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Commit 537364c7 authored by feifanz's avatar feifanz Committed by Steve Kondik
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SF: Add support to draw S3D framebuffer target

Add support to draw S3D framebuffer target in case HWC driver
can not handle due to resource or capability issue.

Change-Id: I536fa4a03e246d51891045b692d5dc5be88f2adf
CRs-fixed: 999055
parent 8cafa373
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+1 −0
Original line number Diff line number Diff line
@@ -120,6 +120,7 @@ ifeq ($(TARGET_USES_QCOM_BSP), true)
    LOCAL_C_INCLUDES += $(call project-path-for,qcom-display)/libgralloc
    LOCAL_C_INCLUDES += $(call project-path-for,qcom-display)/libqdutils
    LOCAL_SHARED_LIBRARIES += libqdutils
    LOCAL_SHARED_LIBRARIES += libqdMetaData
    LOCAL_CFLAGS += -DQTI_BSP
    LOCAL_SRC_FILES += \
        ExSurfaceFlinger/ExLayer.cpp \
+1 −0
Original line number Diff line number Diff line
@@ -306,6 +306,7 @@ public:
    };

    friend class VSyncThread;
    friend class ExHWComposer;

    // for debugging ----------------------------------------------------------
    void dump(String8& out) const;
+23 −0
Original line number Diff line number Diff line
@@ -31,6 +31,8 @@
#include "ExHWComposer.h"
#ifdef QTI_BSP
#include <hardware/display_defs.h>
#include <gralloc_priv.h>
#include <qdMetaData.h>
#endif

namespace android {
@@ -74,4 +76,25 @@ bool ExHWComposer::isCompositionTypeBlit(const int32_t compType) const {
    return false;
}

#ifdef QTI_BSP
uint32_t ExHWComposer::getS3DFlag(int disp) const {
    const DisplayData& disp_data(mDisplayData[disp]);

    for (size_t i=0 ; i<disp_data.list->numHwLayers-1; i++) {
        const hwc_layer_1_t &l = disp_data.list->hwLayers[i];
        private_handle_t *pvt_handle = static_cast<private_handle_t *>
                                    (const_cast<native_handle_t*>(l.handle));

        if (pvt_handle != NULL) {
            struct S3DSFRender_t s3dRender;
            getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);
            if (s3dRender.DisplayId == static_cast<uint32_t>(disp) && s3dRender.GpuRender) {
                return s3dRender.GpuS3dFormat;
            }
        }
    }
    return 0;
}
#endif

}; // namespace android
+4 −0
Original line number Diff line number Diff line
@@ -43,6 +43,10 @@ public:

    virtual ~ExHWComposer();

#ifdef QTI_BSP
    uint32_t getS3DFlag(int disp) const;
#endif

protected:
    bool mVDSEnabled;
    inline bool isVDSEnabled() const { return mVDSEnabled; };
+183 −1
Original line number Diff line number Diff line
@@ -36,10 +36,12 @@
#include <ui/GraphicBuffer.h>
#ifdef QTI_BSP
#include <gralloc_priv.h>
#include <qdMetaData.h>
#include <hardware/display_defs.h>
#endif

#include "ExLayer.h"
#include "RenderEngine/RenderEngine.h"

namespace android {

@@ -70,12 +72,18 @@ static Rect getAspectRatio(const sp<const DisplayDevice>& hw,

ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
                 const String8& name, uint32_t w, uint32_t h, uint32_t flags)
#ifdef QTI_BSP
    : Layer(flinger, client, name, w, h, flags),
      mMeshLeftTop(Mesh::TRIANGLE_FAN, 4, 2, 2),
      mMeshRightBottom(Mesh::TRIANGLE_FAN, 4, 2, 2) {
#else
    : Layer(flinger, client, name, w, h, flags) {

#endif
    char property[PROPERTY_VALUE_MAX] = {0};

    mDebugLogs = false;
    mIsGPUAllowedForProtected = false;
    mIsHDMIPrimary = false;
    if((property_get("persist.debug.qdframework.logs", property, NULL) > 0) &&
       (!strncmp(property, "1", PROPERTY_VALUE_MAX ) ||
        (!strncasecmp(property,"true", PROPERTY_VALUE_MAX )))) {
@@ -88,6 +96,12 @@ ExLayer::ExLayer(SurfaceFlinger* flinger, const sp<Client>& client,
           (atoi(property) == 1)) {
        mIsGPUAllowedForProtected = true;
    }

    if ((property_get("persist.sys.is_hdmi_primary", property, NULL) > 0) &&
           (atoi(property) == 1)) {
        mIsHDMIPrimary = true;
    }

