/* * Copyright 2018 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 ATRACE_TAG ATRACE_TAG_GRAPHICS #include "GLFramebuffer.h" #include #include #include #include #include #include #include #include "GLESRenderEngine.h" namespace android { namespace renderengine { namespace gl { GLFramebuffer::GLFramebuffer(GLESRenderEngine& engine) : mEngine(engine), mEGLDisplay(engine.getEGLDisplay()), mEGLImage(EGL_NO_IMAGE_KHR) { glGenTextures(1, &mTextureName); glGenFramebuffers(1, &mFramebufferName); } GLFramebuffer::~GLFramebuffer() { glDeleteFramebuffers(1, &mFramebufferName); glDeleteTextures(1, &mTextureName); } bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected, const bool useFramebufferCache) { ATRACE_CALL(); if (mEGLImage != EGL_NO_IMAGE_KHR) { if (!usingFramebufferCache) { eglDestroyImageKHR(mEGLDisplay, mEGLImage); DEBUG_EGL_IMAGE_TRACKER_DESTROY(); } mEGLImage = EGL_NO_IMAGE_KHR; mBufferWidth = 0; mBufferHeight = 0; } if (nativeBuffer) { mEGLImage = mEngine.createFramebufferImageIfNeeded(nativeBuffer, isProtected, useFramebufferCache); if (mEGLImage == EGL_NO_IMAGE_KHR) { return false; } usingFramebufferCache = useFramebufferCache; mBufferWidth = nativeBuffer->width; mBufferHeight = nativeBuffer->height; } return true; } void GLFramebuffer::allocateBuffers(uint32_t width, uint32_t height, void* data) { ATRACE_CALL(); glBindTexture(GL_TEXTURE_2D, mTextureName); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); mBufferHeight = height; mBufferWidth = width; mEngine.checkErrors("Allocating Fbo texture"); bind(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextureName, 0); mStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); unbind(); glBindTexture(GL_TEXTURE_2D, 0); if (mStatus != GL_FRAMEBUFFER_COMPLETE) { ALOGE("Frame buffer is not complete. Error %d", mStatus); } } void GLFramebuffer::bind() const { glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName); } void GLFramebuffer::bindAsReadBuffer() const { glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferName); } void GLFramebuffer::bindAsDrawBuffer() const { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferName); } void GLFramebuffer::unbind() const { glBindFramebuffer(GL_FRAMEBUFFER, 0); } } // namespace gl } // namespace renderengine } // namespace android