1 /*
2 * Copyright 2013 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 //#define LOG_NDEBUG 0
18 #undef LOG_TAG
19 #define LOG_TAG "RenderEngine"
20 #define ATRACE_TAG ATRACE_TAG_GRAPHICS
21
22 #include <GLES2/gl2.h>
23 #include <GLES2/gl2ext.h>
24
25 #include <ui/ColorSpace.h>
26 #include <ui/DebugUtils.h>
27 #include <ui/Rect.h>
28
29 #include <utils/String8.h>
30 #include <utils/Trace.h>
31
32 #include <cutils/compiler.h>
33 #include <gui/ISurfaceComposer.h>
34 #include <math.h>
35
36 #include "Description.h"
37 #include "GLES20RenderEngine.h"
38 #include "Mesh.h"
39 #include "Program.h"
40 #include "ProgramCache.h"
41 #include "Texture.h"
42
43 #include <fstream>
44 #include <sstream>
45
46 // ---------------------------------------------------------------------------
checkGlError(const char * op,int lineNumber)47 bool checkGlError(const char* op, int lineNumber) {
48 bool errorFound = false;
49 GLint error = glGetError();
50 while (error != GL_NO_ERROR) {
51 errorFound = true;
52 error = glGetError();
53 ALOGV("after %s() (line # %d) glError (0x%x)\n", op, lineNumber, error);
54 }
55 return errorFound;
56 }
57
58 static constexpr bool outputDebugPPMs = false;
59
writePPM(const char * basename,GLuint width,GLuint height)60 void writePPM(const char* basename, GLuint width, GLuint height) {
61 ALOGV("writePPM #%s: %d x %d", basename, width, height);
62
63 std::vector<GLubyte> pixels(width * height * 4);
64 std::vector<GLubyte> outBuffer(width * height * 3);
65
66 // TODO(courtneygo): We can now have float formats, need
67 // to remove this code or update to support.
68 // Make returned pixels fit in uint32_t, one byte per component
69 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
70 if (checkGlError(__FUNCTION__, __LINE__)) {
71 return;
72 }
73
74 std::string filename(basename);
75 filename.append(".ppm");
76 std::ofstream file(filename.c_str(), std::ios::binary);
77 if (!file.is_open()) {
78 ALOGE("Unable to open file: %s", filename.c_str());
79 ALOGE("You may need to do: \"adb shell setenforce 0\" to enable "
80 "surfaceflinger to write debug images");
81 return;
82 }
83
84 file << "P6\n";
85 file << width << "\n";
86 file << height << "\n";
87 file << 255 << "\n";
88
89 auto ptr = reinterpret_cast<char*>(pixels.data());
90 auto outPtr = reinterpret_cast<char*>(outBuffer.data());
91 for (int y = height - 1; y >= 0; y--) {
92 char* data = ptr + y * width * sizeof(uint32_t);
93
94 for (GLuint x = 0; x < width; x++) {
95 // Only copy R, G and B components
96 outPtr[0] = data[0];
97 outPtr[1] = data[1];
98 outPtr[2] = data[2];
99 data += sizeof(uint32_t);
100 outPtr += 3;
101 }
102 }
103 file.write(reinterpret_cast<char*>(outBuffer.data()), outBuffer.size());
104 }
105
106 // ---------------------------------------------------------------------------
107 namespace android {
108 namespace RE {
109 namespace impl {
110 // ---------------------------------------------------------------------------
111
112 using ui::Dataspace;
113
GLES20RenderEngine(uint32_t featureFlags)114 GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags)
115 : RenderEngine(featureFlags),
116 mVpWidth(0),
117 mVpHeight(0),
118 mPlatformHasWideColor((featureFlags & WIDE_COLOR_SUPPORT) != 0) {
119 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
120 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
121
122 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
123 glPixelStorei(GL_PACK_ALIGNMENT, 4);
124
125 const uint16_t protTexData[] = {0};
126 glGenTextures(1, &mProtectedTexName);
127 glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
129 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
130 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
131 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
132 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);
133
134 // mColorBlindnessCorrection = M;
135
136 if (mPlatformHasWideColor) {
137 ColorSpace srgb(ColorSpace::sRGB());
138 ColorSpace displayP3(ColorSpace::DisplayP3());
139 ColorSpace bt2020(ColorSpace::BT2020());
140
141 // Compute sRGB to Display P3 transform matrix.
142 // NOTE: For now, we are limiting output wide color space support to
143 // Display-P3 only.
144 mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform());
145
146 // Compute Display P3 to sRGB transform matrix.
