Revision 2f35828c
Added by Leszek Koltunski about 6 years ago
src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
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import org.distorted.library.effect.EffectQuality; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.nio.IntBuffer; |
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import java.util.ArrayList; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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// mWidth,mHeight are the sizes of the Viewport, those - |
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// sizes of the backing up texture. |
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//////////////////////////////////////////////////////////////////////////////// |
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// section dealing with Shader Storage Buffer Object (for counting transparency) |
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private static final int FRAME_DELAY = 3; |
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private static int mBufferSize =10; |
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private static DistortedObjectCounter mSurfaceCounter = new DistortedObjectCounter(); |
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private static int[] mSSBO = new int[1]; |
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private static IntBuffer mIntBuffer; |
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static |
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{ |
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mSSBO[0]= -1; |
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} |
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private int mSurfaceID; |
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private int mLastIndex; |
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private int[] mLastValue = new int[FRAME_DELAY]; |
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private int mLastDiff = -1; |
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private static final int RUNNING_AVERAGE = 10; |
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private int[] mRunningAvg = new int[RUNNING_AVERAGE]; |
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private int mAvgIndex; |
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private int mAvgSum; |
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// end section |
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//////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract void prepareDebug(long time); |
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abstract void renderDebug(long time); |
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abstract void createSurface(); |
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abstract void deleteSurface(); |
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abstract void recreateSurface(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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createProjection(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void create() |
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{ |
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if( mSSBO[0]<0 ) |
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{ |
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GLES31.glGenBuffers(1,mSSBO,0); |
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// here bind the new SSBO and map it |
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GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]); |
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GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ); |
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ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT ); |
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mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]); |
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} |
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mSurfaceID = mSurfaceCounter.returnNext(); |
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if( mSurfaceID>=mBufferSize ) |
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{ |
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// increase size of the Buffer, copy over old values, remap. |
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int[] tmp = new int[FRAME_DELAY *mBufferSize]; |
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for(int i = 0; i< FRAME_DELAY *mBufferSize; i++) tmp[i] = mIntBuffer.get(i); |
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mBufferSize*= 2; |
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 0, 0); |
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GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER); |
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GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER,0); |
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GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mSSBO[0]); |
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GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, FRAME_DELAY *mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ); |
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ByteBuffer buf = (ByteBuffer) GLES31.glMapBufferRange(GLES31.GL_SHADER_STORAGE_BUFFER, 0, FRAME_DELAY *mBufferSize*4, GLES31.GL_MAP_READ_BIT ); |
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mIntBuffer = buf.order(ByteOrder.nativeOrder()).asIntBuffer(); |
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GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]); |
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for(int i=0;i<tmp.length;i++) mIntBuffer.put(i,tmp[i]); |
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} |
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createSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Must be called from a thread holding OpenGL Context |
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void delete() |
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{ |
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mSurfaceCounter.release(mSurfaceID); |
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deleteSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void recreate() |
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{ |
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mSSBO[0] = -1; |
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mLastDiff = -1; |
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for(int i = 0; i< FRAME_DELAY; i++) mLastValue[i] = 0; |
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mSurfaceCounter.releaseAll(); |
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recreateSurface(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNewCounter() |
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{ |
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return FRAME_DELAY*mSurfaceID + mLastIndex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void createProjection() |
... | ... | |
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surface.mRealWidth = maxw; |
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surface.mRealHeight = maxh; |
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surface.recreateSurface();
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surface.createSurface();
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surface.recreate(); |
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surface.create(); |
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} |
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} |
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} |
... | ... | |
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GLES31.glClearStencil(mClearStencil); |
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GLES31.glClear(mClear); |
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DistortedRenderState.colorDepthStencilRestore(); |
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/* |
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if( mSSBO[0]>=0 ) |
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{ |
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// yes, this DOES keep on working when 'value' overflows into negative territory. |
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int value = mIntBuffer.get(FRAME_DELAY*mSurfaceID+mLastIndex); |
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if( value-mLastValue[mLastIndex]!=mLastDiff ) |
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{ |
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android.util.Log.d("surface", "id " + mSurfaceID + |
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(mType == TYPE_USER ? " USER" : (mType == TYPE_SYST ? " SYST" : " TREE")) + |
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" viewport: (" + mWidth + "x" + mHeight + ") last frame: " + (value - mLastValue[mLastIndex]) |
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+ " avg: " + (mAvgSum/RUNNING_AVERAGE) |
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); |
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} |
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mLastDiff = value-mLastValue[mLastIndex]; |
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mLastValue[mLastIndex] = value; |
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mAvgSum += (mLastDiff-mRunningAvg[mAvgIndex]); |
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mRunningAvg[mAvgIndex] = mLastDiff; |
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if( ++mAvgIndex>=RUNNING_AVERAGE ) mAvgIndex =0; |
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} |
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if( ++mLastIndex >= FRAME_DELAY ) mLastIndex=0; |
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*/ |
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} |
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} |
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Also available in: Unified diff
- remove counting of transparent pixels from main fragment shader
- remove debugs and tidy up
- some fixes for the Mali GPU