1 /*
2 * Copyright (c) 2019-2020, The Linux Foundation. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 * Redistributions of source code must retain the above copyright
8 notice, this list of conditions and the following disclaimer.
9 * Redistributions in binary form must reproduce the above
10 copyright notice, this list of conditions and the following
11 disclaimer in the documentation and/or other materials provided
12 with the distribution.
13 * Neither the name of The Linux Foundation nor the names of its
14 contributors may be used to endorse or promote products derived
15 from this software without specific prior written permission.
16
17 * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED
18 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT
20 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
21 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
24 * BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
25 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
26 * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
27 * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28 */
29
30 #include <vector>
31
32 #include "gl_color_convert_impl.h"
33
34 #define __CLASS__ "GLColorConvertImpl"
35
36 namespace sdm {
37
38 const float kFullScreenVertices[] = {
39 -1.0f, 3.0f,
40 -1.0f, -1.0f,
41 3.0f, -1.0f
42 };
43
44 const float kFullScreenTexCoords[] = {
45 0.0f, 2.0f,
46 0.0f, 0.0f,
47 2.0f, 0.0f
48 };
49
50 const char* kVertexShader = ""
51 "#version 300 es \n"
52 "precision highp float; \n"
53 "layout(location = 0) in vec2 in_pos; \n"
54 "layout(location = 1) in vec2 in_uv; \n"
55 " \n"
56 "out vec2 uv; \n"
57 " \n"
58 "void main() \n"
59 "{ \n"
60 " gl_Position = vec4(in_pos, 0.0, 1.0); \n"
61 " uv = in_uv; \n"
62 "} \n";
63
64 const char* kConvertRgbToYuvShader = ""
65 "#extension GL_EXT_YUV_target : require \n"
66 "precision highp float; \n"
67 " \n"
68 "layout(binding = 0) uniform sampler2D u_sTexture; \n"
69 " \n"
70 "in vec2 uv; \n"
71 "layout (yuv) out vec4 color; \n"
72 " \n"
73 "void main() \n"
74 "{ \n"
75 " vec3 rgbColor = texture(u_sTexture, uv).rgb; \n"
76 " color = vec4(rgb_2_yuv(rgbColor, itu_601_full_range), 1.0); \n"
77 "} \n";
78
CreateContext(GLRenderTarget target,bool secure)79 int GLColorConvertImpl::CreateContext(GLRenderTarget target, bool secure) {
80 if (target != kTargetRGBA && target != kTargetYUV) {
81 DLOGE("Invalid GLRenderTarget: %d", target);
82 return -1;
83 }
84
85 ctx_.egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
86 EGL(eglBindAPI(EGL_OPENGL_ES_API));
87
88 // Initialize current display.
89 EGL(eglInitialize(ctx_.egl_display, nullptr, nullptr));
90
91 // Get attributes corresponing to render target.
92 // Describes Framebuffer attributes like buffer depth, color space etc;
93 EGLConfig eglConfig;
94 int numConfig = 0;
95 if (target == kTargetRGBA) {
96 EGLint eglConfigAttribList[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
97 EGL_RED_SIZE, 8,
98 EGL_GREEN_SIZE, 8,
99 EGL_BLUE_SIZE, 8,
100 EGL_ALPHA_SIZE, 8,
101 EGL_NONE};
102 EGL(eglChooseConfig(ctx_.egl_display, eglConfigAttribList, &eglConfig, 1, &numConfig));
103 } else {
104 EGLint eglConfigAttribList[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
105 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
106 EGL_COLOR_BUFFER_TYPE, EGL_YUV_BUFFER_EXT,
107 EGL_YUV_ORDER_EXT, EGL_YUV_ORDER_YUV_EXT,
108 EGL_YUV_NUMBER_OF_PLANES_EXT, 2,
109 EGL_YUV_SUBSAMPLE_EXT, EGL_YUV_SUBSAMPLE_4_2_0_EXT,
110 EGL_YUV_DEPTH_RANGE_EXT, EGL_YUV_DEPTH_RANGE_LIMITED_EXT,
111 EGL_YUV_CSC_STANDARD_EXT, EGL_YUV_CSC_STANDARD_601_EXT,
112 EGL_YUV_PLANE_BPP_EXT, EGL_YUV_PLANE_BPP_8_EXT,
113 EGL_NONE};
114 EGL(eglChooseConfig(ctx_.egl_display, eglConfigAttribList, &eglConfig, 1, &numConfig));
115 }
116
117 // When GPU runs in protected context it can read from
118 // - Protected sources
119 // - UnProtected source
120 // and writes into Protected buffer.
