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/*
* Copyright (C) 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 "TextureResize.h"
#include <stdio.h>
#include <string.h>
#include <sstream>
#include <string>
#include <utility>
#include <vector>
#include <GLES2/gl2ext.h>
#include "OpenGLESDispatch/DispatchTables.h"
#include "aemu/base/synchronization/Lock.h"
#include "host-common/logging.h"
#include "host-common/misc.h"
#include "host-common/opengl/misc.h"
namespace gfxstream {
namespace gl {
// #define V(...) VERBOSE_PRINT(gles,__VA_ARGS__)
#define V(...)
#define MAX_FACTOR_POWER 4
static const char kCommonShaderSource[] =
"precision mediump float;\n"
"varying vec2 vUV00, vUV01;\n"
"#if FACTOR > 2\n"
"varying vec2 vUV02, vUV03;\n"
"#if FACTOR > 4\n"
"varying vec2 vUV04, vUV05, vUV06, vUV07;\n"
"#if FACTOR > 8\n"
"varying vec2 vUV08, vUV09, vUV10, vUV11, vUV12, vUV13, vUV14, vUV15;\n"
"#endif\n"
"#endif\n"
"#endif\n";
static const char kVertexShaderSource[] =
"attribute vec2 aPosition;\n"
"void main() {\n"
" gl_Position = vec4(aPosition, 0, 1);\n"
" vec2 uv = ((aPosition + 1.0) / 2.0) + 0.5 / kDimension;\n"
" vUV00 = uv;\n"
" #ifdef HORIZONTAL\n"
" vUV01 = uv + vec2( 1.0 / kDimension.x, 0);\n"
" #if FACTOR > 2\n"
" vUV02 = uv + vec2( 2.0 / kDimension.x, 0);\n"
" vUV03 = uv + vec2( 3.0 / kDimension.x, 0);\n"
" #if FACTOR > 4\n"
" vUV04 = uv + vec2( 4.0 / kDimension.x, 0);\n"
" vUV05 = uv + vec2( 5.0 / kDimension.x, 0);\n"
" vUV06 = uv + vec2( 6.0 / kDimension.x, 0);\n"
" vUV07 = uv + vec2( 7.0 / kDimension.x, 0);\n"
" #if FACTOR > 8\n"
" vUV08 = uv + vec2( 8.0 / kDimension.x, 0);\n"
" vUV09 = uv + vec2( 9.0 / kDimension.x, 0);\n"
" vUV10 = uv + vec2(10.0 / kDimension.x, 0);\n"
" vUV11 = uv + vec2(11.0 / kDimension.x, 0);\n"
" vUV12 = uv + vec2(12.0 / kDimension.x, 0);\n"
" vUV13 = uv + vec2(13.0 / kDimension.x, 0);\n"
" vUV14 = uv + vec2(14.0 / kDimension.x, 0);\n"
" vUV15 = uv + vec2(15.0 / kDimension.x, 0);\n"
" #endif\n" // FACTOR > 8
" #endif\n" // FACTOR > 4
" #endif\n" // FACTOR > 2
" #else\n"
" vUV01 = uv + vec2(0, 1.0 / kDimension.y);\n"
" #if FACTOR > 2\n"
" vUV02 = uv + vec2(0, 2.0 / kDimension.y);\n"
" vUV03 = uv + vec2(0, 3.0 / kDimension.y);\n"
" #if FACTOR > 4\n"
" vUV04 = uv + vec2(0, 4.0 / kDimension.y);\n"
" vUV05 = uv + vec2(0, 5.0 / kDimension.y);\n"
" vUV06 = uv + vec2(0, 6.0 / kDimension.y);\n"
" vUV07 = uv + vec2(0, 7.0 / kDimension.y);\n"
" #if FACTOR > 8\n"
" vUV08 = uv + vec2(0, 8.0 / kDimension.y);\n"
" vUV09 = uv + vec2(0, 9.0 / kDimension.y);\n"
" vUV10 = uv + vec2(0, 10.0 / kDimension.y);\n"
" vUV11 = uv + vec2(0, 11.0 / kDimension.y);\n"
" vUV12 = uv + vec2(0, 12.0 / kDimension.y);\n"
" vUV13 = uv + vec2(0, 13.0 / kDimension.y);\n"
" vUV14 = uv + vec2(0, 14.0 / kDimension.y);\n"
" vUV15 = uv + vec2(0, 15.0 / kDimension.y);\n"
" #endif\n" // FACTOR > 8
" #endif\n" // FACTOR > 4
" #endif\n" // FACTOR > 2
" #endif\n" // HORIZONTAL/VERTICAL
"}\n";
const char kFragmentShaderSource[] =
"uniform sampler2D uTexture;\n"
"vec3 read(vec2 uv) {\n"
" vec3 r = texture2D(uTexture, uv).rgb;\n"
" #ifdef HORIZONTAL\n"
" r.rgb = pow(r.rgb, vec3(2.2));\n"
" #endif\n"
" return r;\n"
"}\n"
"void main() {\n"
" vec3 sum = read(vUV00) + read(vUV01);\n"
