(GLESRenderEngine& engine, ANativeWindowBuffer* buffer,
const bool useFramebufferCache)
: mEngine(engine), mFramebuffer(mEngine.getFramebufferForDrawing()), mStatus(NO_ERROR) {
mStatus = mFramebuffer->setNativeWindowBuffer(buffer, mEngine.isProtected(),
useFramebufferCache)
? mEngine.bindFrameBuffer(mFramebuffer)
: NO_MEMORY;
}
~BindNativeBufferAsFramebuffer() {
mFramebuffer->setNativeWindowBuffer(nullptr, false, /*arbitrary*/ true);
mEngine.unbindFrameBuffer(mFramebuffer);
}
status_t getStatus() const { return mStatus; }
private:
GLESRenderEngine& mEngine;
Framebuffer* mFramebuffer;
status_t mStatus;
};
using base::StringAppendF;
using ui::Dataspace;
static status_t selectConfigForAttribute(EGLDisplay dpy, EGLint const* attrs, EGLint attribute,
EGLint wanted, EGLConfig* outConfig) {
EGLint numConfigs = -1, n = 0;
eglGetConfigs(dpy, nullptr, 0, &numConfigs);
std::vector<EGLConfig> configs(numConfigs, EGL_NO_CONFIG_KHR);
eglChooseConfig(dpy, attrs, configs.data(), configs.size(), &n);
configs.resize(n);
if (!configs.empty()) {
if (attribute != EGL_NONE) {
for (EGLConfig config : configs) {
EGLint value = 0;
eglGetConfigAttrib(dpy, config, attribute, &value);
if (wanted == value) {
*outConfig = config;
return NO_ERROR;
}
}
} else {
// just pick the first one
*outConfig = configs[0];
return NO_ERROR;
}
}
return NAME_NOT_FOUND;
}
static status_t selectEGLConfig(EGLDisplay display, EGLint format, EGLint renderableType,
EGLConfig* config) {
// select our EGLConfig. It must support EGL_RECORDABLE_ANDROID if
// it is to be used with WIFI displays
status_t err;
EGLint wantedAttribute;
EGLint wantedAttributeValue;
std::vector<EGLint> attribs;
if (renderableType) {
const ui::PixelFormat pixelFormat = static_cast<ui::PixelFormat>(format);
const bool is1010102 = pixelFormat == ui::PixelFormat::RGBA_1010102;
// Default to 8 bits per channel.
const EGLint tmpAttribs[] = {
EGL_RENDERABLE_TYPE,
renderableType,
EGL_RECORDABLE_ANDROID,
EGL_TRUE,
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT | EGL_PBUFFER_BIT,
EGL_FRAMEBUFFER_TARGET_ANDROID,
EGL_TRUE,
EGL_RED_SIZE,
is1010102 ? 10 : 8,
EGL_GREEN_SIZE,
is1010102 ? 10 : 8,
EGL_BLUE_SIZE,
is1010102 ? 10 : 8,
EGL_ALPHA_SIZE,
is1010102 ? 2 : 8,
EGL_NONE,
};
std::copy(tmpAttribs, tmpAttribs + (sizeof(tmpAttribs) / sizeof(EGLint)),
std::back_inserter(attribs));
wantedAttribute = EGL_NONE;
wantedAttributeValue = EGL_NONE;
} else {
// if no renderable type specified, fallback to a simplified query
wantedAttribute = EGL_NATIVE_VISUAL_ID;
wantedAttributeValue = format;
}
err = selectConfigForAttribute(display, attribs.data(), wantedAttribute, wantedAttributeValue,
config);
if (err == NO_ERROR) {
EGLint caveat;
if (eglGetConfigAttrib(display, *config, EGL_CONFIG_CAVEAT, &caveat))
ALOGW_IF(caveat == EGL_SLOW_CONFIG, "EGL_SLOW_CONFIG selected!");
}
return err;
}
std::optional<RenderEngine::ContextPriority> GLESRenderEngine::createContextPriority(
const RenderEngineCreationArgs& args) {
if (!GLExtensions::getInstance().hasContextPriority()) {
return std::nullopt;
}
switch (args.contextPriority) {
case RenderEngine::ContextPriority::REALTIME:
if (gl::GLExtensions::getInstance().hasRealtimePriority()) {
return RenderEngine::ContextPriority::REALTIME;
} else {
ALOGI("Realtime priority unsupported, degrading gracefully to high priority");
return RenderEngine::ContextPriority::HIGH;
}
case RenderEngine::ContextPriority::HIGH:
case RenderEngine::ContextPriority::MEDIUM:
case RenderEngine::ContextPriority::LOW:
return args.contextPriority;
default:
return std::nullopt;
}
}
std::unique_ptr<GLESRenderEngine> GLESRenderEngine::create(const RenderEngineCreationArgs& args) {
// initialize EGL for the default display
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!eglInitialize(display, nullptr, nullptr)) {
LOG_ALWAYS_FATAL("failed to initialize EGL. EGL error=0x%x", eglGetError());
}
const auto eglVersion = eglQueryString(display, EGL_VERSION);
if (!eglVersion) {
checkGlError(__FUNCTION__, __LINE__);
LOG_ALWAYS_FATAL("eglQueryString(EGL_VERSION) failed");
}
// Use the Android impl to grab EGL_NV_context_priority_realtime
const auto eglExtensions = eglQueryString(display, EGL_EXTENSIONS);
if (!eglExtensions) {
checkGlError(__FUNCTION__, __LINE__);
LOG_ALWAYS_FATAL("eglQueryString(EGL_EXTENSIONS) failed");
}
GLExtensions& extensions = GLExtensions::getInstance();
extensions.initWithEGLStrings(eglVersion, eglExtensions);
// The code assumes that ES2 or later is available if this extension is
// supported.
EGLConfig config = EGL_NO_CONFIG;
if (!extensions.hasNoConfigContext()) {
config = chooseEglConfig(display, args.pixelFormat, /*logConfig*/ true);
}
const std::optional<RenderEngine::ContextPriority> priority = createContextPriority(args);
EGLContext protectedContext = EGL_NO_CONTEXT;
if (args.enableProtectedContext && extensions.hasProtectedContent()) {
protectedContext =
createEglContext(display, config, nullptr, priority, Protection::PROTECTED);
ALOGE_IF(protectedContext == EGL_NO_CONTEXT, "Can't create protected context");
}
EGLContext ctxt =
createEglContext(display, config, protectedContext, priority, Protection::UNPROTECTED);
// if can't create a GL context, we can only abort.
