gecko/mobile/android/base/gfx/SurfaceTextureLayer.java

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/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
2012-05-21 04:12:37 -07:00
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
package org.mozilla.gecko.gfx;
import org.mozilla.gecko.GeckoApp;
import android.graphics.Point;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.SurfaceTexture;
import android.opengl.GLES20;
import android.util.Log;
import android.view.Surface;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class SurfaceTextureLayer extends Layer implements SurfaceTexture.OnFrameAvailableListener {
private static final String LOGTAG = "SurfaceTextureLayer";
private static final int LOCAL_GL_TEXTURE_EXTERNAL_OES = 0x00008d65; // This is only defined in API level 15 for some reason (Android 4.0.3)
private final SurfaceTexture mSurfaceTexture;
private final Surface mSurface;
private int mTextureId;
private boolean mHaveFrame;
private float[] mTextureTransform = new float[16];
private Rect mPageRect;
private boolean mInverted;
private boolean mNewInverted;
private boolean mBlend;
private boolean mNewBlend;
private static int mProgram;
private static int mPositionHandle;
private static int mTextureHandle;
private static int mSampleHandle;
private static int mProjectionMatrixHandle;
private static int mTextureMatrixHandle;
private static final float[] PROJECTION_MATRIX = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f
};
private static final String VERTEX_SHADER =
"uniform mat4 projectionMatrix;\n" +
"uniform mat4 textureMatrix;\n" +
"attribute vec4 vPosition;\n" +
"attribute vec4 aTexCoord;\n" +
"varying vec2 vTexCoord;\n" +
"void main() {\n" +
" gl_Position = projectionMatrix * vPosition;\n" +
" vTexCoord = (textureMatrix * vec4(aTexCoord.x, aTexCoord.y, 0.0, 1.0)).xy;\n" +
"}\n";
private static String FRAGMENT_SHADER_OES =
"#extension GL_OES_EGL_image_external : require\n" +
"precision mediump float;\n" +
"varying vec2 vTexCoord; \n" +
"uniform samplerExternalOES sTexture; \n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTexCoord); \n" +
"}\n";
private static final float TEXTURE_MAP[] = {
0.0f, 1.0f, // top left
0.0f, 0.0f, // bottom left
1.0f, 1.0f, // top right
1.0f, 0.0f, // bottom right
};
private static final float TEXTURE_MAP_INVERTED[] = {
0.0f, 0.0f, // bottom left
0.0f, 1.0f, // top left
1.0f, 0.0f, // bottom right
1.0f, 1.0f, // top right
};
private SurfaceTextureLayer(int textureId) {
mTextureId = textureId;
mHaveFrame = true;
mInverted = false;
// We have our own special shaders necessary for rendering the SurfaceTexture
this.mUsesDefaultProgram = false;
mSurfaceTexture = new SurfaceTexture(mTextureId);
mSurfaceTexture.setOnFrameAvailableListener(this);
Surface tmp = null;
try {
tmp = Surface.class.getConstructor(SurfaceTexture.class).newInstance(mSurfaceTexture); }
catch (Exception ie) {
Log.e(LOGTAG, "error constructing the surface", ie);
}
mSurface = tmp;
}
public static SurfaceTextureLayer create() {
int textureId = TextureGenerator.get().take();
if (textureId == 0)
return null;
return new SurfaceTextureLayer(textureId);
}
// For SurfaceTexture.OnFrameAvailableListener
public void onFrameAvailable(SurfaceTexture texture) {
mHaveFrame = true;
GeckoApp.mAppContext.requestRender();
}
public void update(Rect rect, boolean inverted, boolean blend) {
beginTransaction();
setPosition(rect);
mNewInverted = inverted;
mNewBlend = blend;
endTransaction();
}
@Override
protected void finalize() throws Throwable {
try {
if (mTextureId > 0)
TextureReaper.get().add(mTextureId);
} finally {
super.finalize();
}
}
@Override
protected void performUpdates(RenderContext context) {
super.performUpdates(context);
mInverted = mNewInverted;
mBlend = mNewBlend;
}
private static boolean ensureProgram() {
if (mProgram != 0)
return true;
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_OES);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
mProjectionMatrixHandle = GLES20.glGetUniformLocation(mProgram, "projectionMatrix");
mTextureMatrixHandle = GLES20.glGetUniformLocation(mProgram, "textureMatrix");
return mProgram != 0;
}
private static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
private static void activateProgram() {
GLES20.glUseProgram(mProgram);
}
public static void deactivateProgram() {
GLES20.glDisableVertexAttribArray(mTextureHandle);
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glUseProgram(0);
}
@Override
public void draw(RenderContext context) {
if (!ensureProgram() || !mHaveFrame)
return;
RectF rect = getBounds(context);
RectF viewport = context.viewport;
rect.offset(-viewport.left, -viewport.top);
float viewWidth = viewport.width();
float viewHeight = viewport.height();
float top = viewHeight - rect.top;
float bot = viewHeight - rect.bottom;
float[] textureCoords = mInverted ? TEXTURE_MAP_INVERTED : TEXTURE_MAP;
float[] coords = {
// x, y, z, texture_x, texture_y
rect.left/viewWidth, bot/viewHeight, 0,
textureCoords[0], textureCoords[1],
rect.left/viewWidth, (bot+rect.height())/viewHeight, 0,
textureCoords[2], textureCoords[3],
(rect.left+rect.width())/viewWidth, bot/viewHeight, 0,
textureCoords[4], textureCoords[5],
(rect.left+rect.width())/viewWidth, (bot+rect.height())/viewHeight, 0,
textureCoords[6], textureCoords[7]
};
FloatBuffer coordBuffer = context.coordBuffer;
coordBuffer.position(0);
coordBuffer.put(coords);
activateProgram();
// Set the transformation matrix
GLES20.glUniformMatrix4fv(mProjectionMatrixHandle, 1, false, PROJECTION_MATRIX, 0);
// Enable the arrays from which we get the vertex and texture coordinates
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glEnableVertexAttribArray(mTextureHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glUniform1i(mSampleHandle, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, mTextureId);
mSurfaceTexture.updateTexImage();
mSurfaceTexture.getTransformMatrix(mTextureTransform);
GLES20.glUniformMatrix4fv(mTextureMatrixHandle, 1, false, mTextureTransform, 0);
// Unbind any the current array buffer so we can use client side buffers
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Vertex coordinates are x,y,z starting at position 0 into the buffer.
coordBuffer.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false, 20,
coordBuffer);
// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
coordBuffer.position(3);
GLES20.glVertexAttribPointer(mTextureHandle, 2, GLES20.GL_FLOAT, false, 20,
coordBuffer);
if (mBlend) {
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
if (mBlend)
GLES20.glDisable(GLES20.GL_BLEND);
deactivateProgram();
}
public SurfaceTexture getSurfaceTexture() {
return mSurfaceTexture;
}
public Surface getSurface() {
return mSurface;
}
}