" #if FACTOR > 2\n"
" sum += read(vUV02) + read(vUV03);\n"
" #if FACTOR > 4\n"
" sum += read(vUV04) + read(vUV05) + read(vUV06) + read(vUV07);\n"
" #if FACTOR > 8\n"
" sum += read(vUV08) + read(vUV09) + read(vUV10) + read(vUV11) +"
" read(vUV12) + read(vUV13) + read(vUV14) + read(vUV15);\n"
" #endif\n"
" #endif\n"
" #endif\n"
" sum /= float(FACTOR);\n"
" #ifdef VERTICAL\n"
" sum.rgb = pow(sum.rgb, vec3(1.0 / 2.2));\n"
" #endif\n"
" gl_FragColor = vec4(sum.rgb, 1.0);\n"
"}\n";
// Vertex shader for anti-aliasing - doesn't do anything special.
const char kGenericVertexShaderSource[] = R"(
attribute vec2 position;
attribute vec2 inCoord;
varying vec2 outCoord;
void main(void) {
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
outCoord = inCoord;
})";
// Fragment shader
const char kGenericFragmentShaderSource[] = R"(
precision mediump float;
uniform sampler2D texSampler;
varying vec2 outCoord;
void main(void) {
gl_FragColor = texture2D(texSampler, outCoord);
}
)";
static const float kVertexData[] = {-1, -1, 3, -1, -1, 3};
static android::base::Lock s_postContextResources;
static std::vector<GLuint> s_programsToRelease;
static std::vector<GLuint> s_framebuffersToRelease;
static GLuint createShader(GLenum type, std::initializer_list<const char*> source) {
GLint success, infoLength;
GLuint shader = s_gles2.glCreateShader(type);
if (shader) {
s_gles2.glShaderSource(shader, source.size(), source.begin(), nullptr);
s_gles2.glCompileShader(shader);
s_gles2.glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
s_gles2.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength);
std::string infoLog(infoLength + 1, '\0');
s_gles2.glGetShaderInfoLog(shader, infoLength, nullptr, &infoLog[0]);
ERR("%s shader compile failed:\n%s\n",
(type == GL_VERTEX_SHADER) ? "Vertex" : "Fragment",
infoLog.c_str());
s_gles2.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
static void attachShaders(TextureResize::Framebuffer* fb, const char* factorDefine,
const char* dimensionDefine, GLuint width, GLuint height) {
std::ostringstream dimensionConst;
dimensionConst << "const vec2 kDimension = vec2(" << width << ", " << height << ");\n";
GLuint vShader = createShader(GL_VERTEX_SHADER, {
factorDefine, dimensionDefine,
kCommonShaderSource, dimensionConst.str().c_str(), kVertexShaderSource
});
GLuint fShader = createShader(GL_FRAGMENT_SHADER, {
factorDefine, dimensionDefine, kCommonShaderSource, kFragmentShaderSource
});
if (!vShader || !fShader) {
return;
}
if (!fb->program) {
fb->program = s_gles2.glCreateProgram();
}
s_gles2.glAttachShader(fb->program, vShader);
s_gles2.glAttachShader(fb->program, fShader);
s_gles2.glLinkProgram(fb->program);
s_gles2.glDeleteShader(vShader);
s_gles2.glDeleteShader(fShader);
fb->aPosition = s_gles2.glGetAttribLocation(fb->program, "aPosition");
fb->uTexture = s_gles2.glGetUniformLocation(fb->program, "uTexture");
}
TextureResize::TextureResize(GLuint width, GLuint height) :
mWidth(width),
mHeight(height),
mFactor(1),
mFBWidth({0,}),
mFBHeight({0,}),
// Use unsigned byte as the default since it has the most support
// and is the input/output format in the end
// (TODO) until HDR is common on both guest and host, and we'll
// cross that bridge when we get there.