LOG_ALWAYS_FATAL_IF(ctxt == EGL_NO_CONTEXT, "EGLContext creation failed");
EGLSurface stub = EGL_NO_SURFACE;
if (!extensions.hasSurfacelessContext()) {
stub = createStubEglPbufferSurface(display, config, args.pixelFormat,
Protection::UNPROTECTED);
LOG_ALWAYS_FATAL_IF(stub == EGL_NO_SURFACE, "can't create stub pbuffer");
}
EGLBoolean success = eglMakeCurrent(display, stub, stub, ctxt);
LOG_ALWAYS_FATAL_IF(!success, "can't make stub pbuffer current");
extensions.initWithGLStrings(glGetString(GL_VENDOR), glGetString(GL_RENDERER),
glGetString(GL_VERSION), glGetString(GL_EXTENSIONS));
EGLSurface protectedStub = EGL_NO_SURFACE;
if (protectedContext != EGL_NO_CONTEXT && !extensions.hasSurfacelessContext()) {
protectedStub = createStubEglPbufferSurface(display, config, args.pixelFormat,
Protection::PROTECTED);
ALOGE_IF(protectedStub == EGL_NO_SURFACE, "can't create protected stub pbuffer");
}
// now figure out what version of GL did we actually get
GlesVersion version = parseGlesVersion(extensions.getVersion());
LOG_ALWAYS_FATAL_IF(args.supportsBackgroundBlur && version < GLES_VERSION_3_0,
"Blurs require OpenGL ES 3.0. Please unset ro.surface_flinger.supports_background_blur");
// initialize the renderer while GL is current
std::unique_ptr<GLESRenderEngine> engine;
switch (version) {
case GLES_VERSION_1_0:
case GLES_VERSION_1_1:
LOG_ALWAYS_FATAL("SurfaceFlinger requires OpenGL ES 2.0 minimum to run.");
break;
case GLES_VERSION_2_0:
case GLES_VERSION_3_0:
engine = std::make_unique<GLESRenderEngine>(args, display, config, ctxt, stub,
protectedContext, protectedStub);
break;
}
ALOGI("OpenGL ES informations:");
ALOGI("vendor : %s", extensions.getVendor());
ALOGI("renderer : %s", extensions.getRenderer());
ALOGI("version : %s", extensions.getVersion());
ALOGI("extensions: %s", extensions.getExtensions());
ALOGI("GL_MAX_TEXTURE_SIZE = %zu", engine->getMaxTextureSize());
ALOGI("GL_MAX_VIEWPORT_DIMS = %zu", engine->getMaxViewportDims());
return engine;
}
EGLConfig GLESRenderEngine::chooseEglConfig(EGLDisplay display, int format, bool logConfig) {
status_t err;
EGLConfig config;
// First try to get an ES3 config
err = selectEGLConfig(display, format, EGL_OPENGL_ES3_BIT, &config);
if (err != NO_ERROR) {
// If ES3 fails, try to get an ES2 config
err = selectEGLConfig(display, format, EGL_OPENGL_ES2_BIT, &config);
if (err != NO_ERROR) {
// If ES2 still doesn't work, probably because we're on the emulator.
// try a simplified query
ALOGW("no suitable EGLConfig found, trying a simpler query");
err = selectEGLConfig(display, format, 0, &config);
if (err != NO_ERROR) {
// this EGL is too lame for android
LOG_ALWAYS_FATAL("no suitable EGLConfig found, giving up");
}
}
}
if (logConfig) {
// print some debugging info
EGLint r, g, b, a;
eglGetConfigAttrib(display, config, EGL_RED_SIZE, &r);
eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &g);
eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &b);
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &a);
ALOGI("EGL information:");
ALOGI("vendor : %s", eglQueryString(display, EGL_VENDOR));
ALOGI("version : %s", eglQueryString(display, EGL_VERSION));
ALOGI("extensions: %s", eglQueryString(display, EGL_EXTENSIONS));
ALOGI("Client API: %s", eglQueryString(display, EGL_CLIENT_APIS) ?: "Not Supported");
ALOGI("EGLSurface: %d-%d-%d-%d, config=%p", r, g, b, a, config);
}
return config;
}
GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
EGLConfig config, EGLContext ctxt, EGLSurface stub,
EGLContext protectedContext, EGLSurface protectedStub)
: RenderEngine(args.renderEngineType),
mEGLDisplay(display),
mEGLConfig(config),
mEGLContext(ctxt),
mStubSurface(stub),
mProtectedEGLContext(protectedContext),
mProtectedStubSurface(protectedStub),
mVpWidth(0),
mVpHeight(0),
mFramebufferImageCacheSize(args.imageCacheSize),
mUseColorManagement(args.useColorManagement),
mPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
// Initialize protected EGL Context.
if (mProtectedEGLContext != EGL_NO_CONTEXT) {
EGLBoolean success = eglMakeCurrent(display, mProtectedStubSurface, mProtectedStubSurface,
mProtectedEGLContext);
ALOGE_IF(!success, "can't make protected context current");
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
success = eglMakeCurrent(display, mStubSurface, mStubSurface, mEGLContext);
LOG_ALWAYS_FATAL_IF(!success, "can't make default context current");
}
// mColorBlindnessCorrection = M;
if (mUseColorManagement) {
const ColorSpace srgb(ColorSpace::sRGB());
const ColorSpace displayP3(ColorSpace::DisplayP3());
const ColorSpace bt2020(ColorSpace::BT2020());
// no chromatic adaptation needed since all color spaces use D65 for their white points.
mSrgbToXyz = mat4(srgb.getRGBtoXYZ());
mDisplayP3ToXyz = mat4(displayP3.getRGBtoXYZ());
mBt2020ToXyz = mat4(bt2020.getRGBtoXYZ());
mXyzToSrgb = mat4(srgb.getXYZtoRGB());
mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
// Compute sRGB to Display P3 and BT2020 transform matrix.
// NOTE: For now, we are limiting output wide color space support to
// Display-P3 and BT2020 only.
mSrgbToDisplayP3 = mXyzToDisplayP3 * mSrgbToXyz;
mSrgbToBt2020 = mXyzToBt2020 * mSrgbToXyz;
// Compute Display P3 to sRGB and BT2020 transform matrix.
mDisplayP3ToSrgb = mXyzToSrgb * mDisplayP3ToXyz;
mDisplayP3ToBt2020 = mXyzToBt2020 * mDisplayP3ToXyz;
// Compute BT2020 to sRGB and Display P3 transform matrix
mBt2020ToSrgb = mXyzToSrgb * mBt2020ToXyz;
mBt2020ToDisplayP3 = mXyzToDisplayP3 * mBt2020ToXyz;
}
char value[PROPERTY_VALUE_MAX];
property_get("debug.egl.traceGpuCompletion", value, "0");
if (atoi(value)) {
mTraceGpuCompletion = true;
mFlushTracer = std::make_unique<FlushTracer>(this);
}
if (args.supportsBackgroundBlur) {
mBlurFilter = new BlurFilter(*this);
checkErrors("BlurFilter creation");
}
mImageManager = std::make_unique<ImageManager>(this);
mImageManager->initThread();
mDrawingBuffer = createFramebuffer();
sp<GraphicBuffer> buf =
new GraphicBuffer(1, 1, PIXEL_FORMAT_RGBA_8888, 1,
GRALLOC_USAGE_HW_RENDER | GRALLOC_USAGE_HW_TEXTURE, "placeholder");
const status_t err = buf->initCheck();
if (err != OK) {
ALOGE("Error allocating placeholder buffer: %d", err);
return;
}
mPlaceholderBuffer = buf.get();
EGLint attributes[] = {
EGL_NONE,
};
mPlaceholderImage = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
mPlaceholderBuffer, attributes);
ALOGE_IF(mPlaceholderImage == EGL_NO_IMAGE_KHR, "Failed to create placeholder image: %#x",
eglGetError());
mShadowTexture = std::make_unique<GLShadowTexture>();
}
GLESRenderEngine::~GLESRenderEngine() {
// Destroy the image manager first.
