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/*
* Copyright 2018 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 <gui/BufferItemConsumer.h>
#include <gui/Surface.h>
#include <GLES3/gl3.h>
#include <math/vec2.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include "BufferGenerator.h"
#include "BufferGeneratorShader.h"
namespace android {
/* Used to receive the surfaces and fences from egl. The egl buffers are thrown
* away. The fences are sent to the requester via a callback */
class SurfaceManager {
public:
/* Returns a fence from egl */
using BufferCallback = std::function<void(const sp<GraphicBuffer>& buffer, int32_t fence)>;
/* Listens for a new frame, detaches the buffer and returns the fence
* through saved callback. */
class BufferListener : public ConsumerBase::FrameAvailableListener {
public:
BufferListener(sp<IGraphicBufferConsumer> consumer, BufferCallback callback)
: mConsumer(consumer), mCallback(callback) {}
void onFrameAvailable(const BufferItem& /*item*/) {
BufferItem item;
if (mConsumer->acquireBuffer(&item, 0)) return;
if (mConsumer->detachBuffer(item.mSlot)) return;
mCallback(item.mGraphicBuffer, item.mFence->dup());
}
private:
sp<IGraphicBufferConsumer> mConsumer;
BufferCallback mCallback;
};
/* Creates a buffer listener that waits on a new frame from the buffer
* queue. */
void initialize(uint32_t width, uint32_t height, android_pixel_format_t format,
BufferCallback callback) {
sp<IGraphicBufferProducer> producer;
sp<IGraphicBufferConsumer> consumer;
BufferQueue::createBufferQueue(&producer, &consumer);
consumer->setDefaultBufferSize(width, height);
consumer->setDefaultBufferFormat(format);
mBufferItemConsumer = new BufferItemConsumer(consumer, 0);
mListener = new BufferListener(consumer, callback);
mBufferItemConsumer->setFrameAvailableListener(mListener);
mSurface = new Surface(producer, true);
}
/* Used by Egl manager. The surface is never displayed. */
sp<Surface> getSurface() const { return mSurface; }
private:
sp<BufferItemConsumer> mBufferItemConsumer;
sp<BufferListener> mListener;
/* Used by Egl manager. The surface is never displayed */
sp<Surface> mSurface;
};
/* Used to generate valid fences. It is not possible to create a dummy sync
* fence for testing. Egl can generate buffers along with a valid fence.
* The buffer cannot be guaranteed to be the same format across all devices so
* a CPU filled buffer is used instead. The Egl fence is used along with the
* CPU filled buffer. */
class EglManager {
public:
EglManager()
: mEglDisplay(EGL_NO_DISPLAY), mEglSurface(EGL_NO_SURFACE), mEglContext(EGL_NO_CONTEXT) {}
~EglManager() { cleanup(); }
int initialize(sp<Surface> surface) {
mSurface = surface;
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (mEglDisplay == EGL_NO_DISPLAY) return false;
EGLint major;
EGLint minor;
if (!eglInitialize(mEglDisplay, &major, &minor)) {
ALOGW("Could not initialize EGL");
return false;
}
/* We're going to use a 1x1 pbuffer surface later on
* The configuration distance doesn't really matter for what we're
* trying to do */
EGLint configAttrs[] = {EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
0,
EGL_DEPTH_SIZE,
24,
EGL_STENCIL_SIZE,
0,
EGL_NONE};
EGLConfig configs[1];
EGLint configCnt;
if (!eglChooseConfig(mEglDisplay, configAttrs, configs, 1, &configCnt)) {
ALOGW("Could not select EGL configuration");
eglReleaseThread();
eglTerminate(mEglDisplay);
return false;
}
if (configCnt <= 0) {
ALOGW("Could not find EGL configuration");
eglReleaseThread();
eglTerminate(mEglDisplay);
return false;
}
/* These objects are initialized below but the default "null" values are
* used to cleanup properly at any point in the initialization sequence */
EGLint attrs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
mEglContext = eglCreateContext(mEglDisplay, configs[0], EGL_NO_CONTEXT, attrs);
if (mEglContext == EGL_NO_CONTEXT) {
ALOGW("Could not create EGL context");
cleanup();
return false;
}
EGLint majorVersion;
if (!eglQueryContext(mEglDisplay, mEglContext, EGL_CONTEXT_CLIENT_VERSION, &majorVersion)) {
ALOGW("Could not query EGL version");
cleanup();
return false;
}
if (majorVersion != 3) {
ALOGW("Unsupported EGL version");
cleanup();
return false;
}
EGLint surfaceAttrs[] = {EGL_NONE};
mEglSurface = eglCreateWindowSurface(mEglDisplay, configs[0], mSurface.get(), surfaceAttrs);
if (mEglSurface == EGL_NO_SURFACE) {
ALOGW("Could not create EGL surface");
cleanup();
return false;
}
if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
ALOGW("Could not change current EGL context");
cleanup();
return false;
}
return true;
}
void makeCurrent() const { eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); }
