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98 lines
3.4 KiB
98 lines
3.4 KiB
// Copyright (C) 2015 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef TEXTURE_DRAW_H
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#define TEXTURE_DRAW_H
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include "Hwc2.h"
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#include "base/Lock.h"
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#include <vector>
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// Helper class used to draw a simple texture to the current framebuffer.
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// Usage is pretty simple:
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//
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// 1) Create a TextureDraw instance.
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//
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// 2) Each time you want to draw a texture, call draw(texture, rotation),
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// where |texture| is the name of a GLES 2.x texture object, and
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// |rotation| is an angle in degrees describing the clockwise rotation
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// in the GL y-upwards coordinate space. This function fills the whole
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// framebuffer with texture content.
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//
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class TextureDraw {
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public:
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TextureDraw();
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~TextureDraw();
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// Fill the current framebuffer with the content of |texture|, which must
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// be the name of a GLES 2.x texture object. |rotationDegrees| is a
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// clockwise rotation angle in degrees (clockwise in the GL Y-upwards
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// coordinate space; only supported values are 0, 90, 180, 270). |dx,dy| is
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// the translation of the image towards the origin.
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bool draw(GLuint texture, float rotationDegrees, float dx, float dy) {
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return drawImpl(texture, rotationDegrees, dx, dy, false);
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}
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// Same as 'draw()', but if an overlay has been provided, that overlay is
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// drawn on top of everything else.
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bool drawWithOverlay(GLuint texture, float rotationDegrees, float dx, float dy) {
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return drawImpl(texture, rotationDegrees, dx, dy, true);
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}
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void setScreenMask(int width, int height, const unsigned char* rgbaData);
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void drawLayer(ComposeLayer* l, int frameWidth, int frameHeight,
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int cbWidth, int cbHeight, GLuint texture);
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void prepareForDrawLayer();
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void cleanupForDrawLayer();
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private:
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bool drawImpl(GLuint texture, float rotationDegrees, float dx, float dy, bool wantOverlay);
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GLuint mVertexShader;
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GLuint mFragmentShader;
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GLuint mProgram;
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GLint mAlpha;
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GLint mComposeMode;
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GLint mColor;
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GLint mCoordTranslation;
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GLint mCoordScale;
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GLint mPositionSlot;
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GLint mInCoordSlot;
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GLint mScaleSlot;
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GLint mTextureSlot;
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GLint mTranslationSlot;
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GLuint mVertexBuffer;
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GLuint mIndexBuffer;
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android::base::Lock mMaskLock;
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GLuint mMaskTexture;
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int mMaskWidth;
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int mMaskHeight;
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// The size of the mMaskPixels. If the new mask is smaller than this size, we won't
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// allocate new memory for mMaskPixels.
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int mMaskTextureWidth;
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int mMaskTextureHeight;
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bool mHaveNewMask;
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bool mMaskIsValid;
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bool mShouldReallocateTexture;
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// The size of mMaskPixels are always of size mMaskWidth * mMaskHeight * 4 bytes
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std::vector<unsigned char> mMaskPixels;
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bool mBlendResetNeeded = false;
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};
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#endif // TEXTURE_DRAW_H
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