mImageManager = nullptr;
mShadowTexture = nullptr;
cleanFramebufferCache();
ProgramCache::getInstance().purgeCaches();
std::lock_guard<std::mutex> lock(mRenderingMutex);
glDisableVertexAttribArray(Program::position);
unbindFrameBuffer(mDrawingBuffer.get());
mDrawingBuffer = nullptr;
eglDestroyImageKHR(mEGLDisplay, mPlaceholderImage);
mImageCache.clear();
if (mStubSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEGLDisplay, mStubSurface);
}
if (mProtectedStubSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEGLDisplay, mProtectedStubSurface);
}
if (mEGLContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEGLDisplay, mEGLContext);
}
if (mProtectedEGLContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEGLDisplay, mProtectedEGLContext);
}
eglMakeCurrent(mEGLDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(mEGLDisplay);
eglReleaseThread();
}
std::unique_ptr<Framebuffer> GLESRenderEngine::createFramebuffer() {
return std::make_unique<GLFramebuffer>(*this);
}
std::unique_ptr<Image> GLESRenderEngine::createImage() {
return std::make_unique<GLImage>(*this);
}
Framebuffer* GLESRenderEngine::getFramebufferForDrawing() {
return mDrawingBuffer.get();
}
std::future<void> GLESRenderEngine::primeCache() {
ProgramCache::getInstance().primeCache(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
mUseColorManagement, mPrecacheToneMapperShaderOnly);
return {};
}
base::unique_fd GLESRenderEngine::flush() {
ATRACE_CALL();
if (!GLExtensions::getInstance().hasNativeFenceSync()) {
return base::unique_fd();
}
EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
if (sync == EGL_NO_SYNC_KHR) {
ALOGW("failed to create EGL native fence sync: %#x", eglGetError());
return base::unique_fd();
}
// native fence fd will not be populated until flush() is done.
glFlush();
// get the fence fd
base::unique_fd fenceFd(eglDupNativeFenceFDANDROID(mEGLDisplay, sync));
eglDestroySyncKHR(mEGLDisplay, sync);
if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
ALOGW("failed to dup EGL native fence sync: %#x", eglGetError());
}
// Only trace if we have a valid fence, as current usage falls back to
// calling finish() if the fence fd is invalid.
if (CC_UNLIKELY(mTraceGpuCompletion && mFlushTracer) && fenceFd.get() >= 0) {
mFlushTracer->queueSync(eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr));
}
return fenceFd;
}
bool GLESRenderEngine::finish() {
ATRACE_CALL();
if (!GLExtensions::getInstance().hasFenceSync()) {
ALOGW("no synchronization support");
return false;
}
EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr);
if (sync == EGL_NO_SYNC_KHR) {
ALOGW("failed to create EGL fence sync: %#x", eglGetError());
return false;
}
if (CC_UNLIKELY(mTraceGpuCompletion && mFlushTracer)) {
mFlushTracer->queueSync(eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, nullptr));
}
return waitSync(sync, EGL_SYNC_FLUSH_COMMANDS_BIT_KHR);
}
bool GLESRenderEngine::waitSync(EGLSyncKHR sync, EGLint flags) {
EGLint result = eglClientWaitSyncKHR(mEGLDisplay, sync, flags, 2000000000 /*2 sec*/);
EGLint error = eglGetError();
eglDestroySyncKHR(mEGLDisplay, sync);
if (result != EGL_CONDITION_SATISFIED_KHR) {
if (result == EGL_TIMEOUT_EXPIRED_KHR) {
ALOGW("fence wait timed out");
} else {
ALOGW("error waiting on EGL fence: %#x", error);
}
return false;
}
return true;
}
bool GLESRenderEngine::waitFence(base::unique_fd fenceFd) {
if (!GLExtensions::getInstance().hasNativeFenceSync() ||
!GLExtensions::getInstance().hasWaitSync()) {
return false;
}
// release the fd and transfer the ownership to EGLSync
EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd.release(), EGL_NONE};
EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
if (sync == EGL_NO_SYNC_KHR) {
ALOGE("failed to create EGL native fence sync: %#x", eglGetError());
return false;
}
// XXX: The spec draft is inconsistent as to whether this should return an
// EGLint or void. Ignore the return value for now, as it's not strictly
// needed.
eglWaitSyncKHR(mEGLDisplay, sync, 0);
EGLint error = eglGetError();
eglDestroySyncKHR(mEGLDisplay, sync);
if (error != EGL_SUCCESS) {
ALOGE("failed to wait for EGL native fence sync: %#x", error);
return false;
}
return true;
}
void GLESRenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
ATRACE_CALL();
glDisable(GL_BLEND);
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
}
void GLESRenderEngine::fillRegionWithColor(const Region& region, float red, float green, float blue,
float alpha) {
size_t c;
Rect const* r = region.getArray(&c);
Mesh mesh = Mesh::Builder()
.setPrimitive(Mesh::TRIANGLES)
.setVertices(c * 6 /* count */, 2 /* size */)
.build();
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
for (size_t i = 0; i < c; i++, r++) {
position[i * 6 + 0].x = r->left;
position[i * 6 + 0].y = r->top;
position[i * 6 + 1].x = r->left;
position[i * 6 + 1].y = r->bottom;
position[i * 6 + 2].x = r->right;
position[i * 6 + 2].y = r->bottom;
position[i * 6 + 3].x = r->left;
position[i * 6 + 3].y = r->top;
position[i * 6 + 4].x = r->right;
position[i * 6 + 4].y = r->bottom;
position[i * 6 + 5].x = r->right;
position[i * 6 + 5].y = r->top;
}
setupFillWithColor(red, green, blue, alpha);
drawMesh(mesh);
}
void GLESRenderEngine::setScissor(const Rect& region) {
glScissor(region.left, region.top, region.getWidth(), region.getHeight());
glEnable(GL_SCISSOR_TEST);
}
void GLESRenderEngine::disableScissor() {
glDisable(GL_SCISSOR_TEST);
}
void GLESRenderEngine::genTextures(size_t count, uint32_t* names) {
glGenTextures(count, names);
}
void GLESRenderEngine::deleteTextures(size_t count, uint32_t const* names) {
for (int i = 0; i < count; ++i) {
mTextureView.erase(names[i]);
}
glDeleteTextures(count, names);
}
void GLESRenderEngine::bindExternalTextureImage(uint32_t texName, const Image& image) {
ATRACE_CALL();
const GLImage& glImage = static_cast<const GLImage&>(image);
const GLenum target = GL_TEXTURE_EXTERNAL_OES;
glBindTexture(target, texName);
if (glImage.getEGLImage() != EGL_NO_IMAGE_KHR) {
glEGLImageTargetTexture2DOES(target, static_cast<GLeglImageOES>(glImage.getEGLImage()));
}
}
void GLESRenderEngine::bindExternalTextureBuffer(uint32_t texName, const sp<GraphicBuffer>& buffer,
const sp<Fence>& bufferFence) {
ATRACE_CALL();
bool found = false;
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
auto cachedImage = mImageCache.find(buffer->getId());
found = (cachedImage != mImageCache.end());
}
// If we couldn't find the image in the cache at this time, then either
// SurfaceFlinger messed up registering the buffer ahead of time or we got
// backed up creating other EGLImages.
if (!found) {
status_t cacheResult = mImageManager->cache(buffer);
if (cacheResult != NO_ERROR) {
ALOGE("Error with caching buffer: %d", cacheResult);
return;
}
}
// Whether or not we needed to cache, re-check mImageCache to make sure that
// there's an EGLImage. The current threading model guarantees that we don't
// destroy a cached image until it's really not needed anymore (i.e. this
// function should not be called), so the only possibility is that something
// terrible went wrong and we should just bind something and move on.
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
auto cachedImage = mImageCache.find(buffer->getId());
if (cachedImage == mImageCache.end()) {
// We failed creating the image if we got here, so bail out.
