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/*
* Copyright (c) 2016-2018, The Linux Foundation. All rights reserved.
* Not a Contribution.
*
* Copyright 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <utils/Log.h>
#include "EGLImageWrapper.h"
#include "Tonemapper.h"
#include "engine.h"
#include "forward_tonemap.inl"
#include "fullscreen_vertex_shader.inl"
#include "rgba_inverse_tonemap.inl"
//-----------------------------------------------------------------------------
Tonemapper::Tonemapper()
//-----------------------------------------------------------------------------
{
tonemapTexture = 0;
lutXformTexture = 0;
programID = 0;
eglImageWrapper = new EGLImageWrapper();
lutXformScaleOffset[0] = 1.0f;
lutXformScaleOffset[1] = 0.0f;
tonemapScaleOffset[0] = 1.0f;
tonemapScaleOffset[1] = 0.0f;
}
//-----------------------------------------------------------------------------
Tonemapper::~Tonemapper()
//-----------------------------------------------------------------------------
{
engine_bind(engineContext);
engine_deleteInputBuffer(tonemapTexture);
engine_deleteInputBuffer(lutXformTexture);
engine_deleteProgram(programID);
// clear EGLImage mappings
if (eglImageWrapper != 0) {
delete eglImageWrapper;
eglImageWrapper = 0;
}
engine_shutdown(engineContext);
}
//-----------------------------------------------------------------------------
Tonemapper *Tonemapper::build(int type, void *colorMap, int colorMapSize, void *lutXform,
int lutXformSize, bool isSecure)
//-----------------------------------------------------------------------------
{
if (colorMapSize <= 0) {
ALOGE("Invalid Color Map size = %d", colorMapSize);
return NULL;
}
// build new tonemapper
Tonemapper *tonemapper = new Tonemapper();
tonemapper->engineContext = engine_initialize(isSecure);
engine_bind(tonemapper->engineContext);
// load the 3d lut
tonemapper->tonemapTexture = engine_load3DTexture(colorMap, colorMapSize, 0);
tonemapper->tonemapScaleOffset[0] = ((float)(colorMapSize-1))/((float)(colorMapSize));
tonemapper->tonemapScaleOffset[1] = 1.0f/(2.0f*colorMapSize);
// load the non-uniform xform
tonemapper->lutXformTexture = engine_load1DTexture(lutXform, lutXformSize, 0);
bool bUseXform = (tonemapper->lutXformTexture != 0) && (lutXformSize != 0);
if( bUseXform )
{
tonemapper->lutXformScaleOffset[0] = ((float)(lutXformSize-1))/((float)(lutXformSize));
tonemapper->lutXformScaleOffset[1] = 1.0f/(2.0f*lutXformSize);
}
// create the program
const char *fragmentShaders[3];
int fragmentShaderCount = 0;
const char *version = "#version 300 es\n";
const char *define = "#define USE_NONUNIFORM_SAMPLING\n";
fragmentShaders[fragmentShaderCount++] = version;
// non-uniform sampling
if (bUseXform) {
fragmentShaders[fragmentShaderCount++] = define;
}
if (type == TONEMAP_INVERSE) { // inverse tonemapping
fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader;
} else { // forward tonemapping
fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader;
}
tonemapper->programID =
engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders);
return tonemapper;
}
//-----------------------------------------------------------------------------
int Tonemapper::blit(const void *dst, const void *src, int srcFenceFd)
//-----------------------------------------------------------------------------
{
// make current
engine_bind(engineContext);
// create eglimages if required
EGLImageBuffer *dst_buffer = eglImageWrapper->wrap(dst);
EGLImageBuffer *src_buffer = eglImageWrapper->wrap(src);
// bind the program
engine_setProgram(programID);
engine_setData2f(3, tonemapScaleOffset);
bool bUseXform = (lutXformTexture != 0);
if( bUseXform )
{
engine_setData2f(4, lutXformScaleOffset);
}
// set destination
if (dst_buffer) {
engine_setDestination(dst_buffer->getFramebuffer(), 0, 0, dst_buffer->getWidth(),
dst_buffer->getHeight());
}
// set source
if (src_buffer) {
engine_setExternalInputBuffer(0, src_buffer->getTexture());
}
// set 3d lut
engine_set3DInputBuffer(1, tonemapTexture);
// set non-uniform xform
engine_set2DInputBuffer(2, lutXformTexture);
// perform
int fenceFD = engine_blit(srcFenceFd);
return fenceFD;
}