1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker * Copyright (C) 2010 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker *
4*38e8c45fSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker *
8*38e8c45fSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker *
10*38e8c45fSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker */
16*38e8c45fSAndroid Build Coastguard Worker
17*38e8c45fSAndroid Build Coastguard Worker #define LOG_TAG "GLConsumerUtils"
18*38e8c45fSAndroid Build Coastguard Worker //#define LOG_NDEBUG 0
19*38e8c45fSAndroid Build Coastguard Worker
20*38e8c45fSAndroid Build Coastguard Worker #include <gui/GLConsumer.h>
21*38e8c45fSAndroid Build Coastguard Worker #include <math/mat4.h>
22*38e8c45fSAndroid Build Coastguard Worker #include <system/window.h>
23*38e8c45fSAndroid Build Coastguard Worker #include <utils/Log.h>
24*38e8c45fSAndroid Build Coastguard Worker
25*38e8c45fSAndroid Build Coastguard Worker namespace android {
26*38e8c45fSAndroid Build Coastguard Worker
computeTransformMatrix(float outTransform[16],const sp<GraphicBuffer> & buf,const Rect & cropRect,uint32_t transform,bool filtering)27*38e8c45fSAndroid Build Coastguard Worker void GLConsumer::computeTransformMatrix(float outTransform[16],
28*38e8c45fSAndroid Build Coastguard Worker const sp<GraphicBuffer>& buf, const Rect& cropRect, uint32_t transform,
29*38e8c45fSAndroid Build Coastguard Worker bool filtering) {
30*38e8c45fSAndroid Build Coastguard Worker computeTransformMatrix(outTransform, buf->getWidth(), buf->getHeight(), buf->getPixelFormat(),
31*38e8c45fSAndroid Build Coastguard Worker cropRect, transform, filtering);
32*38e8c45fSAndroid Build Coastguard Worker }
33*38e8c45fSAndroid Build Coastguard Worker
computeTransformMatrix(float outTransform[16],float bufferWidth,float bufferHeight,PixelFormat pixelFormat,const Rect & cropRect,uint32_t transform,bool filtering)34*38e8c45fSAndroid Build Coastguard Worker void GLConsumer::computeTransformMatrix(float outTransform[16], float bufferWidth,
35*38e8c45fSAndroid Build Coastguard Worker float bufferHeight, PixelFormat pixelFormat,
36*38e8c45fSAndroid Build Coastguard Worker const Rect& cropRect, uint32_t transform, bool filtering) {
37*38e8c45fSAndroid Build Coastguard Worker // Transform matrices
38*38e8c45fSAndroid Build Coastguard Worker static const mat4 mtxFlipH(
39*38e8c45fSAndroid Build Coastguard Worker -1, 0, 0, 0,
40*38e8c45fSAndroid Build Coastguard Worker 0, 1, 0, 0,
41*38e8c45fSAndroid Build Coastguard Worker 0, 0, 1, 0,
42*38e8c45fSAndroid Build Coastguard Worker 1, 0, 0, 1
43*38e8c45fSAndroid Build Coastguard Worker );
44*38e8c45fSAndroid Build Coastguard Worker static const mat4 mtxFlipV(
45*38e8c45fSAndroid Build Coastguard Worker 1, 0, 0, 0,
46*38e8c45fSAndroid Build Coastguard Worker 0, -1, 0, 0,
47*38e8c45fSAndroid Build Coastguard Worker 0, 0, 1, 0,
48*38e8c45fSAndroid Build Coastguard Worker 0, 1, 0, 1
49*38e8c45fSAndroid Build Coastguard Worker );
50*38e8c45fSAndroid Build Coastguard Worker static const mat4 mtxRot90(
51*38e8c45fSAndroid Build Coastguard Worker 0, 1, 0, 0,
52*38e8c45fSAndroid Build Coastguard Worker -1, 0, 0, 0,
53*38e8c45fSAndroid Build Coastguard Worker 0, 0, 1, 0,
54*38e8c45fSAndroid Build Coastguard Worker 1, 0, 0, 1
55*38e8c45fSAndroid Build Coastguard Worker );
56*38e8c45fSAndroid Build Coastguard Worker
57*38e8c45fSAndroid Build Coastguard Worker mat4 xform;
58*38e8c45fSAndroid Build Coastguard Worker if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_H) {
59*38e8c45fSAndroid Build Coastguard Worker xform *= mtxFlipH;
60*38e8c45fSAndroid Build Coastguard Worker }
61*38e8c45fSAndroid Build Coastguard Worker if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_V) {
62*38e8c45fSAndroid Build Coastguard Worker xform *= mtxFlipV;
63*38e8c45fSAndroid Build Coastguard Worker }
64*38e8c45fSAndroid Build Coastguard Worker if (transform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
65*38e8c45fSAndroid Build Coastguard Worker xform *= mtxRot90;
66*38e8c45fSAndroid Build Coastguard Worker }
67*38e8c45fSAndroid Build Coastguard Worker
68*38e8c45fSAndroid Build Coastguard Worker if (!cropRect.isEmpty()) {
69*38e8c45fSAndroid Build Coastguard Worker float tx = 0.0f, ty = 0.0f, sx = 1.0f, sy = 1.0f;
70*38e8c45fSAndroid Build Coastguard Worker float shrinkAmount = 0.0f;
71*38e8c45fSAndroid Build Coastguard Worker if (filtering) {
72*38e8c45fSAndroid Build Coastguard Worker // In order to prevent bilinear sampling beyond the edge of the
73*38e8c45fSAndroid Build Coastguard Worker // crop rectangle we may need to shrink it by 2 texels in each
74*38e8c45fSAndroid Build Coastguard Worker // dimension. Normally this would just need to take 1/2 a texel
75*38e8c45fSAndroid Build Coastguard Worker // off each end, but because the chroma channels of YUV420 images
76*38e8c45fSAndroid Build Coastguard Worker // are subsampled we may need to shrink the crop region by a whole
77*38e8c45fSAndroid Build Coastguard Worker // texel on each side.
