118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
/*
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* Copyright (C) 2017 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <vector>
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#include <stdio.h>
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#include <fcntl.h>
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#include <alloca.h>
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#include <unistd.h>
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#include <sys/ioctl.h>
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#include <malloc.h>
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#include <png.h>
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#include "VideoTex.h"
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#include "glError.h"
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#include <ui/GraphicBuffer.h>
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#include <ui/GraphicBufferAllocator.h>
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#include <ui/GraphicBufferMapper.h>
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namespace android {
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namespace automotive {
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namespace evs {
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namespace support {
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// Eventually we shouldn't need this dependency, but for now the
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// graphics allocator interface isn't fully supported on all platforms
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// and this is our work around.
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using ::android::GraphicBuffer;
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VideoTex::VideoTex(EGLDisplay glDisplay)
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: TexWrapper()
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, mDisplay(glDisplay) {
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// Nothing but initialization here...
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}
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VideoTex::~VideoTex() {
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// Drop our device texture image
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if (mKHRimage != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(mDisplay, mKHRimage);
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mKHRimage = EGL_NO_IMAGE_KHR;
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}
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}
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// Return true if the texture contents are changed
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bool VideoTex::refresh(const BufferDesc& imageBuffer) {
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// No new image has been delivered, so there's nothing to do here
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if (imageBuffer.memHandle.getNativeHandle() == nullptr) {
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return false;
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}
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// Drop our device texture image
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if (mKHRimage != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(mDisplay, mKHRimage);
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mKHRimage = EGL_NO_IMAGE_KHR;
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}
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// create a GraphicBuffer from the existing handle
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sp<GraphicBuffer> imageGraphicBuffer = new GraphicBuffer(
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imageBuffer.memHandle, GraphicBuffer::CLONE_HANDLE, imageBuffer.width,
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imageBuffer.height, imageBuffer.format, 1, // layer count
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GRALLOC_USAGE_HW_TEXTURE, imageBuffer.stride);
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if (imageGraphicBuffer.get() == nullptr) {
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ALOGE("Failed to allocate GraphicBuffer to wrap image handle");
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// Returning "true" in this error condition because we already released the
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// previous image (if any) and so the texture may change in unpredictable ways now!
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return true;
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}
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// Get a GL compatible reference to the graphics buffer we've been given
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EGLint eglImageAttributes[] = {EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE};
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EGLClientBuffer clientBuf = static_cast<EGLClientBuffer>(imageGraphicBuffer->getNativeBuffer());
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mKHRimage = eglCreateImageKHR(mDisplay, EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, clientBuf,
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eglImageAttributes);
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if (mKHRimage == EGL_NO_IMAGE_KHR) {
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const char *msg = getEGLError();
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ALOGE("error creating EGLImage: %s", msg);
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return false;
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} else {
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// Update the texture handle we already created to refer to this gralloc buffer
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glId());
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, static_cast<GLeglImageOES>(mKHRimage));
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// Initialize the sampling properties (it seems the sample may not work if this isn't done)
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// The user of this texture may very well want to set their own filtering, but we're going
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// to pay the (minor) price of setting this up for them to avoid the dreaded "black image"
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// if they forget.
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// TODO: Can we do this once for the texture ID rather than ever refresh?
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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return true;
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}
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} // namespace support
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} // namespace evs
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} // namespace automotive
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} // namespace android
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