mTextureDataType(GL_UNSIGNED_BYTE) {
// Fix color banding by trying to use a texture type with a high precision.
const char* exts = (const char*)s_gles2.glGetString(GL_EXTENSIONS);
bool hasColorBufferFloat =
emugl::getRenderer() == SELECTED_RENDERER_HOST ||
emugl::hasExtension(exts, "GL_EXT_color_buffer_float");
bool hasColorBufferHalfFloat =
emugl::hasExtension(exts, "GL_EXT_color_buffer_half_float");
bool hasTextureFloat =
emugl::hasExtension(exts, "GL_OES_texture_float");
bool hasTextureHalfFloat =
emugl::hasExtension(exts, "GL_OES_texture_half_float");
bool hasTextureFloatLinear =
emugl::hasExtension(exts, "GL_OES_texture_float_linear");
if (hasColorBufferFloat && hasTextureFloat) {
mTextureDataType = GL_FLOAT;
} else if (hasColorBufferHalfFloat && hasTextureHalfFloat) {
mTextureDataType = GL_HALF_FLOAT_OES;
}
if (hasTextureFloat || hasTextureHalfFloat) {
mTextureFilteringMode =
hasTextureFloatLinear ? GL_LINEAR : GL_NEAREST;
}
s_gles2.glGenTextures(1, &mFBWidth.texture);
s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
s_gles2.glGenTextures(1, &mFBHeight.texture);
s_gles2.glBindTexture(GL_TEXTURE_2D, mFBHeight.texture);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mTextureFilteringMode);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mTextureFilteringMode);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
s_gles2.glGenBuffers(1, &mVertexBuffer);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
s_gles2.glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STATIC_DRAW);
// Clear bindings.
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0);
}
TextureResize::~TextureResize() {
GLuint tex[2] = {mFBWidth.texture, mFBHeight.texture};
s_gles2.glDeleteTextures(2, tex);
s_gles2.glDeleteBuffers(1, &mVertexBuffer);
// b/242245912
// There seems to be a mesa bug that we have to delete the
// program in the post thread.
android::base::AutoLock lock(s_postContextResources);
s_programsToRelease.push_back(mFBWidth.program);
s_programsToRelease.push_back(mFBHeight.program);
// b/285421327
// We should create, use and destroy framebuffers in the same context.
// Framebuffer ownership is driver-dependent.
s_framebuffersToRelease.push_back(mFBWidth.framebuffer);
s_framebuffersToRelease.push_back(mFBHeight.framebuffer);
}
GLuint TextureResize::update(GLuint texture) {
// Store the viewport. The viewport is clobbered due to the framebuffers.
GLint vport[4] = { 0, };
s_gles2.glGetIntegerv(GL_VIEWPORT, vport);
GLint prevFbo = 0;
s_gles2.glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prevFbo);
// Correctly deal with rotated screens.
