--- /dev/null
+/*
+* 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 <stdio.h>
+#include <sstream>
+#include <string>
+#include <utility>
+
+#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<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]);
+ 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);
+}