147 mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform());
148
149 // no chromatic adaptation needed since all color spaces use D65 for their white points.
150 mSrgbToXyz = srgb.getRGBtoXYZ();
151 mDisplayP3ToXyz = displayP3.getRGBtoXYZ();
152 mBt2020ToXyz = bt2020.getRGBtoXYZ();
153 mXyzToSrgb = mat4(srgb.getXYZtoRGB());
154 mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB());
155 mXyzToBt2020 = mat4(bt2020.getXYZtoRGB());
156 }
157 }
158
~GLES20RenderEngine()159 GLES20RenderEngine::~GLES20RenderEngine() {}
160
getMaxTextureSize() const161 size_t GLES20RenderEngine::getMaxTextureSize() const {
162 return mMaxTextureSize;
163 }
164
getMaxViewportDims() const165 size_t GLES20RenderEngine::getMaxViewportDims() const {
166 return mMaxViewportDims[0] < mMaxViewportDims[1] ? mMaxViewportDims[0] : mMaxViewportDims[1];
167 }
168
setViewportAndProjection(size_t vpw,size_t vph,Rect sourceCrop,size_t hwh,bool yswap,Transform::orientation_flags rotation)169 void GLES20RenderEngine::setViewportAndProjection(size_t vpw, size_t vph, Rect sourceCrop,
170 size_t hwh, bool yswap,
171 Transform::orientation_flags rotation) {
172 int32_t l = sourceCrop.left;
173 int32_t r = sourceCrop.right;
174
175 // In GL, (0, 0) is the bottom-left corner, so flip y coordinates
176 int32_t t = hwh - sourceCrop.top;
177 int32_t b = hwh - sourceCrop.bottom;
178
179 mat4 m;
180 if (yswap) {
181 m = mat4::ortho(l, r, t, b, 0, 1);
182 } else {
183 m = mat4::ortho(l, r, b, t, 0, 1);
184 }
185
186 // Apply custom rotation to the projection.
187 float rot90InRadians = 2.0f * static_cast<float>(M_PI) / 4.0f;
188 switch (rotation) {
189 case Transform::ROT_0:
190 break;
191 case Transform::ROT_90:
192 m = mat4::rotate(rot90InRadians, vec3(0, 0, 1)) * m;
193 break;
194 case Transform::ROT_180:
195 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0, 0, 1)) * m;
196 break;
197 case Transform::ROT_270:
198 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0, 0, 1)) * m;
199 break;
200 default:
201 break;
202 }
203
204 glViewport(0, 0, vpw, vph);
205 mState.setProjectionMatrix(m);
206 mVpWidth = vpw;
207 mVpHeight = vph;
208 }
209
setupLayerBlending(bool premultipliedAlpha,bool opaque,bool disableTexture,const half4 & color)210 void GLES20RenderEngine::setupLayerBlending(bool premultipliedAlpha, bool opaque,
211 bool disableTexture, const half4& color) {
212 mState.setPremultipliedAlpha(premultipliedAlpha);
213 mState.setOpaque(opaque);
214 mState.setColor(color);
215
216 if (disableTexture) {
217 mState.disableTexture();
218 }
219
220 if (color.a < 1.0f || !opaque) {
221 glEnable(GL_BLEND);
222 glBlendFunc(premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
223 } else {
224 glDisable(GL_BLEND);
225 }
226 }
227
setSourceY410BT2020(bool enable)228 void GLES20RenderEngine::setSourceY410BT2020(bool enable) {
229 mState.setY410BT2020(enable);
230 }
231
setSourceDataSpace(Dataspace source)232 void GLES20RenderEngine::setSourceDataSpace(Dataspace source) {
233 mDataSpace = source;
234 }
235
setOutputDataSpace(Dataspace dataspace)236 void GLES20RenderEngine::setOutputDataSpace(Dataspace dataspace) {
237 mOutputDataSpace = dataspace;
238 }
239
setDisplayMaxLuminance(const float maxLuminance)240 void GLES20RenderEngine::setDisplayMaxLuminance(const float maxLuminance) {
241 mState.setDisplayMaxLuminance(maxLuminance);
242 }
243
setupLayerTexturing(const Texture & texture)244 void GLES20RenderEngine::setupLayerTexturing(const Texture& texture) {
245 GLuint target = texture.getTextureTarget();
246 glBindTexture(target, texture.getTextureName());
247 GLenum filter = GL_NEAREST;
248 if (texture.getFiltering()) {
249 filter = GL_LINEAR;
250 }
251 glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
252 glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
253 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
254 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
255
256 mState.setTexture(texture);
257 }
258
setupLayerBlackedOut()259 void GLES20RenderEngine::setupLayerBlackedOut() {
260 glBindTexture(GL_TEXTURE_2D, mProtectedTexName);
261 Texture texture(Texture::TEXTURE_2D, mProtectedTexName);
262 texture.setDimensions(1, 1); // FIXME: we should get that from somewhere