ALOGE("Failed to create an EGLImage when rendering");
bindExternalTextureImage(texName, *createImage());
return;
}
bindExternalTextureImage(texName, *cachedImage->second);
mTextureView.insert_or_assign(texName, buffer->getId());
}
// Wait for the new buffer to be ready.
if (bufferFence != nullptr && bufferFence->isValid()) {
if (GLExtensions::getInstance().hasWaitSync()) {
base::unique_fd fenceFd(bufferFence->dup());
if (fenceFd == -1) {
ALOGE("error dup'ing fence fd: %d", errno);
return;
}
if (!waitFence(std::move(fenceFd))) {
ALOGE("failed to wait on fence fd");
return;
}
} else {
status_t err = bufferFence->waitForever("RenderEngine::bindExternalTextureBuffer");
if (err != NO_ERROR) {
ALOGE("error waiting for fence: %d", err);
return;
}
}
}
return;
}
void GLESRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
bool /*isRenderable*/) {
ATRACE_CALL();
mImageManager->cacheAsync(buffer, nullptr);
}
std::shared_ptr<ImageManager::Barrier> GLESRenderEngine::cacheExternalTextureBufferForTesting(
const sp<GraphicBuffer>& buffer) {
auto barrier = std::make_shared<ImageManager::Barrier>();
mImageManager->cacheAsync(buffer, barrier);
return barrier;
}
status_t GLESRenderEngine::cacheExternalTextureBufferInternal(const sp<GraphicBuffer>& buffer) {
if (buffer == nullptr) {
return BAD_VALUE;
}
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
if (mImageCache.count(buffer->getId()) > 0) {
// If there's already an image then fail fast here.
return NO_ERROR;
}
}
ATRACE_CALL();
// Create the image without holding a lock so that we don't block anything.
std::unique_ptr<Image> newImage = createImage();
bool created = newImage->setNativeWindowBuffer(buffer->getNativeBuffer(),
buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
if (!created) {
ALOGE("Failed to create image. id=%" PRIx64 " size=%ux%u st=%u usage=%#" PRIx64 " fmt=%d",
buffer->getId(), buffer->getWidth(), buffer->getHeight(), buffer->getStride(),
buffer->getUsage(), buffer->getPixelFormat());
return NO_INIT;
}
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
if (mImageCache.count(buffer->getId()) > 0) {
// In theory it's possible for another thread to recache the image,
// so bail out if another thread won.
return NO_ERROR;
}
mImageCache.insert(std::make_pair(buffer->getId(), std::move(newImage)));
}
return NO_ERROR;
}
void GLESRenderEngine::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) {
mImageManager->releaseAsync(buffer->getId(), nullptr);
}
std::shared_ptr<ImageManager::Barrier> GLESRenderEngine::unbindExternalTextureBufferForTesting(
uint64_t bufferId) {
auto barrier = std::make_shared<ImageManager::Barrier>();
mImageManager->releaseAsync(bufferId, barrier);
return barrier;
}
void GLESRenderEngine::unbindExternalTextureBufferInternal(uint64_t bufferId) {
std::unique_ptr<Image> image;
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
const auto& cachedImage = mImageCache.find(bufferId);
if (cachedImage != mImageCache.end()) {
ALOGV("Destroying image for buffer: %" PRIu64, bufferId);
// Move the buffer out of cache first, so that we can destroy
// without holding the cache's lock.
image = std::move(cachedImage->second);
mImageCache.erase(bufferId);
return;
}
}
ALOGV("Failed to find image for buffer: %" PRIu64, bufferId);
}
int GLESRenderEngine::getContextPriority() {
int value;
eglQueryContext(mEGLDisplay, mEGLContext, EGL_CONTEXT_PRIORITY_LEVEL_IMG, &value);
return value;
}
FloatRect GLESRenderEngine::setupLayerCropping(const LayerSettings& layer, Mesh& mesh) {
// Translate win by the rounded corners rect coordinates, to have all values in
// layer coordinate space.
FloatRect cropWin = layer.geometry.boundaries;
const FloatRect& roundedCornersCrop = layer.geometry.roundedCornersCrop;
cropWin.left -= roundedCornersCrop.left;
cropWin.right -= roundedCornersCrop.left;
cropWin.top -= roundedCornersCrop.top;
cropWin.bottom -= roundedCornersCrop.top;
Mesh::VertexArray<vec2> cropCoords(mesh.getCropCoordArray<vec2>());
cropCoords[0] = vec2(cropWin.left, cropWin.top);
cropCoords[1] = vec2(cropWin.left, cropWin.top + cropWin.getHeight());
cropCoords[2] = vec2(cropWin.right, cropWin.top + cropWin.getHeight());
cropCoords[3] = vec2(cropWin.right, cropWin.top);
setupCornerRadiusCropSize(roundedCornersCrop.getWidth(), roundedCornersCrop.getHeight());
return cropWin;
}
void GLESRenderEngine::handleRoundedCorners(const DisplaySettings& display,
const LayerSettings& layer, const Mesh& mesh) {
// We separate the layer into 3 parts essentially, such that we only turn on blending for the
// top rectangle and the bottom rectangle, and turn off blending for the middle rectangle.
FloatRect bounds = layer.geometry.roundedCornersCrop;
// Explicitly compute the transform from the clip rectangle to the physical
// display. Normally, this is done in glViewport but we explicitly compute
// it here so that we can get the scissor bounds correct.
const Rect& source = display.clip;
const Rect& destination = display.physicalDisplay;
// Here we compute the following transform:
// 1. Translate the top left corner of the source clip to (0, 0)
// 2. Rotate the clip rectangle about the origin in accordance with the
// orientation flag
// 3. Translate the top left corner back to the origin.
// 4. Scale the clip rectangle to the destination rectangle dimensions
// 5. Translate the top left corner to the destination rectangle's top left
// corner.
const mat4 translateSource = mat4::translate(vec4(-source.left, -source.top, 0, 1));
mat4 rotation;
int displacementX = 0;
int displacementY = 0;
float destinationWidth = static_cast<float>(destination.getWidth());
float destinationHeight = static_cast<float>(destination.getHeight());
float sourceWidth = static_cast<float>(source.getWidth());
float sourceHeight = static_cast<float>(source.getHeight());
const float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
switch (display.orientation) {
case ui::Transform::ROT_90:
rotation = mat4::rotate(rot90InRadians, vec3(0, 0, 1));
displacementX = source.getHeight();
std::swap(sourceHeight, sourceWidth);
break;
case ui::Transform::ROT_180:
rotation = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1));
displacementY = source.getHeight();
displacementX = source.getWidth();
break;
case ui::Transform::ROT_270:
rotation = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1));
displacementY = source.getWidth();
std::swap(sourceHeight, sourceWidth);
break;
default:
break;
}
const mat4 intermediateTranslation = mat4::translate(vec4(displacementX, displacementY, 0, 1));
const mat4 scale = mat4::scale(
vec4(destinationWidth / sourceWidth, destinationHeight / sourceHeight, 1, 1));
const mat4 translateDestination =
mat4::translate(vec4(destination.left, destination.top, 0, 1));
const mat4 globalTransform =
translateDestination * scale * intermediateTranslation * rotation * translateSource;
const mat4 transformMatrix = globalTransform * layer.geometry.positionTransform;
const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0);
const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0);
const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate;
const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate;
bounds = FloatRect(std::min(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
std::min(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]),
std::max(leftTopCoordinateInBuffer[0], rightBottomCoordinateInBuffer[0]),
std::max(leftTopCoordinateInBuffer[1], rightBottomCoordinateInBuffer[1]));
// Finally, we cut the layer into 3 parts, with top and bottom parts having rounded corners
// and the middle part without rounded corners.
const int32_t radius = ceil(layer.geometry.roundedCornersRadius);
const Rect topRect(bounds.left, bounds.top, bounds.right, bounds.top + radius);
setScissor(topRect);
drawMesh(mesh);
const Rect bottomRect(bounds.left, bounds.bottom - radius, bounds.right, bounds.bottom);
setScissor(bottomRect);
drawMesh(mesh);
// The middle part of the layer can turn off blending.