}

ExLayer::~ExLayer() {
@@ -204,4 +218,172 @@ bool ExLayer::canAllowGPUForProtected() const {
    }
}

void ExLayer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
        const Region& /* clip */, bool useIdentityTransform) const {
    const State& s(getDrawingState());
#ifdef QTI_BSP
    uint32_t s3d_fmt = 0;
    private_handle_t *pvt_handle = static_cast<private_handle_t *>
                                    (const_cast<native_handle_t*>(mActiveBuffer->handle));
    if (pvt_handle != NULL) {
        struct S3DSFRender_t s3dRender;
        getMetaData(pvt_handle, GET_S3D_RENDER, &s3dRender);

        if ((s3dRender.DisplayId == static_cast<uint32_t>(hw->getHwcDisplayId()) ||
            mIsHDMIPrimary) && s3dRender.GpuRender) {
            clearMetaData(pvt_handle, SET_S3D_RENDER);
            s3d_fmt = s3dRender.GpuS3dFormat;
        }
    }
#endif
    computeGeometry(hw, mMesh, useIdentityTransform);

    /*
     * NOTE: the way we compute the texture coordinates here produces
     * different results than when we take the HWC path -- in the later case
     * the "source crop" is rounded to texel boundaries.
     * This can produce significantly different results when the texture
     * is scaled by a large amount.
     *
     * The GL code below is more logical (imho), and the difference with
     * HWC is due to a limitation of the HWC API to integers -- a question
     * is suspend is whether we should ignore this problem or revert to
     * GL composition when a buffer scaling is applied (maybe with some
     * minimal value)? Or, we could make GL behave like HWC -- but this feel
     * like more of a hack.
     */
    Rect win(s.active.w, s.active.h);
    if(!s.active.crop.isEmpty()) {
        win = s.active.crop;
    }
#ifdef QTI_BSP
    win = s.transform.transform(win);
    win.intersect(hw->getViewport(), &win);
    win = s.transform.inverse().transform(win);
    win.intersect(Rect(s.active.w, s.active.h), &win);
    win = reduce(win, s.activeTransparentRegion);
#else
    win = reduce(win, s.activeTransparentRegion);
#endif
    float left   = float(win.left)   / float(s.active.w);
    float top    = float(win.top)    / float(s.active.h);
    float right  = float(win.right)  / float(s.active.w);
    float bottom = float(win.bottom) / float(s.active.h);

    // TODO: we probably want to generate the texture coords with the mesh
    // here we assume that we only have 4 vertices
    Mesh::VertexArray<vec2> texCoords(mMesh.getTexCoordArray<vec2>());
    texCoords[0] = vec2(left, 1.0f - top);
    texCoords[1] = vec2(left, 1.0f - bottom);
    texCoords[2] = vec2(right, 1.0f - bottom);
    texCoords[3] = vec2(right, 1.0f - top);

#ifdef QTI_BSP
    computeGeometryS3D(hw, mMesh, mMeshLeftTop, mMeshRightBottom, s3d_fmt);
#endif

    RenderEngine& engine(mFlinger->getRenderEngine());
    engine.setupLayerBlending(mPremultipliedAlpha, isOpaque(s), s.alpha);

#ifdef QTI_BSP
    if (s3d_fmt != HWC_S3DMODE_NONE) {
        engine.setScissor(0, 0, hw->getWidth(), hw->getHeight());
        engine.drawMesh(mMeshLeftTop);
        engine.drawMesh(mMeshRightBottom);
    } else {
#endif
        engine.drawMesh(mMesh);
#ifdef QTI_BSP
    }
#endif

    engine.disableBlending();
}

#ifdef QTI_BSP
void ExLayer::computeGeometryS3D(const sp<const DisplayDevice>& hw, Mesh& mesh,
        Mesh& meshLeftTop, Mesh &meshRightBottom, uint32_t s3d_fmt) const
{
    Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
    Mesh::VertexArray<vec2> positionLeftTop(meshLeftTop.getPositionArray<vec2>());
    Mesh::VertexArray<vec2> positionRightBottom(meshRightBottom.getPositionArray<vec2>());
    Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
    Mesh::VertexArray<vec2> texCoordsLeftTop(meshLeftTop.getTexCoordArray<vec2>());
    Mesh::VertexArray<vec2> texCoordsRightBottom(meshRightBottom.getTexCoordArray<vec2>());