263 mState.setTexture(texture);
264 }
265
setupColorTransform(const mat4 & colorTransform)266 void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
267 mState.setColorMatrix(colorTransform);
268 }
269
setSaturationMatrix(const mat4 & saturationMatrix)270 void GLES20RenderEngine::setSaturationMatrix(const mat4& saturationMatrix) {
271 mState.setSaturationMatrix(saturationMatrix);
272 }
273
disableTexturing()274 void GLES20RenderEngine::disableTexturing() {
275 mState.disableTexture();
276 }
277
disableBlending()278 void GLES20RenderEngine::disableBlending() {
279 glDisable(GL_BLEND);
280 }
281
bindImageAsFramebuffer(EGLImageKHR image,uint32_t * texName,uint32_t * fbName,uint32_t * status)282 void GLES20RenderEngine::bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName,
283 uint32_t* fbName, uint32_t* status) {
284 GLuint tname, name;
285 // turn our EGLImage into a texture
286 glGenTextures(1, &tname);
287 glBindTexture(GL_TEXTURE_2D, tname);
288 glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
289
290 // create a Framebuffer Object to render into
291 glGenFramebuffers(1, &name);
292 glBindFramebuffer(GL_FRAMEBUFFER, name);
293 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tname, 0);
294
295 *status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
296 *texName = tname;
297 *fbName = name;
298 }
299
unbindFramebuffer(uint32_t texName,uint32_t fbName)300 void GLES20RenderEngine::unbindFramebuffer(uint32_t texName, uint32_t fbName) {
301 glBindFramebuffer(GL_FRAMEBUFFER, 0);
302 glDeleteFramebuffers(1, &fbName);
303 glDeleteTextures(1, &texName);
304 }
305
setupFillWithColor(float r,float g,float b,float a)306 void GLES20RenderEngine::setupFillWithColor(float r, float g, float b, float a) {
307 mState.setPremultipliedAlpha(true);
308 mState.setOpaque(false);
309 mState.setColor(half4(r, g, b, a));
310 mState.disableTexture();
311 glDisable(GL_BLEND);
312 }
313
drawMesh(const Mesh & mesh)314 void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
315 ATRACE_CALL();
316 if (mesh.getTexCoordsSize()) {
317 glEnableVertexAttribArray(Program::texCoords);
318 glVertexAttribPointer(Program::texCoords, mesh.getTexCoordsSize(), GL_FLOAT, GL_FALSE,
319 mesh.getByteStride(), mesh.getTexCoords());
320 }
321
322 glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE,
323 mesh.getByteStride(), mesh.getPositions());
324
325 // By default, DISPLAY_P3 is the only supported wide color output. However,
326 // when HDR content is present, hardware composer may be able to handle
327 // BT2020 data space, in that case, the output data space is set to be
328 // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need
329 // to respect this and convert non-HDR content to HDR format.
330 if (mPlatformHasWideColor) {
331 Description wideColorState = mState;
332 Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK);
333 Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
334 Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace &
335 Dataspace::STANDARD_MASK);
336 Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
337 Dataspace::TRANSFER_MASK);
338 bool needsXYZConversion = needsXYZTransformMatrix();
339
340 if (needsXYZConversion) {
341 // The supported input color spaces are standard RGB, Display P3 and BT2020.
342 switch (inputStandard) {
343 case Dataspace::STANDARD_DCI_P3:
344 wideColorState.setInputTransformMatrix(mDisplayP3ToXyz);
345 break;
346 case Dataspace::STANDARD_BT2020:
347 wideColorState.setInputTransformMatrix(mBt2020ToXyz);
348 break;
349 default:
350 wideColorState.setInputTransformMatrix(mSrgbToXyz);
351 break;
352 }
353
354 // The supported output color spaces are BT2020, Display P3 and standard RGB.
355 switch (outputStandard) {
356 case Dataspace::STANDARD_BT2020:
357 wideColorState.setOutputTransformMatrix(mXyzToBt2020);
358 break;
359 case Dataspace::STANDARD_DCI_P3:
360 wideColorState.setOutputTransformMatrix(mXyzToDisplayP3);
361 break;
362 default:
363 wideColorState.setOutputTransformMatrix(mXyzToSrgb);
364 break;
365 }
366 } else if (inputStandard != outputStandard) {
367 // At this point, the input data space and output data space could be both
368 // HDR data spaces, but they match each other, we do nothing in this case.
