1 /* 2 * Copyright 2019 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #pragma once 18 19 #include <ui/GraphicTypes.h> 20 #include "../GLESRenderEngine.h" 21 #include "../GLFramebuffer.h" 22 #include "../GLVertexBuffer.h" 23 #include "GenericProgram.h" 24 25 using namespace std; 26 27 namespace android { 28 namespace renderengine { 29 namespace gl { 30 31 /** 32 * This is an implementation of a Kawase blur, as described in here: 33 * https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/ 34 * 00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf 35 */ 36 class BlurFilter { 37 public: 38 // Downsample FBO to improve performance 39 static constexpr float kFboScale = 0.25f; 40 // Maximum number of render passes 41 static constexpr uint32_t kMaxPasses = 4; 42 // To avoid downscaling artifacts, we interpolate the blurred fbo with the full composited 43 // image, up to this radius. 44 static constexpr float kMaxCrossFadeRadius = 30.0f; 45 46 explicit BlurFilter(GLESRenderEngine& engine); ~BlurFilter()47 virtual ~BlurFilter(){}; 48 49 // Set up render targets, redirecting output to offscreen texture. 50 status_t setAsDrawTarget(const DisplaySettings&, uint32_t radius); 51 // Execute blur passes, rendering to offscreen texture. 52 status_t prepare(); 53 // Render blur to the bound framebuffer (screen). 54 status_t render(bool multiPass); 55 56 private: 57 uint32_t mRadius; 58 void drawMesh(GLuint uv, GLuint position); 59 string getVertexShader() const; 60 string getFragmentShader() const; 61 string getMixFragShader() const; 62 63 GLESRenderEngine& mEngine; 64 // Frame buffer holding the composited background. 65 GLFramebuffer mCompositionFbo; 66 // Frame buffers holding the blur passes. 67 GLFramebuffer mPingFbo; 68 GLFramebuffer mPongFbo; 69 uint32_t mDisplayWidth = 0; 70 uint32_t mDisplayHeight = 0; 71 uint32_t mDisplayX = 0; 72 uint32_t mDisplayY = 0; 73 // Buffer holding the final blur pass. 74 GLFramebuffer* mLastDrawTarget; 75 76 // VBO containing vertex and uv data of a fullscreen triangle. 77 GLVertexBuffer mMeshBuffer; 78 79 GenericProgram mMixProgram; 80 GLuint mMPosLoc; 81 GLuint mMUvLoc; 82 GLuint mMMixLoc; 83 GLuint mMTextureLoc; 84 GLuint mMCompositionTextureLoc; 85 86 GenericProgram mBlurProgram; 87 GLuint mBPosLoc; 88 GLuint mBUvLoc; 89 GLuint mBTextureLoc; 90 GLuint mBOffsetLoc; 91 }; 92 93 } // namespace gl 94 } // namespace renderengine 95 } // namespace android 96