if (topRect.bottom < bottomRect.top) {
const Rect middleRect(bounds.left, bounds.top + radius, bounds.right,
bounds.bottom - radius);
setScissor(middleRect);
mState.cornerRadius = 0.0;
disableBlending();
drawMesh(mesh);
}
disableScissor();
}
status_t GLESRenderEngine::bindFrameBuffer(Framebuffer* framebuffer) {
ATRACE_CALL();
GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(framebuffer);
EGLImageKHR eglImage = glFramebuffer->getEGLImage();
uint32_t textureName = glFramebuffer->getTextureName();
uint32_t framebufferName = glFramebuffer->getFramebufferName();
// Bind the texture and turn our EGLImage into a texture
glBindTexture(GL_TEXTURE_2D, textureName);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)eglImage);
// Bind the Framebuffer to render into
glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
uint32_t glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ALOGE_IF(glStatus != GL_FRAMEBUFFER_COMPLETE_OES, "glCheckFramebufferStatusOES error %d",
glStatus);
return glStatus == GL_FRAMEBUFFER_COMPLETE_OES ? NO_ERROR : BAD_VALUE;
}
void GLESRenderEngine::unbindFrameBuffer(Framebuffer* /*framebuffer*/) {
ATRACE_CALL();
// back to main framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
bool GLESRenderEngine::canSkipPostRenderCleanup() const {
return mPriorResourcesCleaned ||
(mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled);
}
void GLESRenderEngine::cleanupPostRender() {
ATRACE_CALL();
if (canSkipPostRenderCleanup()) {
// If we don't have a prior frame needing cleanup, then don't do anything.
return;
}
// Bind the texture to placeholder so that backing image data can be freed.
GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(getFramebufferForDrawing());
glFramebuffer->allocateBuffers(1, 1, mPlaceholderDrawBuffer);
// Release the cached fence here, so that we don't churn reallocations when
// we could no-op repeated calls of this method instead.
mLastDrawFence = nullptr;
mPriorResourcesCleaned = true;
}
void GLESRenderEngine::cleanFramebufferCache() {
std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
// Bind the texture to placeholder so that backing image data can be freed.
GLFramebuffer* glFramebuffer = static_cast<GLFramebuffer*>(getFramebufferForDrawing());
glFramebuffer->allocateBuffers(1, 1, mPlaceholderDrawBuffer);
while (!mFramebufferImageCache.empty()) {
EGLImageKHR expired = mFramebufferImageCache.front().second;
mFramebufferImageCache.pop_front();
eglDestroyImageKHR(mEGLDisplay, expired);
DEBUG_EGL_IMAGE_TRACKER_DESTROY();
}
}
void GLESRenderEngine::checkErrors() const {
checkErrors(nullptr);
}
void GLESRenderEngine::checkErrors(const char* tag) const {
do {
// there could be more than one error flag
GLenum error = glGetError();
if (error == GL_NO_ERROR) break;
if (tag == nullptr) {
ALOGE("GL error 0x%04x", int(error));
} else {
ALOGE("GL error: %s -> 0x%04x", tag, int(error));
}
} while (true);
}
bool GLESRenderEngine::supportsProtectedContent() const {
return mProtectedEGLContext != EGL_NO_CONTEXT;
}
void GLESRenderEngine::useProtectedContext(bool useProtectedContext) {
if (useProtectedContext == mInProtectedContext ||
(useProtectedContext && !supportsProtectedContent())) {
return;
}
const EGLSurface surface = useProtectedContext ? mProtectedStubSurface : mStubSurface;
const EGLContext context = useProtectedContext ? mProtectedEGLContext : mEGLContext;
if (eglMakeCurrent(mEGLDisplay, surface, surface, context) == EGL_TRUE) {
mInProtectedContext = useProtectedContext;
}
}
EGLImageKHR GLESRenderEngine::createFramebufferImageIfNeeded(ANativeWindowBuffer* nativeBuffer,
bool isProtected,
bool useFramebufferCache) {
sp<GraphicBuffer> graphicBuffer = GraphicBuffer::from(nativeBuffer);
if (useFramebufferCache) {
std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
for (const auto& image : mFramebufferImageCache) {
if (image.first == graphicBuffer->getId()) {
return image.second;
}
}
}
EGLint attributes[] = {
isProtected ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
isProtected ? EGL_TRUE : EGL_NONE,
EGL_NONE,
};
EGLImageKHR image = eglCreateImageKHR(mEGLDisplay, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
nativeBuffer, attributes);
if (useFramebufferCache) {
if (image != EGL_NO_IMAGE_KHR) {
std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
if (mFramebufferImageCache.size() >= mFramebufferImageCacheSize) {
EGLImageKHR expired = mFramebufferImageCache.front().second;
mFramebufferImageCache.pop_front();
eglDestroyImageKHR(mEGLDisplay, expired);
DEBUG_EGL_IMAGE_TRACKER_DESTROY();
}
mFramebufferImageCache.push_back({graphicBuffer->getId(), image});
}
}
if (image != EGL_NO_IMAGE_KHR) {
DEBUG_EGL_IMAGE_TRACKER_CREATE();
}
return image;
}
status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
const std::vector<const LayerSettings*>& layers,
const std::shared_ptr<ExternalTexture>& buffer,
const bool useFramebufferCache, base::unique_fd&& bufferFence,
base::unique_fd* drawFence) {
ATRACE_CALL();
if (layers.empty()) {
ALOGV("Drawing empty layer stack");
return NO_ERROR;
}
if (bufferFence.get() >= 0) {
// Duplicate the fence for passing to waitFence.
base::unique_fd bufferFenceDup(dup(bufferFence.get()));
if (bufferFenceDup < 0 || !waitFence(std::move(bufferFenceDup))) {
ATRACE_NAME("Waiting before draw");
sync_wait(bufferFence.get(), -1);
}
}
if (buffer == nullptr) {
ALOGE("No output buffer provided. Aborting GPU composition.");
return BAD_VALUE;
}
validateOutputBufferUsage(buffer->getBuffer());
std::unique_ptr<BindNativeBufferAsFramebuffer> fbo;
// Gathering layers that requested blur, we'll need them to decide when to render to an
// offscreen buffer, and when to render to the native buffer.
std::deque<const LayerSettings*> blurLayers;
if (CC_LIKELY(mBlurFilter != nullptr)) {
for (auto layer : layers) {
if (layer->backgroundBlurRadius > 0) {
blurLayers.push_back(layer);
}
}
}
const auto blurLayersSize = blurLayers.size();
if (blurLayersSize == 0) {
fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
buffer->getBuffer()
.get()
->getNativeBuffer(),
useFramebufferCache);
if (fbo->getStatus() != NO_ERROR) {
ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
buffer->getBuffer()->handle);
checkErrors();
return fbo->getStatus();
}
setViewportAndProjection(display.physicalDisplay, display.clip);
} else {
setViewportAndProjection(display.physicalDisplay, display.clip);
auto status =
mBlurFilter->setAsDrawTarget(display, blurLayers.front()->backgroundBlurRadius);
if (status != NO_ERROR) {
ALOGE("Failed to prepare blur filter! Aborting GPU composition for buffer (%p).",
buffer->getBuffer()->handle);
checkErrors();
return status;
}
}
// clear the entire buffer, sometimes when we reuse buffers we'd persist
// ghost images otherwise.