121 // VS in UnProtected context it can read/write happen from/to Unprotected sources.
122 EGLint egl_contextAttribList[] = {EGL_CONTEXT_CLIENT_VERSION, 3,
123 secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
124 secure ? EGL_TRUE : EGL_NONE,
125 EGL_NONE};
126 ctx_.egl_context = eglCreateContext(ctx_.egl_display, eglConfig, NULL, egl_contextAttribList);
127
128 // eglCreatePbufferSurface creates an off-screen pixel buffer surface and returns its handle
129 EGLint egl_surfaceAttribList[] = {EGL_WIDTH, 1,
130 EGL_HEIGHT, 1,
131 secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
132 secure ? EGL_TRUE : EGL_NONE,
133 EGL_NONE};
134 ctx_.egl_surface = eglCreatePbufferSurface(ctx_.egl_display, eglConfig, egl_surfaceAttribList);
135
136 // eglMakeCurrent attaches rendering context to rendering surface.
137 MakeCurrent(&ctx_);
138
139 DLOGI("Created context = %p", (void *)(&ctx_.egl_context));
140
141 // Load Vertex and Fragment shaders.
142 const char *fragment_shaders[2] = { };
143 int count = 0;
144 const char *version = "#version 300 es\n";
145
146 fragment_shaders[count++] = version;
147
148 // ToDo: Add support to yuv_to_rgb shader.
149 fragment_shaders[count++] = kConvertRgbToYuvShader;
150
151 ctx_.program_id = LoadProgram(1, &kVertexShader, count, fragment_shaders);
152
153 SetRealTimePriority();
154
155 return 0;
156 }
157
Blit(const private_handle_t * src_hnd,const private_handle_t * dst_hnd,const GLRect & src_rect,const GLRect & dst_rect,const shared_ptr<Fence> & src_acquire_fence,const shared_ptr<Fence> & dst_acquire_fence,shared_ptr<Fence> * release_fence)158 int GLColorConvertImpl::Blit(const private_handle_t *src_hnd, const private_handle_t *dst_hnd,
159 const GLRect &src_rect, const GLRect &dst_rect,
160 const shared_ptr<Fence> &src_acquire_fence,
161 const shared_ptr<Fence> &dst_acquire_fence,
162 shared_ptr<Fence> *release_fence) {
163 DTRACE_SCOPED();
164 // eglMakeCurrent attaches rendering context to rendering surface.
165 MakeCurrent(&ctx_);
166
167 SetProgram(ctx_.program_id);
168
169 SetSourceBuffer(src_hnd);
170 SetDestinationBuffer(dst_hnd);
171 SetViewport(dst_rect);
172
173 glEnableVertexAttribArray(0);
174 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenVertices);
175 glEnableVertexAttribArray(1);
176 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenTexCoords);
177 glDrawArrays(GL_TRIANGLES, 0, 3);
178
179 std::vector<shared_ptr<Fence>> in_fence = {Fence::Merge(src_acquire_fence, dst_acquire_fence)};
180 WaitOnInputFence(in_fence);
181
182 // Create output fence for client to wait on.
183 CreateOutputFence(release_fence);
184
185 return 0;
186 }
187
Init()188 int GLColorConvertImpl::Init() {
189 return CreateContext(target_, secure_);
190 }
191
Deinit()192 int GLColorConvertImpl::Deinit() {
193 MakeCurrent(&ctx_);
194 DestroyContext(&ctx_);
195
196 return 0;
197 }
198
~GLColorConvertImpl()199 GLColorConvertImpl::~GLColorConvertImpl() {}
200
GLColorConvertImpl(GLRenderTarget target,bool secure)201 GLColorConvertImpl::GLColorConvertImpl(GLRenderTarget target, bool secure) {
202 target_ = target;
203 secure_ = secure;
204 }
205
Reset()206 void GLColorConvertImpl::Reset() {
207 ClearCache();
208 }
209
210 } // namespace sdm
211
212