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/*
* Copyright (C) 2017 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 <vector>
#include <stdio.h>
#include <fcntl.h>
#include <alloca.h>
#include <unistd.h>
#include <sys/ioctl.h>
#include <malloc.h>
#include <png.h>
#include "VideoTex.h"
#include "glError.h"
#include <ui/GraphicBuffer.h>
#include <ui/GraphicBufferAllocator.h>
#include <ui/GraphicBufferMapper.h>
namespace android {
namespace automotive {
namespace evs {
namespace support {
// Eventually we shouldn't need this dependency, but for now the
// graphics allocator interface isn't fully supported on all platforms
// and this is our work around.
using ::android::GraphicBuffer;
VideoTex::VideoTex(EGLDisplay glDisplay)
: TexWrapper()
, mDisplay(glDisplay) {
// Nothing but initialization here...
}
VideoTex::~VideoTex() {
// Drop our device texture image
if (mKHRimage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mDisplay, mKHRimage);
mKHRimage = EGL_NO_IMAGE_KHR;
}
}
// Return true if the texture contents are changed
bool VideoTex::refresh(const BufferDesc& imageBuffer) {
// No new image has been delivered, so there's nothing to do here
if (imageBuffer.memHandle.getNativeHandle() == nullptr) {
return false;
}
// Drop our device texture image
if (mKHRimage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mDisplay, mKHRimage);
mKHRimage = EGL_NO_IMAGE_KHR;
}
// create a GraphicBuffer from the existing handle
sp<GraphicBuffer> imageGraphicBuffer = new GraphicBuffer(
imageBuffer.memHandle, GraphicBuffer::CLONE_HANDLE, imageBuffer.width,
imageBuffer.height, imageBuffer.format, 1, // layer count
GRALLOC_USAGE_HW_TEXTURE, imageBuffer.stride);
if (imageGraphicBuffer.get() == nullptr) {
ALOGE("Failed to allocate GraphicBuffer to wrap image handle");
// Returning "true" in this error condition because we already released the
// previous image (if any) and so the texture may change in unpredictable ways now!
return true;
}
// Get a GL compatible reference to the graphics buffer we've been given
EGLint eglImageAttributes[] = {EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE};
EGLClientBuffer clientBuf = static_cast<EGLClientBuffer>(imageGraphicBuffer->getNativeBuffer());
mKHRimage = eglCreateImageKHR(mDisplay, EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, clientBuf,
eglImageAttributes);
if (mKHRimage == EGL_NO_IMAGE_KHR) {
const char *msg = getEGLError();
ALOGE("error creating EGLImage: %s", msg);
return false;
} else {
// Update the texture handle we already created to refer to this gralloc buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glId());
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, static_cast<GLeglImageOES>(mKHRimage));
// Initialize the sampling properties (it seems the sample may not work if this isn't done)
// The user of this texture may very well want to set their own filtering, but we're going
// to pay the (minor) price of setting this up for them to avoid the dreaded "black image"
// if they forget.
// TODO: Can we do this once for the texture ID rather than ever refresh?
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
return true;
}
} // namespace support
} // namespace evs
} // namespace automotive
} // namespace android