// we also require a full transparent framebuffer for overlays. This is
// probably not quite efficient on all GPUs, since we could filter out
// opaque layers.
clearWithColor(0.0, 0.0, 0.0, 0.0);
setOutputDataSpace(display.outputDataspace);
setDisplayMaxLuminance(display.maxLuminance);
setDisplayColorTransform(display.colorTransform);
const mat4 projectionMatrix =
ui::Transform(display.orientation).asMatrix4() * mState.projectionMatrix;
if (!display.clearRegion.isEmpty()) {
glDisable(GL_BLEND);
fillRegionWithColor(display.clearRegion, 0.0, 0.0, 0.0, 1.0);
}
Mesh mesh = Mesh::Builder()
.setPrimitive(Mesh::TRIANGLE_FAN)
.setVertices(4 /* count */, 2 /* size */)
.setTexCoords(2 /* size */)
.setCropCoords(2 /* size */)
.build();
for (auto const layer : layers) {
if (blurLayers.size() > 0 && blurLayers.front() == layer) {
blurLayers.pop_front();
auto status = mBlurFilter->prepare();
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
buffer->getBuffer()->handle);
checkErrors("Can't render first blur pass");
return status;
}
if (blurLayers.size() == 0) {
// Done blurring, time to bind the native FBO and render our blur onto it.
fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
buffer.get()
->getBuffer()
->getNativeBuffer(),
useFramebufferCache);
status = fbo->getStatus();
setViewportAndProjection(display.physicalDisplay, display.clip);
} else {
// There's still something else to blur, so let's keep rendering to our FBO
// instead of to the display.
status = mBlurFilter->setAsDrawTarget(display,
blurLayers.front()->backgroundBlurRadius);
}
if (status != NO_ERROR) {
ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
buffer->getBuffer()->handle);
checkErrors("Can't bind native framebuffer");
return status;
}
status = mBlurFilter->render(blurLayersSize > 1);
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
buffer->getBuffer()->handle);
checkErrors("Can't render blur filter");
return status;
}
}
// Ensure luminance is at least 100 nits to avoid div-by-zero
const float maxLuminance = std::max(100.f, layer->source.buffer.maxLuminanceNits);
mState.maxMasteringLuminance = maxLuminance;
mState.maxContentLuminance = maxLuminance;
mState.projectionMatrix = projectionMatrix * layer->geometry.positionTransform;
const FloatRect bounds = layer->geometry.boundaries;
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = vec2(bounds.left, bounds.top);
position[1] = vec2(bounds.left, bounds.bottom);
position[2] = vec2(bounds.right, bounds.bottom);
position[3] = vec2(bounds.right, bounds.top);
setupLayerCropping(*layer, mesh);
setColorTransform(layer->colorTransform);
bool usePremultipliedAlpha = true;
bool disableTexture = true;
bool isOpaque = false;
if (layer->source.buffer.buffer != nullptr) {
disableTexture = false;
isOpaque = layer->source.buffer.isOpaque;
sp<GraphicBuffer> gBuf = layer->source.buffer.buffer->getBuffer();
validateInputBufferUsage(gBuf);
bindExternalTextureBuffer(layer->source.buffer.textureName, gBuf,
layer->source.buffer.fence);
usePremultipliedAlpha = layer->source.buffer.usePremultipliedAlpha;
Texture texture(Texture::TEXTURE_EXTERNAL, layer->source.buffer.textureName);
mat4 texMatrix = layer->source.buffer.textureTransform;
texture.setMatrix(texMatrix.asArray());
texture.setFiltering(layer->source.buffer.useTextureFiltering);
texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
setSourceY410BT2020(layer->source.buffer.isY410BT2020);
renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(0.0, 0.0);
texCoords[1] = vec2(0.0, 1.0);
texCoords[2] = vec2(1.0, 1.0);
texCoords[3] = vec2(1.0, 0.0);
setupLayerTexturing(texture);
// Do not cache protected EGLImage, protected memory is limited.
if (gBuf->getUsage() & GRALLOC_USAGE_PROTECTED) {
unmapExternalTextureBuffer(gBuf);
}
}
const half3 solidColor = layer->source.solidColor;
const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer->alpha);
// Buffer sources will have a black solid color ignored in the shader,
// so in that scenario the solid color passed here is arbitrary.
setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color,
layer->geometry.roundedCornersRadius);
if (layer->disableBlending) {
glDisable(GL_BLEND);
}
setSourceDataSpace(layer->sourceDataspace);
if (layer->shadow.length > 0.0f) {
handleShadow(layer->geometry.boundaries, layer->geometry.roundedCornersRadius,
layer->shadow);
}
// We only want to do a special handling for rounded corners when having rounded corners
// is the only reason it needs to turn on blending, otherwise, we handle it like the
// usual way since it needs to turn on blending anyway.
else if (layer->geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
handleRoundedCorners(display, *layer, mesh);
} else {
drawMesh(mesh);
}
// Cleanup if there's a buffer source
if (layer->source.buffer.buffer != nullptr) {
disableBlending();
setSourceY410BT2020(false);
disableTexturing();
}
}
if (drawFence != nullptr) {
*drawFence = flush();
}
// If flush failed or we don't support native fences, we need to force the
// gl command stream to be executed.
if (drawFence == nullptr || drawFence->get() < 0) {
bool success = finish();
if (!success) {
ALOGE("Failed to flush RenderEngine commands");
checkErrors();
// Chances are, something illegal happened (either the caller passed
// us bad parameters, or we messed up our shader generation).
return INVALID_OPERATION;
}
mLastDrawFence = nullptr;
} else {
// The caller takes ownership of drawFence, so we need to duplicate the
// fd here.
mLastDrawFence = new Fence(dup(drawFence->get()));
}
mPriorResourcesCleaned = false;
checkErrors();
return NO_ERROR;
}
void GLESRenderEngine::setViewportAndProjection(Rect viewport, Rect clip) {
ATRACE_CALL();
mVpWidth = viewport.getWidth();
mVpHeight = viewport.getHeight();
// We pass the the top left corner instead of the bottom left corner,
// because since we're rendering off-screen first.