GLint tWidth = vport[2], tHeight = vport[3];
if ((mWidth < mHeight) != (tWidth < tHeight)) {
std::swap(tWidth, tHeight);
}
// Compute the scaling factor needed to get an image just larger than the target viewport.
unsigned int factor = 1;
for (int i = 0, w = mWidth / 2, h = mHeight / 2;
i < MAX_FACTOR_POWER && w >= tWidth && h >= tHeight;
i++, w /= 2, h /= 2, factor *= 2) {
}
// No resizing needed if factor == 1
if (factor == 1) {
return texture;
}
s_gles2.glGetError(); // Clear any GL errors.
setupFramebuffers(factor);
resize(texture);
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, prevFbo);
s_gles2.glViewport(vport[0], vport[1], vport[2], vport[3]); // Restore the viewport.
// If there was an error while resizing, just use the unscaled texture.
GLenum error = s_gles2.glGetError();
if (error != GL_NO_ERROR) {
V("GL error while resizing: 0x%x (ignored)\n", error);
return texture;
}
return mFBHeight.texture;
}
GLuint TextureResize::update(GLuint texture, int width, int height, int rotation) {
if (mGenericResizer.get() == nullptr) {
mGenericResizer.reset(new TextureResize::GenericResizer());
}
return mGenericResizer->draw(texture, width, height, rotation);
}
void TextureResize::setupFramebuffers(unsigned int factor) {
if (factor == mFactor) {
// The factor hasn't changed, no need to update the framebuffers.
return;
}
// Update the framebuffer sizes to match the new factor.
s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture);
s_gles2.glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, mWidth / factor, mHeight, 0, GL_RGB,
mTextureDataType, nullptr);
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
s_gles2.glBindTexture(GL_TEXTURE_2D, mFBHeight.texture);
s_gles2.glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, mWidth / factor, mHeight / factor, 0, GL_RGB,
mTextureDataType, nullptr);
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
// Update the shaders to the new factor.
std::ostringstream factorDefine;
factorDefine << "#define FACTOR " << factor << '\n';
const std::string factorDefineStr = factorDefine.str();
attachShaders(&mFBWidth, factorDefineStr.c_str(), "#define HORIZONTAL\n", mWidth, mHeight);
attachShaders(&mFBHeight, factorDefineStr.c_str(), "#define VERTICAL\n", mWidth, mHeight);
mFactor = factor;
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
}
void TextureResize::resize(GLuint texture) {
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
s_gles2.glActiveTexture(GL_TEXTURE0);
if (!mFBWidth.framebuffer) {
s_gles2.glGenFramebuffers(1, &mFBWidth.framebuffer);
}
if (!mFBHeight.framebuffer) {
s_gles2.glGenFramebuffers(1, &mFBHeight.framebuffer);
}
// First scale the horizontal dimension by rendering the input texture to a scaled framebuffer.
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBWidth.framebuffer);
s_gles2.glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBWidth.texture, 0);
s_gles2.glClear(GL_COLOR_BUFFER_BIT);
s_gles2.glViewport(0, 0, mWidth / mFactor, mHeight);
s_gles2.glUseProgram(mFBWidth.program);
s_gles2.glEnableVertexAttribArray(mFBWidth.aPosition);
s_gles2.glVertexAttribPointer(mFBWidth.aPosition, 2, GL_FLOAT, GL_FALSE, 0, 0);
s_gles2.glBindTexture(GL_TEXTURE_2D, texture);
// Store the current texture filters and set to nearest for scaling.
GLint mag_filter, min_filter;
s_gles2.glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &mag_filter);
s_gles2.glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &min_filter);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
s_gles2.glUniform1i(mFBWidth.uTexture, 0);
s_gles2.glDrawArrays(GL_TRIANGLES, 0, sizeof(kVertexData) / (2 * sizeof(float)));
// Restore the previous texture filters.
s_gles2.glDisableVertexAttribArray(mFBWidth.aPosition);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
s_gles2.glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
// Secondly, scale the vertical dimension using the second framebuffer.