void present() const { eglSwapBuffers(mEglDisplay, mEglSurface); }
private:
void cleanup() {
if (mEglDisplay == EGL_NO_DISPLAY) return;
if (mEglSurface != EGL_NO_SURFACE) eglDestroySurface(mEglDisplay, mEglSurface);
if (mEglContext != EGL_NO_CONTEXT) eglDestroyContext(mEglDisplay, mEglContext);
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglReleaseThread();
eglTerminate(mEglDisplay);
}
sp<Surface> mSurface;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLContext mEglContext;
};
class Program {
public:
~Program() {
if (mInitialized) {
glDetachShader(mProgram, mVertexShader);
glDetachShader(mProgram, mFragmentShader);
glDeleteShader(mVertexShader);
glDeleteShader(mFragmentShader);
glDeleteProgram(mProgram);
}
}
bool initialize(const char* vertex, const char* fragment) {
mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
if (!mVertexShader) {
return false;
}
mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
if (!mFragmentShader) {
return false;
}
mProgram = glCreateProgram();
glAttachShader(mProgram, mVertexShader);
glAttachShader(mProgram, mFragmentShader);
glLinkProgram(mProgram);
GLint status;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLint length = 0;
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &length);
if (length > 1) {
GLchar log[length];
glGetProgramInfoLog(mProgram, length, nullptr, &log[0]);
ALOGE("%s", log);
}
ALOGE("Error while linking shaders");
return false;
}
mInitialized = true;
return true;
}
void use() const { glUseProgram(mProgram); }
void bindVec4(GLint location, vec4 v) const { glUniform4f(location, v.x, v.y, v.z, v.w); }
void bindVec3(GLint location, const vec3* v, uint32_t count) const {
glUniform3fv(location, count, &(v->x));
}
void bindFloat(GLint location, float v) { glUniform1f(location, v); }
private:
GLuint buildShader(const char* source, GLenum type) const {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
ALOGE("Error while compiling shader of type 0x%x:\n===\n%s\n===", type, source);
// Some drivers return wrong values for GL_INFO_LOG_LENGTH
// use a fixed size instead
GLchar log[512];
glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]);
ALOGE("Shader info log: %s", log);
return 0;
}
return shader;
}
GLuint mProgram = 0;
GLuint mVertexShader = 0;
GLuint mFragmentShader = 0;
bool mInitialized = false;
};
BufferGenerator::BufferGenerator()
: mSurfaceManager(new SurfaceManager), mEglManager(new EglManager), mProgram(new Program) {
const float width = 1000.0;
const float height = 1000.0;
auto setBufferWithContext =
std::bind(setBuffer, std::placeholders::_1, std::placeholders::_2, this);
mSurfaceManager->initialize(width, height, HAL_PIXEL_FORMAT_RGBA_8888, setBufferWithContext);
if (!mEglManager->initialize(mSurfaceManager->getSurface())) return;
mEglManager->makeCurrent();
if (!mProgram->initialize(VERTEX_SHADER, FRAGMENT_SHADER)) return;
mProgram->use();
mProgram->bindVec4(0, vec4{width, height, 1.0f / width, 1.0f / height});
mProgram->bindVec3(2, &SPHERICAL_HARMONICS[0], 4);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, &TRIANGLE[0]);
mInitialized = true;
}
BufferGenerator::~BufferGenerator() {
mEglManager->makeCurrent();
}
status_t BufferGenerator::get(sp<GraphicBuffer>* outBuffer, sp<Fence>* outFence) {
// mMutex is used to protect get() from getting called by multiple threads at the same time
static std::mutex mMutex;
std::lock_guard lock(mMutex);
if (!mInitialized) {
if (outBuffer) {
*outBuffer = nullptr;
}
if (*outFence) {
*outFence = nullptr;
}
return -EINVAL;
}
// Generate a buffer and fence. They will be returned through the setBuffer callback
mEglManager->makeCurrent();
glClear(GL_COLOR_BUFFER_BIT);
const std::chrono::duration<float> time = std::chrono::steady_clock::now() - mEpoch;
mProgram->bindFloat(1, time.count());
glDrawArrays(GL_TRIANGLES, 0, 3);
mPending = true;
mEglManager->present();
// Wait for the setBuffer callback
if (!mConditionVariable.wait_for(mMutex, std::chrono::seconds(2),
[this] { return !mPending; })) {
ALOGE("failed to set buffer and fence");
return -ETIME;
}
// Return buffer and fence
if (outBuffer) {
*outBuffer = mGraphicBuffer;
}
if (outFence) {
*outFence = new Fence(mFence);
} else {
close(mFence);
}
mGraphicBuffer = nullptr;
mFence = -1;
return NO_ERROR;
}
// static
void BufferGenerator::setBuffer(const sp<GraphicBuffer>& buffer, int32_t fence,
void* bufferGenerator) {
BufferGenerator* generator = static_cast<BufferGenerator*>(bufferGenerator);
generator->mGraphicBuffer = buffer;
generator->mFence = fence;
generator->mPending = false;
generator->mConditionVariable.notify_all();
}
} // namespace android
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