blob: 593a8fd54ea4105859180d1d6bcf81f8379bd32c [file] [log] [blame]
/*
* Copyright 2019 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.
*/
#pragma once
#include <ui/GraphicTypes.h>
#include "../GLESRenderEngine.h"
#include "../GLFramebuffer.h"
#include "../GLVertexBuffer.h"
#include "GenericProgram.h"
using namespace std;
namespace android {
namespace renderengine {
namespace gl {
/**
* This is an implementation of a Kawase blur, as described in here:
* https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/
* 00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
*/
class BlurFilter {
public:
// Downsample FBO to improve performance
static constexpr float kFboScale = 0.25f;
// Maximum number of render passes
static constexpr uint32_t kMaxPasses = 4;
// To avoid downscaling artifacts, we interpolate the blurred fbo with the full composited
// image, up to this radius.
static constexpr float kMaxCrossFadeRadius = 30.0f;
explicit BlurFilter(GLESRenderEngine& engine);
virtual ~BlurFilter(){};
// Set up render targets, redirecting output to offscreen texture.
status_t setAsDrawTarget(const DisplaySettings&, uint32_t radius);
// Execute blur passes, rendering to offscreen texture.
status_t prepare();
// Render blur to the bound framebuffer (screen).
status_t render(bool multiPass);
private:
uint32_t mRadius;
void drawMesh(GLuint uv, GLuint position);
string getVertexShader() const;
string getFragmentShader() const;
string getMixFragShader() const;
GLESRenderEngine& mEngine;
// Frame buffer holding the composited background.
GLFramebuffer mCompositionFbo;
// Frame buffers holding the blur passes.
GLFramebuffer mPingFbo;
GLFramebuffer mPongFbo;
uint32_t mDisplayWidth = 0;
uint32_t mDisplayHeight = 0;
uint32_t mDisplayX = 0;
uint32_t mDisplayY = 0;
// Buffer holding the final blur pass.
GLFramebuffer* mLastDrawTarget;
// VBO containing vertex and uv data of a fullscreen triangle.
GLVertexBuffer mMeshBuffer;
GenericProgram mMixProgram;
GLuint mMPosLoc;
GLuint mMUvLoc;
GLuint mMMixLoc;
GLuint mMTextureLoc;
GLuint mMCompositionTextureLoc;
GenericProgram mBlurProgram;
GLuint mBPosLoc;
GLuint mBUvLoc;
GLuint mBTextureLoc;
GLuint mBOffsetLoc;
};
} // namespace gl
} // namespace renderengine
} // namespace android