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBHeight.framebuffer);
s_gles2.glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBHeight.texture, 0);
s_gles2.glClear(GL_COLOR_BUFFER_BIT);
s_gles2.glViewport(0, 0, mWidth / mFactor, mHeight / mFactor);
s_gles2.glUseProgram(mFBHeight.program);
s_gles2.glEnableVertexAttribArray(mFBHeight.aPosition);
s_gles2.glVertexAttribPointer(mFBHeight.aPosition, 2, GL_FLOAT, GL_FALSE, 0, 0);
s_gles2.glBindTexture(GL_TEXTURE_2D, mFBWidth.texture);
s_gles2.glUniform1i(mFBHeight.uTexture, 0);
s_gles2.glDrawArrays(GL_TRIANGLES, 0, sizeof(kVertexData) / (2 * sizeof(float)));
s_gles2.glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
// Clear the bindings. (Viewport restored outside)
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0);
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, 0);
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
s_gles2.glDisableVertexAttribArray(mFBHeight.aPosition);
s_gles2.glUseProgram(0);
android::base::AutoLock lock(s_postContextResources);
while (s_programsToRelease.size()) {
s_gles2.glDeleteProgram(s_programsToRelease.back());
s_programsToRelease.pop_back();
}
if (s_framebuffersToRelease.size()) {
s_gles2.glDeleteFramebuffers(s_framebuffersToRelease.size(),
s_framebuffersToRelease.data());
s_framebuffersToRelease.clear();
}
}
struct Vertex {
float pos[2];
float coord[2];
};
TextureResize::GenericResizer::GenericResizer() :
mProgram(0),
mVertexBuffer(0),
mIndexBuffer(0),
mWidth(0),
mHeight(0) {
GLuint vertex_shader =
createShader(GL_VERTEX_SHADER, {kGenericVertexShaderSource});
GLuint fragment_shader =
createShader(GL_FRAGMENT_SHADER, {kGenericFragmentShaderSource});
mProgram = s_gles2.glCreateProgram();
s_gles2.glAttachShader(mProgram, vertex_shader);
s_gles2.glAttachShader(mProgram, fragment_shader);
s_gles2.glLinkProgram(mProgram);
// Shader objects no longer needed.
s_gles2.glDeleteShader(vertex_shader);
s_gles2.glDeleteShader(fragment_shader);
// Check for errors.
GLint success;
s_gles2.glGetProgramiv(mProgram, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
GLchar infolog[256];
s_gles2.glGetProgramInfoLog(mProgram, sizeof(infolog), 0, infolog);
fprintf(stderr, "Could not create/link program: %s\n", infolog);
return;
}
// Get all the attributes and uniforms.
mPositionAttribLocation =
s_gles2.glGetAttribLocation(mProgram, "position");
mInCoordAttribLocation =
s_gles2.glGetAttribLocation(mProgram, "inCoord");
mInputUniformLocation =
s_gles2.glGetUniformLocation(mProgram, "texSampler");
// Create vertex buffers.
static const Vertex kVertices[] = {
// 0 degree
{{ +1, -1 }, { +1, +0 }},
{{ +1, +1 }, { +1, +1 }},
{{ -1, +1 }, { +0, +1 }},
{{ -1, -1 }, { +0, +0 }},
// 90 degree clock-wise
{{ +1, -1 }, { +0, +0 }},
{{ +1, +1 }, { +1, +0 }},
{{ -1, +1 }, { +1, +1 }},
{{ -1, -1 }, { +0, +1 }},
// 180 degree clock-wise
{{ +1, -1 }, { +0, +1 }},
{{ +1, +1 }, { +0, +0 }},
{{ -1, +1 }, { +1, +0 }},
{{ -1, -1 }, { +1, +1 }},
// 270 degree clock-wise
{{ +1, -1 }, { +1, +1 }},
{{ +1, +1 }, { +0, +1 }},
{{ -1, +1 }, { +0, +0 }},
{{ -1, -1 }, { +1, +0 }},
};
s_gles2.glGenBuffers(1, &mVertexBuffer);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
s_gles2.glBufferData(GL_ARRAY_BUFFER,
sizeof(kVertices),
kVertices,
GL_STATIC_DRAW);
// indices for predefined rotation angles.