glViewport(viewport.left, viewport.top, mVpWidth, mVpHeight);
mState.projectionMatrix = mat4::ortho(clip.left, clip.right, clip.top, clip.bottom, 0, 1);
}
void GLESRenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque, bool disableTexture,
const half4& color, float cornerRadius) {
mState.isPremultipliedAlpha = premultipliedAlpha;
mState.isOpaque = opaque;
mState.color = color;
mState.cornerRadius = cornerRadius;
if (disableTexture) {
mState.textureEnabled = false;
}
if (color.a < 1.0f || !opaque || cornerRadius > 0.0f) {
glEnable(GL_BLEND);
glBlendFuncSeparate(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
}
}
void GLESRenderEngine::setSourceY410BT2020(bool enable) {
mState.isY410BT2020 = enable;
}
void GLESRenderEngine::setSourceDataSpace(Dataspace source) {
mDataSpace = source;
}
void GLESRenderEngine::setOutputDataSpace(Dataspace dataspace) {
mOutputDataSpace = dataspace;
}
void GLESRenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
mState.displayMaxLuminance = maxLuminance;
}
void GLESRenderEngine::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.texture = texture;
mState.textureEnabled = true;
}
void GLESRenderEngine::setColorTransform(const mat4& colorTransform) {
mState.colorMatrix = colorTransform;
}
void GLESRenderEngine::setDisplayColorTransform(const mat4& colorTransform) {
mState.displayColorMatrix = colorTransform;
}
void GLESRenderEngine::disableTexturing() {
mState.textureEnabled = false;
}
void GLESRenderEngine::disableBlending() {
glDisable(GL_BLEND);
}
void GLESRenderEngine::setupFillWithColor(float r, float g, float b, float a) {
mState.isPremultipliedAlpha = true;
mState.isOpaque = false;
mState.color = half4(r, g, b, a);
mState.textureEnabled = false;
glDisable(GL_BLEND);
}
void GLESRenderEngine::setupCornerRadiusCropSize(float width, float height) {
mState.cropSize = half2(width, height);
}
void GLESRenderEngine::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());
if (mState.cornerRadius > 0.0f) {
glEnableVertexAttribArray(Program::cropCoords);
glVertexAttribPointer(Program::cropCoords, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
mesh.getByteStride(), mesh.getCropCoords());
}
if (mState.drawShadows) {
glEnableVertexAttribArray(Program::shadowColor);
glVertexAttribPointer(Program::shadowColor, mesh.getShadowColorSize(), GL_FLOAT, GL_FALSE,
mesh.getByteStride(), mesh.getShadowColor());
glEnableVertexAttribArray(Program::shadowParams);
glVertexAttribPointer(Program::shadowParams, mesh.getShadowParamsSize(), GL_FLOAT, GL_FALSE,
mesh.getByteStride(), mesh.getShadowParams());
}
Description managedState = mState;
// 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 (mUseColorManagement) {
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();
// NOTE: if the input standard of the input dataspace is not STANDARD_DCI_P3 or
// STANDARD_BT2020, it will be treated as STANDARD_BT709
if (inputStandard != Dataspace::STANDARD_DCI_P3 &&
inputStandard != Dataspace::STANDARD_BT2020) {
inputStandard = Dataspace::STANDARD_BT709;
}
if (needsXYZConversion) {
// The supported input color spaces are standard RGB, Display P3 and BT2020.
switch (inputStandard) {
case Dataspace::STANDARD_DCI_P3:
managedState.inputTransformMatrix = mDisplayP3ToXyz;
break;
case Dataspace::STANDARD_BT2020:
managedState.inputTransformMatrix = mBt2020ToXyz;
break;
default:
managedState.inputTransformMatrix = mSrgbToXyz;
break;
}
// The supported output color spaces are BT2020, Display P3 and standard RGB.
switch (outputStandard) {
case Dataspace::STANDARD_BT2020:
managedState.outputTransformMatrix = mXyzToBt2020;
break;
case Dataspace::STANDARD_DCI_P3:
managedState.outputTransformMatrix = mXyzToDisplayP3;
break;
default:
managedState.outputTransformMatrix = 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
// - BT2020
// The output data spaces could be
// - sRGB
// - Display P3
// - BT2020
switch (outputStandard) {
case Dataspace::STANDARD_BT2020:
if (inputStandard == Dataspace::STANDARD_BT709) {
managedState.outputTransformMatrix = mSrgbToBt2020;
} else if (inputStandard == Dataspace::STANDARD_DCI_P3) {
managedState.outputTransformMatrix = mDisplayP3ToBt2020;
}
break;
case Dataspace::STANDARD_DCI_P3:
if (inputStandard == Dataspace::STANDARD_BT709) {
managedState.outputTransformMatrix = mSrgbToDisplayP3;
} else if (inputStandard == Dataspace::STANDARD_BT2020) {
managedState.outputTransformMatrix = mBt2020ToDisplayP3;
}
break;
default:
if (inputStandard == Dataspace::STANDARD_DCI_P3) {
managedState.outputTransformMatrix = mDisplayP3ToSrgb;
} else if (inputStandard == Dataspace::STANDARD_BT2020) {
managedState.outputTransformMatrix = mBt2020ToSrgb;
}
break;
}
}
// 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 (managedState.hasColorMatrix() || managedState.hasOutputTransformMatrix() ||
inputTransfer != outputTransfer) {
managedState.inputTransferFunction =
Description::dataSpaceToTransferFunction(inputTransfer);
managedState.outputTransferFunction =
Description::dataSpaceToTransferFunction(outputTransfer);
}
}
ProgramCache::getInstance().useProgram(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
managedState);
if (mState.drawShadows) {
glDrawElements(mesh.getPrimitive(), mesh.getIndexCount(), GL_UNSIGNED_SHORT,
mesh.getIndices());
} else {
glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
}
if (mUseColorManagement && outputDebugPPMs) {
static uint64_t managedColorFrameCount = 0;
std::ostringstream out;
out << "/data/texture_out" << managedColorFrameCount++;
writePPM(out.str().c_str(), mVpWidth, mVpHeight);
}
if (mesh.getTexCoordsSize()) {
glDisableVertexAttribArray(Program::texCoords);
}
if (mState.cornerRadius > 0.0f) {
glDisableVertexAttribArray(Program::cropCoords);
}
if (mState.drawShadows) {
glDisableVertexAttribArray(Program::shadowColor);
glDisableVertexAttribArray(Program::shadowParams);
}
}
size_t GLESRenderEngine::getMaxTextureSize() const {
return mMaxTextureSize;
}
size_t GLESRenderEngine::getMaxViewportDims() const {
return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
}
void GLESRenderEngine::dump(std::string& result) {
const GLExtensions& extensions = GLExtensions::getInstance();
ProgramCache& cache = ProgramCache::getInstance();
StringAppendF(&result, "EGL implementation : %s\n", extensions.getEGLVersion());
StringAppendF(&result, "%s\n", extensions.getEGLExtensions());
StringAppendF(&result, "GLES: %s, %s, %s\n", extensions.getVendor(), extensions.getRenderer(),
extensions.getVersion());
StringAppendF(&result, "%s\n", extensions.getExtensions());
StringAppendF(&result, "RenderEngine supports protected context: %d\n",
supportsProtectedContent());
StringAppendF(&result, "RenderEngine is in protected context: %d\n", mInProtectedContext);
StringAppendF(&result, "RenderEngine program cache size for unprotected context: %zu\n",
cache.getSize(mEGLContext));
StringAppendF(&result, "RenderEngine program cache size for protected context: %zu\n",
cache.getSize(mProtectedEGLContext));
StringAppendF(&result, "RenderEngine last dataspace conversion: (%s) to (%s)\n",
dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
{
std::lock_guard<std::mutex> lock(mRenderingMutex);
StringAppendF(&result, "RenderEngine image cache size: %zu\n", mImageCache.size());
StringAppendF(&result, "Dumping buffer ids...\n");
for (const auto& [id, unused] : mImageCache) {
StringAppendF(&result, "0x%" PRIx64 "\n", id);
}
}
{
std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
StringAppendF(&result, "RenderEngine framebuffer image cache size: %zu\n",
mFramebufferImageCache.size());
StringAppendF(&result, "Dumping buffer ids...\n");
for (const auto& [id, unused] : mFramebufferImageCache) {
StringAppendF(&result, "0x%" PRIx64 "\n", id);
}
}
}
GLESRenderEngine::GlesVersion GLESRenderEngine::parseGlesVersion(const char* str) {
int major, minor;
if (sscanf(str, "OpenGL ES-CM %d.%d", &major, &minor) != 2) {
if (sscanf(str, "OpenGL ES %d.%d", &major, &minor) != 2) {
ALOGW("Unable to parse GL_VERSION string: \"%s\"", str);
return GLES_VERSION_1_0;
}
}
if (major == 1 && minor == 0) return GLES_VERSION_1_0;
if (major == 1 && minor >= 1) return GLES_VERSION_1_1;
if (major == 2 && minor >= 0) return GLES_VERSION_2_0;
if (major == 3 && minor >= 0) return GLES_VERSION_3_0;
ALOGW("Unrecognized OpenGL ES version: %d.%d", major, minor);
return GLES_VERSION_1_0;
}
EGLContext GLESRenderEngine::createEglContext(EGLDisplay display, EGLConfig config,
EGLContext shareContext,
std::optional<ContextPriority> contextPriority,
Protection protection) {
EGLint renderableType = 0;
if (config == EGL_NO_CONFIG) {
renderableType = EGL_OPENGL_ES3_BIT;
} else if (!eglGetConfigAttrib(display, config, EGL_RENDERABLE_TYPE, &renderableType)) {
LOG_ALWAYS_FATAL("can't query EGLConfig RENDERABLE_TYPE");
}
EGLint contextClientVersion = 0;
if (renderableType & EGL_OPENGL_ES3_BIT) {
contextClientVersion = 3;
} else if (renderableType & EGL_OPENGL_ES2_BIT) {
contextClientVersion = 2;
} else if (renderableType & EGL_OPENGL_ES_BIT) {
contextClientVersion = 1;
} else {
LOG_ALWAYS_FATAL("no supported EGL_RENDERABLE_TYPEs");
}
std::vector<EGLint> contextAttributes;
contextAttributes.reserve(7);
contextAttributes.push_back(EGL_CONTEXT_CLIENT_VERSION);
contextAttributes.push_back(contextClientVersion);
if (contextPriority) {
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG);
switch (*contextPriority) {
case ContextPriority::REALTIME:
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_REALTIME_NV);
break;
case ContextPriority::MEDIUM:
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_MEDIUM_IMG);
break;
case ContextPriority::LOW:
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_LOW_IMG);
break;
case ContextPriority::HIGH:
default:
contextAttributes.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG);
break;
}
}
if (protection == Protection::PROTECTED) {
contextAttributes.push_back(EGL_PROTECTED_CONTENT_EXT);
contextAttributes.push_back(EGL_TRUE);
}
contextAttributes.push_back(EGL_NONE);
EGLContext context = eglCreateContext(display, config, shareContext, contextAttributes.data());
if (contextClientVersion == 3 && context == EGL_NO_CONTEXT) {
// eglGetConfigAttrib indicated we can create GLES 3 context, but we failed, thus
// EGL_NO_CONTEXT so that we can abort.