78*38e8c45fSAndroid Build Coastguard Worker switch (pixelFormat) {
79*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGBA_8888:
80*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGBX_8888:
81*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGBA_FP16:
82*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGBA_1010102:
83*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGB_888:
84*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_RGB_565:
85*38e8c45fSAndroid Build Coastguard Worker case PIXEL_FORMAT_BGRA_8888:
86*38e8c45fSAndroid Build Coastguard Worker // We know there's no subsampling of any channels, so we
87*38e8c45fSAndroid Build Coastguard Worker // only need to shrink by a half a pixel.
88*38e8c45fSAndroid Build Coastguard Worker shrinkAmount = 0.5;
89*38e8c45fSAndroid Build Coastguard Worker break;
90*38e8c45fSAndroid Build Coastguard Worker
91*38e8c45fSAndroid Build Coastguard Worker default:
92*38e8c45fSAndroid Build Coastguard Worker // If we don't recognize the format, we must assume the
93*38e8c45fSAndroid Build Coastguard Worker // worst case (that we care about), which is YUV420.
94*38e8c45fSAndroid Build Coastguard Worker shrinkAmount = 1.0;
95*38e8c45fSAndroid Build Coastguard Worker break;
96*38e8c45fSAndroid Build Coastguard Worker }
97*38e8c45fSAndroid Build Coastguard Worker }
98*38e8c45fSAndroid Build Coastguard Worker
99*38e8c45fSAndroid Build Coastguard Worker // Only shrink the dimensions that are not the size of the buffer.
100*38e8c45fSAndroid Build Coastguard Worker if (cropRect.width() < bufferWidth) {
101*38e8c45fSAndroid Build Coastguard Worker tx = (float(cropRect.left) + shrinkAmount) / bufferWidth;
102*38e8c45fSAndroid Build Coastguard Worker sx = (float(cropRect.width()) - (2.0f * shrinkAmount)) /
103*38e8c45fSAndroid Build Coastguard Worker bufferWidth;
104*38e8c45fSAndroid Build Coastguard Worker }
105*38e8c45fSAndroid Build Coastguard Worker if (cropRect.height() < bufferHeight) {
106*38e8c45fSAndroid Build Coastguard Worker ty = (float(bufferHeight - cropRect.bottom) + shrinkAmount) /
107*38e8c45fSAndroid Build Coastguard Worker bufferHeight;
108*38e8c45fSAndroid Build Coastguard Worker sy = (float(cropRect.height()) - (2.0f * shrinkAmount)) /
109*38e8c45fSAndroid Build Coastguard Worker bufferHeight;
110*38e8c45fSAndroid Build Coastguard Worker }
111*38e8c45fSAndroid Build Coastguard Worker
112*38e8c45fSAndroid Build Coastguard Worker mat4 crop(
113*38e8c45fSAndroid Build Coastguard Worker sx, 0, 0, 0,
114*38e8c45fSAndroid Build Coastguard Worker 0, sy, 0, 0,
115*38e8c45fSAndroid Build Coastguard Worker 0, 0, 1, 0,
116*38e8c45fSAndroid Build Coastguard Worker tx, ty, 0, 1
117*38e8c45fSAndroid Build Coastguard Worker );
118*38e8c45fSAndroid Build Coastguard Worker xform = crop * xform;
119*38e8c45fSAndroid Build Coastguard Worker }
120*38e8c45fSAndroid Build Coastguard Worker
121*38e8c45fSAndroid Build Coastguard Worker // GLConsumer uses the GL convention where (0, 0) is the bottom-left
122*38e8c45fSAndroid Build Coastguard Worker // corner and (1, 1) is the top-right corner. Add an additional vertical
123*38e8c45fSAndroid Build Coastguard Worker // flip after all other transforms to map from GL convention to buffer
124*38e8c45fSAndroid Build Coastguard Worker // queue memory layout, where (0, 0) is the top-left corner.
125*38e8c45fSAndroid Build Coastguard Worker xform = mtxFlipV * xform;
126*38e8c45fSAndroid Build Coastguard Worker
127*38e8c45fSAndroid Build Coastguard Worker memcpy(outTransform, xform.asArray(), sizeof(xform));
128*38e8c45fSAndroid Build Coastguard Worker }
129*38e8c45fSAndroid Build Coastguard Worker
130*38e8c45fSAndroid Build Coastguard Worker }; // namespace android
131