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/*
* Copyright (C) 2013 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 "Renderer.h"
#include <graphics/GLUtils.h>
#define LOG_TAG "CTS_OPENGL"
#define LOG_NDEBUG 0
#include <utils/Log.h>
#include <Trace.h>
// Used to center the grid on the screen.
#define CENTER_GRID(x) ((((x) * 2.0 + 1) - OFFSCREEN_GRID_SIZE) / OFFSCREEN_GRID_SIZE)
static const int FBO_NUM_VERTICES = 6;
static const float FBO_VERTICES[FBO_NUM_VERTICES * 3] = {
0.1f, 0.1f, -0.1f,
-0.1f, 0.1f, -0.1f,
-0.1f, -0.1f, -0.1f,
-0.1f, -0.1f, -0.1f,
0.1f, -0.1f, -0.1f,
0.1f, 0.1f, -0.1f };
static const float FBO_TEX_COORDS[FBO_NUM_VERTICES * 2] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f };
static const char* FBO_VERTEX =
"attribute vec4 a_Position;"
"attribute vec2 a_TexCoord;"
"uniform float u_XOffset;"
"uniform float u_YOffset;"
"varying vec2 v_TexCoord;"
"void main() {"
" v_TexCoord = a_TexCoord;"
" gl_Position.x = a_Position.x + u_XOffset;"
" gl_Position.y = a_Position.y + u_YOffset;"
" gl_Position.zw = a_Position.zw;"
"}";
static const char* FBO_FRAGMENT =
"precision mediump float;"
"uniform sampler2D u_Texture;"
"varying vec2 v_TexCoord;"
"void main() {"
" gl_FragColor = texture2D(u_Texture, v_TexCoord);"
"}";
static const EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE };
static const EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE };
static const int FBO_SIZE = 128;
Renderer::Renderer(ANativeWindow* window, bool offscreen, int workload) :
mOffscreen(offscreen), mWindow(window), mEglDisplay(EGL_NO_DISPLAY),
mEglSurface(EGL_NO_SURFACE), mEglContext(EGL_NO_CONTEXT), mWorkload(workload) {
}
bool Renderer::setUp() {
SCOPED_TRACE();
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (EGL_NO_DISPLAY == mEglDisplay || EGL_SUCCESS != eglGetError()) {
return false;
}
EGLint major;
EGLint minor;
if (!eglInitialize(mEglDisplay, &major, &minor) || EGL_SUCCESS != eglGetError()) {
return false;
}
EGLint numConfigs = 0;
if (!eglChooseConfig(mEglDisplay, configAttribs, &mGlConfig, 1, &numConfigs)
|| EGL_SUCCESS != eglGetError()) {
return false;
}
mEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig, mWindow, NULL);
if (EGL_NO_SURFACE == mEglSurface || EGL_SUCCESS != eglGetError()) {
return false;
}
mEglContext = eglCreateContext(mEglDisplay, mGlConfig, EGL_NO_CONTEXT, contextAttribs);
if (EGL_NO_CONTEXT == mEglContext || EGL_SUCCESS != eglGetError()) {
return false;
}
if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)
|| EGL_SUCCESS != eglGetError()) {
return false;
}
if (!eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &mWidth)
|| EGL_SUCCESS != eglGetError()) {
return false;
}
if (!eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &mHeight)
|| EGL_SUCCESS != eglGetError()) {
return false;
}
if (mOffscreen) {
mFboWidth = FBO_SIZE;
mFboHeight = FBO_SIZE;
glGenFramebuffers(1, &mFboId);
glBindFramebuffer(GL_FRAMEBUFFER, mFboId);
glGenRenderbuffers(1, &mFboDepthId);
glBindRenderbuffer(GL_RENDERBUFFER, mFboDepthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mFboWidth, mFboHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, mFboDepthId);
mFboTexId = GLUtils::genTexture(mFboWidth, mFboHeight, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboTexId, 0);
GLuint err = glGetError();
if (err != GL_NO_ERROR) {
ALOGE("GLError %d", err);
return false;
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
ALOGE("Framebuffer not complete: %d", status);
return false;
}
// Create fbo program.