if (config != EGL_NO_CONFIG) {
return context;
}
// If |config| is EGL_NO_CONFIG, we speculatively try to create GLES 3 context, so we should
// try to fall back to GLES 2.
contextAttributes[1] = 2;
context = eglCreateContext(display, config, shareContext, contextAttributes.data());
}
return context;
}
EGLSurface GLESRenderEngine::createStubEglPbufferSurface(EGLDisplay display, EGLConfig config,
int hwcFormat, Protection protection) {
EGLConfig stubConfig = config;
if (stubConfig == EGL_NO_CONFIG) {
stubConfig = chooseEglConfig(display, hwcFormat, /*logConfig*/ true);
}
std::vector<EGLint> attributes;
attributes.reserve(7);
attributes.push_back(EGL_WIDTH);
attributes.push_back(1);
attributes.push_back(EGL_HEIGHT);
attributes.push_back(1);
if (protection == Protection::PROTECTED) {
attributes.push_back(EGL_PROTECTED_CONTENT_EXT);
attributes.push_back(EGL_TRUE);
}
attributes.push_back(EGL_NONE);
return eglCreatePbufferSurface(display, stubConfig, attributes.data());
}
bool GLESRenderEngine::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 GLESRenderEngine::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;
}
bool GLESRenderEngine::isImageCachedForTesting(uint64_t bufferId) {
std::lock_guard<std::mutex> lock(mRenderingMutex);
const auto& cachedImage = mImageCache.find(bufferId);
return cachedImage != mImageCache.end();
}
bool GLESRenderEngine::isTextureNameKnownForTesting(uint32_t texName) {
const auto& entry = mTextureView.find(texName);
return entry != mTextureView.end();
}
std::optional<uint64_t> GLESRenderEngine::getBufferIdForTextureNameForTesting(uint32_t texName) {
const auto& entry = mTextureView.find(texName);
return entry != mTextureView.end() ? entry->second : std::nullopt;
}
bool GLESRenderEngine::isFramebufferImageCachedForTesting(uint64_t bufferId) {
std::lock_guard<std::mutex> lock(mFramebufferImageCacheMutex);
return std::any_of(mFramebufferImageCache.cbegin(), mFramebufferImageCache.cend(),
[=](std::pair<uint64_t, EGLImageKHR> image) {
return image.first == bufferId;
});
}
// FlushTracer implementation
GLESRenderEngine::FlushTracer::FlushTracer(GLESRenderEngine* engine) : mEngine(engine) {
mThread = std::thread(&GLESRenderEngine::FlushTracer::loop, this);
}
GLESRenderEngine::FlushTracer::~FlushTracer() {
{
std::lock_guard<std::mutex> lock(mMutex);
mRunning = false;
}
mCondition.notify_all();
if (mThread.joinable()) {
mThread.join();
}
}
void GLESRenderEngine::FlushTracer::queueSync(EGLSyncKHR sync) {
std::lock_guard<std::mutex> lock(mMutex);
char name[64];
const uint64_t frameNum = mFramesQueued++;
snprintf(name, sizeof(name), "Queueing sync for frame: %lu",
static_cast<unsigned long>(frameNum));
ATRACE_NAME(name);
mQueue.push({sync, frameNum});
ATRACE_INT("GPU Frames Outstanding", mQueue.size());
mCondition.notify_one();
}
void GLESRenderEngine::FlushTracer::loop() {
while (mRunning) {
QueueEntry entry;
{
std::lock_guard<std::mutex> lock(mMutex);
mCondition.wait(mMutex,
[&]() REQUIRES(mMutex) { return !mQueue.empty() || !mRunning; });
if (!mRunning) {
// if mRunning is false, then FlushTracer is being destroyed, so
// bail out now.
break;
}
entry = mQueue.front();
mQueue.pop();
}
{
char name[64];
snprintf(name, sizeof(name), "waiting for frame %lu",
static_cast<unsigned long>(entry.mFrameNum));
ATRACE_NAME(name);
mEngine->waitSync(entry.mSync, 0);
}
}
}
void GLESRenderEngine::handleShadow(const FloatRect& casterRect, float casterCornerRadius,
const ShadowSettings& settings) {
ATRACE_CALL();
const float casterZ = settings.length / 2.0f;
const GLShadowVertexGenerator shadows(casterRect, casterCornerRadius, casterZ,
settings.casterIsTranslucent, settings.ambientColor,
settings.spotColor, settings.lightPos,
settings.lightRadius);
// setup mesh for both shadows
Mesh mesh = Mesh::Builder()
.setPrimitive(Mesh::TRIANGLES)
.setVertices(shadows.getVertexCount(), 2 /* size */)
.setShadowAttrs()
.setIndices(shadows.getIndexCount())
.build();
Mesh::VertexArray<vec2> position = mesh.getPositionArray<vec2>();
Mesh::VertexArray<vec4> shadowColor = mesh.getShadowColorArray<vec4>();
Mesh::VertexArray<vec3> shadowParams = mesh.getShadowParamsArray<vec3>();
shadows.fillVertices(position, shadowColor, shadowParams);
shadows.fillIndices(mesh.getIndicesArray());
mState.cornerRadius = 0.0f;
mState.drawShadows = true;
setupLayerTexturing(mShadowTexture->getTexture());
drawMesh(mesh);
mState.drawShadows = false;
}
} // namespace gl
} // namespace renderengine
} // namespace android