| /* |
| * 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 |