mFboProgId = GLUtils::createProgram(&FBO_VERTEX, &FBO_FRAGMENT);
if (mFboProgId == 0) {
return false;
}
// Bind attributes.
mFboTexUniformHandle = glGetUniformLocation(mFboProgId, "u_Texture");
mFboXOffsetUniformHandle = glGetUniformLocation(mFboProgId, "u_XOffset");
mFboYOffsetUniformHandle = glGetUniformLocation(mFboProgId, "u_YOffset");
mFboPositionHandle = glGetAttribLocation(mFboProgId, "a_Position");
mFboTexCoordHandle = glGetAttribLocation(mFboProgId, "a_TexCoord");
} else {
mFboWidth = 0;
mFboHeight = 0;
mFboId = 0;
mFboDepthId = 0;
mFboTexId = 0;
}
GLuint err = glGetError();
if (err != GL_NO_ERROR) {
ALOGE("GLError %d in setUp", err);
return false;
}
return true;
}
bool Renderer::tearDown() {
SCOPED_TRACE();
if (mOffscreen) {
if (mFboId != 0) {
glDeleteFramebuffers(1, &mFboId);
mFboId = 0;
}
if (mFboDepthId != 0) {
glDeleteRenderbuffers(1, &mFboDepthId);
mFboDepthId = 0;
}
if (mFboTexId != 0) {
glDeleteTextures(1, &mFboTexId);
mFboTexId = 0;
}
}
GLuint err = glGetError();
if (err != GL_NO_ERROR) {
ALOGE("GLError %d in tearDown", err);
return false;
}
if (mEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = EGL_NO_CONTEXT;
}
if (mEglSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEglDisplay, mEglSurface);
mEglSurface = EGL_NO_SURFACE;
}
if (mEglDisplay != EGL_NO_DISPLAY) {
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglTerminate(mEglDisplay);
mEglDisplay = EGL_NO_DISPLAY;
}
return EGL_SUCCESS == eglGetError();
}
bool Renderer::draw() {
SCOPED_TRACE();
if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)
|| EGL_SUCCESS != eglGetError()) {
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, mWidth, mHeight);
if (mOffscreen) {
// Set the background clear color to black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
for (int i = 0; i < OFFSCREEN_INNER_FRAMES; i++) {
// Switch to FBO and re-attach.
glBindFramebuffer(GL_FRAMEBUFFER, mFboId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, mFboDepthId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, mFboTexId, 0);
glViewport(0, 0, mFboWidth, mFboHeight);
// Render workload.
drawWorkload();
glFlush();
// Switch back to display.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, mWidth, mHeight);
// No culling of back faces
glDisable (GL_CULL_FACE);
// No depth testing
glDisable (GL_DEPTH_TEST);
// No blending
glDisable (GL_BLEND);
glUseProgram(mFboProgId);
// Set the texture.
glActiveTexture (GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mFboTexId);
glUniform1i(mFboTexUniformHandle, 0);
// Set the offsets
glUniform1f(mFboXOffsetUniformHandle, CENTER_GRID(i / OFFSCREEN_GRID_SIZE));
glUniform1f(mFboYOffsetUniformHandle, CENTER_GRID(i % OFFSCREEN_GRID_SIZE));
glEnableVertexAttribArray(mFboPositionHandle);
glEnableVertexAttribArray(mFboTexCoordHandle);
glVertexAttribPointer(mFboPositionHandle, 3, GL_FLOAT, false, 0, FBO_VERTICES);
glVertexAttribPointer(mFboTexCoordHandle, 2, GL_FLOAT, false, 0, FBO_TEX_COORDS);
// Render FBO to display.
glDrawArrays(GL_TRIANGLES, 0, FBO_NUM_VERTICES);
}
} else {
// Render workload.
drawWorkload();
}
GLuint err = glGetError();
if (err != GL_NO_ERROR) {
ALOGE("GLError %d in draw", err);
return false;
}
return eglSwapBuffers(mEglDisplay, mEglSurface);
}