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_layer_stitch_impl.h"
33 
34 #define __CLASS__ "GLLayerStitchImpl"
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 *kVertexShader1 = ""
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 *kConvertRenderRGBShader = ""
65   "precision highp float;                                                \n"
66   "                                                                      \n"
67   "layout(binding = 0) uniform sampler2D u_sTexture;                     \n"
68   "                                                                      \n"
69   "in vec2 uv;                                                           \n"
70   "out vec4 color;                                                       \n"
71   "                                                                      \n"
72   "void main()                                                           \n"
73   "{                                                                     \n"
74   "    color = texture(u_sTexture, uv);                                  \n"
75   "}                                                                     \n";
76 
IsValid(const GLRect & rect)77 static bool IsValid(const GLRect &rect) {
78   return ((rect.right - rect.left) && (rect.bottom - rect.top));
79 }
80 
CreateContext(bool secure)81 int GLLayerStitchImpl::CreateContext(bool secure) {
82   ctx_.egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
83   EGL(eglBindAPI(EGL_OPENGL_ES_API));
84 
85   // Initialize current display.
86   EGL(eglInitialize(ctx_.egl_display, nullptr, nullptr));
87 
88   // Get attributes corresponing to render target.
89   // Describes Framebuffer attributes like buffer depth, color space etc;
90   EGLConfig eglConfig;
91   int numConfig = 0;
92   EGLint eglConfigAttribList[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
93                                   EGL_RED_SIZE,     8,
94                                   EGL_GREEN_SIZE,   8,
95                                   EGL_BLUE_SIZE,    8,
96                                   EGL_ALPHA_SIZE,   8,
97                                   EGL_NONE};
98   EGL(eglChooseConfig(ctx_.egl_display, eglConfigAttribList, &eglConfig, 1, &numConfig));
99 
100   // When GPU runs in protected context it can read from
101   //  - Protected sources
102   //  - UnProtected source
103   // and writes into Protected buffer.
104   // VS in UnProtected context it can read/write happen from/to Unprotected sources.
105   EGLint egl_contextAttribList[] = {EGL_CONTEXT_CLIENT_VERSION, 3,
106                                     secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
107                                     secure ? EGL_TRUE : EGL_NONE,
108                                     EGL_NONE};
109   ctx_.egl_context = eglCreateContext(ctx_.egl_display, eglConfig, NULL, egl_contextAttribList);
110 
111   // eglCreatePbufferSurface creates an off-screen pixel buffer surface and returns its handle
112   EGLint egl_surfaceAttribList[] = {EGL_WIDTH, 1,
113                                     EGL_HEIGHT, 1,
114                                     secure ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
115                                     secure ? EGL_TRUE : EGL_NONE,
116                                     EGL_NONE};
117   ctx_.egl_surface = eglCreatePbufferSurface(ctx_.egl_display, eglConfig, egl_surfaceAttribList);
118 
119   // eglMakeCurrent attaches rendering context to rendering surface.
120   MakeCurrent(&ctx_);
121 
122   DLOGI("Created context = %p", (void *)(&ctx_.egl_context));
123 
124   // Load Vertex and Fragment shaders.
125   const char *fragment_shaders[2] = { };
126   int count = 0;
127   const char *version = "#version 300 es\n";
128 
129   fragment_shaders[count++] = version;
130 
131   // ToDo: Add support to yuv_to_rgb shader.
132   fragment_shaders[count++] = kConvertRenderRGBShader;
133 
134   ctx_.program_id = LoadProgram(1, &kVertexShader1, count, fragment_shaders);
135 
136   SetRealTimePriority();
137   InitContext();
138 
139   return 0;
140 }
141 
Blit(const std::vector<StitchParams> & stitch_params,shared_ptr<Fence> * release_fence)142 int GLLayerStitchImpl::Blit(const std::vector<StitchParams> &stitch_params,
143                             shared_ptr<Fence> *release_fence) {
144   DTRACE_SCOPED();
145 
146   std::vector<shared_ptr<Fence>> acquire_fences;
147   std::vector<shared_ptr<Fence>> release_fences;
148   bool can_batch = !NeedsGLScissor(stitch_params);
149   for (auto &info : stitch_params) {
150     SetSourceBuffer(info.src_hnd);
151     SetDestinationBuffer(info.dst_hnd);
152     SetViewport(info.dst_rect);
153     ClearWithTransparency(info.scissor_rect);
154     glDrawArrays(GL_TRIANGLES, 0, 3);
155 
156     acquire_fences.push_back(info.src_acquire_fence);
157 
158     if (!can_batch) {
159       // Trigger flush and cache release fence.
160       WaitOnInputFence(acquire_fences);
161       shared_ptr<Fence> temp_release_fence = nullptr;
162       CreateOutputFence(&temp_release_fence);
163       release_fences.push_back(temp_release_fence);
164       acquire_fences = {};
165     }
166   }
167 
168   if (can_batch) {
169     // Create output fence for client to wait on.
170     WaitOnInputFence(acquire_fences);
171     CreateOutputFence(release_fence);
172   } else {
173     // Merge all fd's and return one.
174     *release_fence = Fence::Merge(release_fences, false);
175   }
176 
177   return 0;
178 }
179 
NeedsGLScissor(const std::vector<StitchParams> & stitch_params)180 int GLLayerStitchImpl::NeedsGLScissor(const std::vector<StitchParams> &stitch_params) {
181   for (auto &info : stitch_params) {
182     if (IsValid(info.scissor_rect)) {
183       return true;
184     }
185   }
186 
187   return false;
188 }
189 
Init()190 int GLLayerStitchImpl::Init() {
191   return CreateContext(secure_);
192 }
193 
Deinit()194 int GLLayerStitchImpl::Deinit() {
195   MakeCurrent(&ctx_);
196   DestroyContext(&ctx_);
197 
198   return 0;
199 }
200 
ClearWithTransparency(const GLRect & scissor_rect)201 void GLLayerStitchImpl::ClearWithTransparency(const GLRect &scissor_rect) {
202   if (!IsValid(scissor_rect)) {
203     // Disable scissor.
204     GL(glDisable(GL_SCISSOR_TEST));
205     return;
206   }
207 
208   DTRACE_SCOPED();
209   // Enable scissor test.
210   GL(glEnable(GL_SCISSOR_TEST));
211   GL(glScissor(scissor_rect.left, scissor_rect.top, scissor_rect.right - scissor_rect.left,
212                scissor_rect.bottom - scissor_rect.top));
213   GL(glClearColor(0, 0, 0, 0));
214   GL(glClear(GL_COLOR_BUFFER_BIT));
215 }
216 
InitContext()217 void GLLayerStitchImpl::InitContext() {
218   // eglMakeCurrent attaches rendering context to rendering surface.
219   MakeCurrent(&ctx_);
220   SetProgram(ctx_.program_id);
221   SetRealTimePriority();
222   // Set vertices.
223   glEnableVertexAttribArray(0);
224   glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenVertices);
225   glEnableVertexAttribArray(1);
226   glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, kFullScreenTexCoords);
227 }
228 
~GLLayerStitchImpl()229 GLLayerStitchImpl::~GLLayerStitchImpl() {}
230 
GLLayerStitchImpl(bool secure)231 GLLayerStitchImpl::GLLayerStitchImpl(bool secure) {
232   secure_ = secure;
233 }
234 
235 }  // namespace sdm
236 
237