369 // In addition to the case above, the input data space could be
370 // - scRGB linear
371 // - scRGB non-linear
372 // - sRGB
373 // - Display P3
374 // The output data spaces could be
375 // - sRGB
376 // - Display P3
377 if (outputStandard == Dataspace::STANDARD_BT709) {
378 wideColorState.setOutputTransformMatrix(mDisplayP3ToSrgb);
379 } else if (outputStandard == Dataspace::STANDARD_DCI_P3) {
380 wideColorState.setOutputTransformMatrix(mSrgbToDisplayP3);
381 }
382 }
383
384 // we need to convert the RGB value to linear space and convert it back when:
385 // - there is a color matrix that is not an identity matrix, or
386 // - there is a saturation matrix that is not an identity matrix, or
387 // - there is an output transform matrix that is not an identity matrix, or
388 // - the input transfer function doesn't match the output transfer function.
389 if (wideColorState.hasColorMatrix() || wideColorState.hasSaturationMatrix() ||
390 wideColorState.hasOutputTransformMatrix() || inputTransfer != outputTransfer) {
391 switch (inputTransfer) {
392 case Dataspace::TRANSFER_ST2084:
393 wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084);
394 break;
395 case Dataspace::TRANSFER_HLG:
396 wideColorState.setInputTransferFunction(Description::TransferFunction::HLG);
397 break;
398 case Dataspace::TRANSFER_LINEAR:
399 wideColorState.setInputTransferFunction(Description::TransferFunction::LINEAR);
400 break;
401 default:
402 wideColorState.setInputTransferFunction(Description::TransferFunction::SRGB);
403 break;
404 }
405
406 switch (outputTransfer) {
407 case Dataspace::TRANSFER_ST2084:
408 wideColorState.setOutputTransferFunction(Description::TransferFunction::ST2084);
409 break;
410 case Dataspace::TRANSFER_HLG:
411 wideColorState.setOutputTransferFunction(Description::TransferFunction::HLG);
412 break;
413 default:
414 wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB);
415 break;
416 }
417 }
418
419 ProgramCache::getInstance().useProgram(wideColorState);
420
421 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
422
423 if (outputDebugPPMs) {
424 static uint64_t wideColorFrameCount = 0;
425 std::ostringstream out;
426 out << "/data/texture_out" << wideColorFrameCount++;
427 writePPM(out.str().c_str(), mVpWidth, mVpHeight);
428 }
429 } else {
430 ProgramCache::getInstance().useProgram(mState);
431
432 glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount());
433 }
434
435 if (mesh.getTexCoordsSize()) {
436 glDisableVertexAttribArray(Program::texCoords);
437 }
438 }
439
dump(String8 & result)440 void GLES20RenderEngine::dump(String8& result) {
441 RenderEngine::dump(result);
442 result.appendFormat("RenderEngine last dataspace conversion: (%s) to (%s)\n",
443 dataspaceDetails(static_cast<android_dataspace>(mDataSpace)).c_str(),
444 dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str());
445 }
446
isHdrDataSpace(const Dataspace dataSpace) const447 bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const {
448 const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK);
449 const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK);
450 return standard == Dataspace::STANDARD_BT2020 &&
451 (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG);
452 }
453
454 // For convenience, we want to convert the input color space to XYZ color space first,
455 // and then convert from XYZ color space to output color space when
456 // - SDR and HDR contents are mixed, either SDR content will be converted to HDR or
457 // HDR content will be tone-mapped to SDR; Or,
458 // - there are HDR PQ and HLG contents presented at the same time, where we want to convert
459 // HLG content to PQ content.
460 // In either case above, we need to operate the Y value in XYZ color space. Thus, when either
461 // input data space or output data space is HDR data space, and the input transfer function
462 // doesn't match the output transfer function, we would enable an intermediate transfrom to
463 // XYZ color space.
needsXYZTransformMatrix() const464 bool GLES20RenderEngine::needsXYZTransformMatrix() const {
465 const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace);
466 const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace);
467 const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK);
468 const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace &
469 Dataspace::TRANSFER_MASK);
470
471 return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer;
472 }
473
474 // ---------------------------------------------------------------------------
475 } // namespace impl
476 } // namespace RE
477 } // namespace android
478 // ---------------------------------------------------------------------------
479
480 #if defined(__gl_h_)
481 #error "don't include gl/gl.h in this file"
482 #endif
483