/* * 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 "anbox/graphics/emugl/TextureResize.h" #include "anbox/graphics/emugl/DispatchTables.h" #include "anbox/logger.h" #include #include #include #include #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" "vec4 read(vec2 uv) {\n" " vec4 r = texture2D(uTexture, uv);\n" " #ifdef HORIZONTAL\n" " r.rgb = pow(r.rgb, vec3(2.2));\n" " #endif\n" " return r;\n" "}\n" "void main() {\n" " vec4 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 = sum;\n" "}\n"; static const float kVertexData[] = {-1, -1, 3, -1, -1, 3}; static void detachShaders(GLuint program) { GLuint shaders[2] = {}; GLsizei count = 0; s_gles2.glGetAttachedShaders(program, 2, &count, shaders); if (s_gles2.glGetError() == GL_NO_ERROR) { for (GLsizei i = 0; i < count; i++) { s_gles2.glDetachShader(program, shaders[i]); s_gles2.glDeleteShader(shaders[i]); } } } static GLuint createShader(GLenum type, const std::initializer_list& 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]); ERROR("%s shader compile failed: %s", (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; } s_gles2.glAttachShader(fb->program, vShader); s_gles2.glAttachShader(fb->program, fShader); s_gles2.glLinkProgram(fb->program); s_gles2.glUseProgram(fb->program); 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) { 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, GL_LINEAR); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 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, &mFBWidth.framebuffer); s_gles2.glGenFramebuffers(1, &mFBHeight.framebuffer); mFBWidth.program = s_gles2.glCreateProgram(); mFBHeight.program = s_gles2.glCreateProgram(); s_gles2.glGenBuffers(1, &mVertexBuffer); s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STATIC_DRAW); } TextureResize::~TextureResize() { GLuint fb[2] = {mFBWidth.framebuffer, mFBHeight.framebuffer}; s_gles2.glDeleteFramebuffers(2, fb); GLuint tex[2] = {mFBWidth.texture, mFBHeight.texture}; s_gles2.glDeleteTextures(2, tex); s_gles2.glDeleteProgram(mFBWidth.program); s_gles2.glDeleteProgram(mFBHeight.program); s_gles2.glDeleteBuffers(1, &mVertexBuffer); } 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); // 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) { return texture; } s_gles2.glGetError(); // Clear any GL errors. setupFramebuffers(factor); resize(texture); 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) { ERROR("GL error while resizing: 0x%x (ignored)", error); return texture; } return mFBHeight.texture; } 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_RGBA, mWidth / factor, mHeight, 0, GL_RGBA, GL_FLOAT, nullptr); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBWidth.framebuffer); s_gles2.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBWidth.texture, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, mFBHeight.texture); s_gles2.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth / factor, mHeight / factor, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBHeight.framebuffer); s_gles2.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBHeight.texture, 0); // Update the shaders to the new factor. First detach the old shaders... detachShaders(mFBWidth.program); detachShaders(mFBHeight.program); // ... then attach the new ones. std::ostringstream factorDefine; factorDefine << "#define FACTOR " << factor << "\n"; attachShaders(&mFBWidth, factorDefine.str().c_str(), "#define HORIZONTAL\n", mWidth, mHeight); attachShaders(&mFBHeight, factorDefine.str().c_str(), "#define VERTICAL\n", mWidth, mHeight); mFactor = factor; } void TextureResize::resize(GLuint texture) { s_gles2.glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); s_gles2.glActiveTexture(GL_TEXTURE0); // First scale the horizontal dimension by rendering the input texture to a // scaled framebuffer. s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBWidth.framebuffer); 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.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); s_gles2.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); // Secondly, scale the vertical dimension using the second framebuffer. s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, mFBHeight.framebuffer); 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))); // Clear the bindings. s_gles2.glBindBuffer(GL_ARRAY_BUFFER, 0); s_gles2.glBindFramebuffer(GL_FRAMEBUFFER, 0); s_gles2.glBindTexture(GL_TEXTURE_2D, 0); }