static const GLubyte kIndices[] = {
0, 1, 2, 2, 3, 0, // 0
4, 5, 6, 6, 7, 4, // 90
8, 9, 10, 10, 11, 8, // 180
12, 13, 14, 14, 15, 12, // 270
};
s_gles2.glGenBuffers(1, &mIndexBuffer);
s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
s_gles2.glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(kIndices),
kIndices,
GL_STATIC_DRAW);
s_gles2.glGenTextures(1, &mFrameBuffer.texture);
s_gles2.glBindTexture(GL_TEXTURE_2D, mFrameBuffer.texture);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
s_gles2.glGenFramebuffers(1, &mFrameBuffer.framebuffer);
// Clear bindings.
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0);
s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
GLuint TextureResize::GenericResizer::draw(GLuint texture, int width, int height,
int rotation) {
if (mWidth != width || mHeight != height) {
// update the framebuffer to match the new resolution
mWidth = width;
mHeight = height;
s_gles2.glBindTexture(GL_TEXTURE_2D, mFrameBuffer.texture);
s_gles2.glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
}
// Store the viewport.
GLint vport[4] = { 0, };
s_gles2.glGetIntegerv(GL_VIEWPORT, vport);
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFrameBuffer.framebuffer);
s_gles2.glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFrameBuffer.texture, 0);
s_gles2.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
s_gles2.glViewport(0, 0, mWidth, mHeight);
s_gles2.glUseProgram(mProgram);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
s_gles2.glEnableVertexAttribArray(mPositionAttribLocation);
s_gles2.glVertexAttribPointer(mPositionAttribLocation,
2, // components per attrib
GL_FLOAT,
GL_FALSE,
sizeof(Vertex), // stride
0); // offset
s_gles2.glEnableVertexAttribArray(mInCoordAttribLocation);
s_gles2.glVertexAttribPointer(mInCoordAttribLocation,
2,
GL_FLOAT,
GL_FALSE,
sizeof(Vertex),
reinterpret_cast<GLvoid*>(sizeof(float) * 2));
s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
s_gles2.glActiveTexture(GL_TEXTURE0);
s_gles2.glBindTexture(GL_TEXTURE_2D, texture);
s_gles2.glUniform1i(mInputUniformLocation, 0);
intptr_t indexShift;
switch(rotation) {
case SKIN_ROTATION_0:
indexShift = 0;
break;
case SKIN_ROTATION_90:
indexShift = 6;
break;
case SKIN_ROTATION_180:
indexShift = 12;
break;
case SKIN_ROTATION_270:
indexShift = 18;
break;
default:
indexShift = 0;
}
s_gles2.glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, (const GLvoid*)indexShift);
// Clear the bindings.
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0);
s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, 0);
s_gles2.glBindTexture(GL_TEXTURE_2D, 0);
s_gles2.glDisableVertexAttribArray(mPositionAttribLocation);
s_gles2.glDisableVertexAttribArray(mInCoordAttribLocation);
// Restore the viewport.
s_gles2.glViewport(vport[0], vport[1], vport[2], vport[3]);
return mFrameBuffer.texture;
}
TextureResize::GenericResizer::~GenericResizer() {
s_gles2.glDeleteFramebuffers(1, &mFrameBuffer.framebuffer);
s_gles2.glDeleteTextures(1, &mFrameBuffer.texture);
s_gles2.glUseProgram(0);
s_gles2.glDeleteProgram(mProgram);
s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0);
s_gles2.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
s_gles2.glDeleteBuffers(1, &mVertexBuffer);
s_gles2.glDeleteBuffers(1, &mIndexBuffer);
}
} // namespace gl
} // namespace gfxstream