    Rect scissor = hw->getBounds();

    if(s3d_fmt == HWC_S3DMODE_NONE) {
        return;
    }

    uint32_t count = mesh.getVertexCount();
    while(count--) {
        positionLeftTop[count] = positionRightBottom[count] = position[count];
        texCoordsLeftTop[count] = texCoordsRightBottom[count] = texCoords[count];
    }

    switch (s3d_fmt) {
        case HWC_S3DMODE_LR:
        case HWC_S3DMODE_RL:
        {
            positionLeftTop[0].x  = (position[0].x - scissor.left) / 2.0f + scissor.left;
            positionLeftTop[1].x  = (position[1].x - scissor.left) / 2.0f + scissor.left;
            positionLeftTop[2].x  = (position[2].x - scissor.left) / 2.0f + scissor.left;
            positionLeftTop[3].x  = (position[3].x - scissor.left) / 2.0f + scissor.left;

            positionRightBottom[0].x = positionLeftTop[0].x + scissor.getWidth()/2;
            positionRightBottom[1].x = positionLeftTop[1].x + scissor.getWidth()/2;
            positionRightBottom[2].x = positionLeftTop[2].x + scissor.getWidth()/2;
            positionRightBottom[3].x = positionLeftTop[3].x + scissor.getWidth()/2;

            if(isYuvLayer()) {
                texCoordsLeftTop[0].x  =  texCoords[0].x / 2.0f;
                texCoordsLeftTop[1].x  =  texCoords[1].x / 2.0f;
                texCoordsLeftTop[2].x  =  texCoords[2].x / 2.0f;
                texCoordsLeftTop[3].x  =  texCoords[3].x / 2.0f;

                texCoordsRightBottom[0].x  =  texCoordsLeftTop[0].x + 0.5f;
                texCoordsRightBottom[1].x  =  texCoordsLeftTop[1].x + 0.5f;
                texCoordsRightBottom[2].x  =  texCoordsLeftTop[2].x + 0.5f;
                texCoordsRightBottom[3].x  =  texCoordsLeftTop[3].x + 0.5f;
            }
            break;
        }
        case HWC_S3DMODE_TB:
        {
            positionRightBottom[0].y  = (position[0].y - scissor.top) / 2.0f + scissor.top;
            positionRightBottom[1].y  = (position[1].y - scissor.top) / 2.0f + scissor.top;
            positionRightBottom[2].y  = (position[2].y - scissor.top) / 2.0f + scissor.top;
            positionRightBottom[3].y  = (position[3].y - scissor.top) / 2.0f + scissor.top;

            positionLeftTop[0].y = positionRightBottom[0].y + scissor.getHeight() / 2.0f;
            positionLeftTop[1].y = positionRightBottom[1].y + scissor.getHeight() / 2.0f;
            positionLeftTop[2].y = positionRightBottom[2].y + scissor.getHeight() / 2.0f;
            positionLeftTop[3].y = positionRightBottom[3].y + scissor.getHeight() / 2.0f;

            positionLeftTop[0].x = positionRightBottom[0].x = position[0].x;
            positionLeftTop[1].x = positionRightBottom[1].x = position[1].x;
            positionLeftTop[2].x = positionRightBottom[2].x = position[2].x;
            positionLeftTop[3].x = positionRightBottom[3].x = position[3].x;

            if(isYuvLayer()) {
                texCoordsRightBottom[0].y  =  texCoords[0].y / 2.0f;
                texCoordsRightBottom[1].y  =  texCoords[1].y / 2.0f;
                texCoordsRightBottom[2].y  =  texCoords[2].y / 2.0f;
                texCoordsRightBottom[3].y  =  texCoords[3].y / 2.0f;

                texCoordsLeftTop[0].y  =  texCoordsRightBottom[0].y + 0.5f;
                texCoordsLeftTop[1].y  =  texCoordsRightBottom[1].y + 0.5f;
                texCoordsLeftTop[2].y  =  texCoordsRightBottom[2].y + 0.5f;
                texCoordsLeftTop[3].y  =  texCoordsRightBottom[3].y + 0.5f;
            }
            break;
        }
        default:
            break;
    }
}
#endif

}; // namespace android
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