1 /*
2  * Copyright (c) 2016-2019, The Linux Foundation. All rights reserved.
3  * Not a Contribution.
4  *
5  * Copyright 2015 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  */
19 #include <utils/Log.h>
20 
21 #include "EGLImageWrapper.h"
22 #include "Tonemapper.h"
23 #include "engine.h"
24 #include "forward_tonemap.inl"
25 #include "fullscreen_vertex_shader.inl"
26 #include "rgba_inverse_tonemap.inl"
27 
28 //-----------------------------------------------------------------------------
Tonemapper()29 Tonemapper::Tonemapper()
30 //-----------------------------------------------------------------------------
31 {
32   tonemapTexture = 0;
33   lutXformTexture = 0;
34   programID = 0;
35   eglImageWrapper = new EGLImageWrapper();
36 
37   lutXformScaleOffset[0] = 1.0f;
38   lutXformScaleOffset[1] = 0.0f;
39 
40   tonemapScaleOffset[0] = 1.0f;
41   tonemapScaleOffset[1] = 0.0f;
42 }
43 
44 //-----------------------------------------------------------------------------
~Tonemapper()45 Tonemapper::~Tonemapper()
46 //-----------------------------------------------------------------------------
47 {
48   engine_bind(engineContext);
49   engine_deleteInputBuffer(tonemapTexture);
50   engine_deleteInputBuffer(lutXformTexture);
51   engine_deleteProgram(programID);
52 
53   // clear EGLImage mappings
54   if (eglImageWrapper != 0) {
55     delete eglImageWrapper;
56     eglImageWrapper = 0;
57   }
58 
59   engine_shutdown(engineContext);
60 }
61 
62 //-----------------------------------------------------------------------------
build(int type,void * colorMap,int colorMapSize,void * lutXform,int lutXformSize,bool isSecure)63 Tonemapper *Tonemapper::build(int type, void *colorMap, int colorMapSize, void *lutXform,
64                               int lutXformSize, bool isSecure)
65 //-----------------------------------------------------------------------------
66 {
67   if (colorMapSize <= 0) {
68       ALOGE("Invalid Color Map size = %d", colorMapSize);
69       return NULL;
70   }
71 
72   // build new tonemapper
73   Tonemapper *tonemapper = new Tonemapper();
74 
75   tonemapper->engineContext = engine_initialize(isSecure);
76 
77   engine_bind(tonemapper->engineContext);
78 
79   // load the 3d lut
80   tonemapper->tonemapTexture = engine_load3DTexture(colorMap, colorMapSize, 0);
81   tonemapper->tonemapScaleOffset[0] = ((float)(colorMapSize-1))/((float)(colorMapSize));
82   tonemapper->tonemapScaleOffset[1] = 1.0f/(2.0f*colorMapSize);
83 
84   // load the non-uniform xform
85   tonemapper->lutXformTexture = engine_load1DTexture(lutXform, lutXformSize, 0);
86   bool bUseXform = (tonemapper->lutXformTexture != 0) && (lutXformSize != 0);
87   if( bUseXform )
88   {
89       tonemapper->lutXformScaleOffset[0] = ((float)(lutXformSize-1))/((float)(lutXformSize));
90       tonemapper->lutXformScaleOffset[1] = 1.0f/(2.0f*lutXformSize);
91   }
92 
93   // create the program
94   const char *fragmentShaders[3];
95   int fragmentShaderCount = 0;
96   const char *version = "#version 300 es\n";
97   const char *define = "#define USE_NONUNIFORM_SAMPLING\n";
98 
99   fragmentShaders[fragmentShaderCount++] = version;
100 
101   // non-uniform sampling
102   if (bUseXform) {
103     fragmentShaders[fragmentShaderCount++] = define;
104   }
105 
106   if (type == TONEMAP_INVERSE) {  // inverse tonemapping
107     fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader;
108   } else {  // forward tonemapping
109     fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader;
110   }
111 
112   tonemapper->programID =
113       engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders);
114 
115   return tonemapper;
116 }
117 
118 //-----------------------------------------------------------------------------
blit(const void * dst,const void * src,int srcFenceFd)119 int Tonemapper::blit(const void *dst, const void *src, int srcFenceFd)
120 //-----------------------------------------------------------------------------
121 {
122   // make current
123   engine_bind(engineContext);
124 
125   // create eglimages if required
126   EGLImageBuffer *dst_buffer = eglImageWrapper->wrap(dst);
127   EGLImageBuffer *src_buffer = eglImageWrapper->wrap(src);
128 
129   // bind the program
130   engine_setProgram(programID);
131 
132   engine_setData2f(3, tonemapScaleOffset);
133   bool bUseXform = (lutXformTexture != 0);
134   if( bUseXform )
135   {
136     engine_setData2f(4, lutXformScaleOffset);
137   }
138 
139   // set destination
140   if (dst_buffer) {
141     engine_setDestination(dst_buffer->getFramebuffer(), 0, 0, dst_buffer->getWidth(),
142                           dst_buffer->getHeight());
143   }
144   // set source
145   if (src_buffer) {
146     engine_setExternalInputBuffer(0, src_buffer->getTexture(0x8D65 /* target texture */));
147   }
148   // set 3d lut
149   engine_set3DInputBuffer(1, tonemapTexture);
150   // set non-uniform xform
151   engine_set2DInputBuffer(2, lutXformTexture);
152 
153   // perform
154   int fenceFD = engine_blit(srcFenceFd);
155 
156   return fenceFD;
157 }
158