Revise some of the compositor performance improvements to improve correctness.
Implement pixel blending using a variation of Jim Blinn's no-division blending algorithm.
Move transparency type simplification further up the composition code.
Remove some unnecessary fields.
Output to YUV implementation needs revision as it is actually converting from YUV (copy of source conversion code).
// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
//
/**
@file
@test
@internalComponent - Internal Symbian test code
*/
#include "tsmallwindowopenvg.h"
// todo: is it the right config
const EGLint KColorRGB565AttribList[] =
{
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENVG_BIT,
EGL_NONE
};
CTWindow* CTSmallWindowOpenVG::NewL(RWsSession &aWs,
const RWindowTreeNode &aParent,
const TPoint& aStartingPoint,
const TSize& aWindowSize)
{
CTSmallWindowOpenVG* self = new (ELeave) CTSmallWindowOpenVG(aStartingPoint, aWindowSize);
CleanupStack::PushL(self);
self->ConstructL(aWs, aParent);
CleanupStack::Pop(self);
return self;
}
CTSmallWindowOpenVG::CTSmallWindowOpenVG(const TPoint& aStartingPoint, const TSize& aWindowSize):
CTWindow(aStartingPoint, aWindowSize)
{
// empty
}
CTSmallWindowOpenVG::~CTSmallWindowOpenVG()
{
// Make sure that this egl status is active
eglMakeCurrent(iDisplay, iSurface, iSurface, iContextVG);
vgDestroyPaint(iFillPaint);
vgDestroyPaint(iStrokePaint);
vgDestroyPath(iPath);
if (iContextVG != EGL_NO_CONTEXT)
{
eglDestroyContext(iDisplay,iContextVG);
}
if (iSurface != EGL_NO_SURFACE)
{
eglDestroySurface(iDisplay,iSurface);
}
// Call eglMakeCurrent() to ensure the surfaces and contexts are truly destroyed.
eglMakeCurrent(iDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
//eglTerminate(iDisplay);
eglReleaseThread();
}
void CTSmallWindowOpenVG::ConstructL(RWsSession &aWs, const RWindowTreeNode &aParent)
{
CTWindow::ConstructL(aWs, aParent);
iDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(iDisplay, NULL, NULL);
EGLint numConfigs;
EGLConfig chosenConfig = 0;
// Choose the config to use
eglChooseConfig(iDisplay, KColorRGB565AttribList, &chosenConfig, 1, &numConfigs);
if (numConfigs == 0)
{
RDebug::Printf("No matching configs found", eglQueryString(iDisplay, EGL_EXTENSIONS));
User::Leave(KErrNotSupported);
}
// Create window surface to draw direct to.
eglBindAPI(EGL_OPENVG_API);
iSurface = eglCreateWindowSurface(iDisplay, chosenConfig, &iWindow, NULL);
// Create context to store surface settings
iContextVG = eglCreateContext(iDisplay, chosenConfig, EGL_NO_CONTEXT, NULL);
eglMakeCurrent(iDisplay, iSurface, iSurface, iContextVG);
VGfloat strokeColor[4] = {1.f, 0.f, 0.f, 1.f};
VGfloat fillColor[4] = {0.f, 0.f, 1.f, 1.f};
VGubyte pathSegments[6] =
{
VG_LINE_TO | (int)VG_ABSOLUTE,
VG_LINE_TO | (int)VG_ABSOLUTE,
VG_LINE_TO | (int)VG_ABSOLUTE,
VG_LINE_TO | (int)VG_ABSOLUTE,
VG_CLOSE_PATH
};
VGfloat pathData[10] =
{
0.f, 100.f,
100.f, 100.f,
100.f, 0.f,
0.f, 0.f
};
vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
iCurrentRotation = 0.f;
iStrokePaint = vgCreatePaint();
iFillPaint = vgCreatePaint();
vgSetParameteri(iStrokePaint, VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR);
vgSetParameterfv(iStrokePaint, VG_PAINT_COLOR, 4, strokeColor);
vgSetParameteri(iFillPaint, VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR);
vgSetParameterfv(iFillPaint, VG_PAINT_COLOR, 4, fillColor);
iPath = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F, 1.0f, 0.0f, 4, 4, (unsigned int)VG_PATH_CAPABILITY_ALL);
vgAppendPathData(iPath, 4, pathSegments, pathData);
}
void CTSmallWindowOpenVG::RenderL()
{
CTWindow::RenderL();
// Make sure that this egl status is active
eglMakeCurrent(iDisplay, iSurface, iSurface, iContextVG);
VGfloat clearColor[4] = {0.1f, 0.2f, 0.4f, 1.f};
VGfloat scaleFactor = Size().iWidth/200.f;
if (Size().iHeight/200.f < scaleFactor)
{
scaleFactor = Size().iHeight/200.f;
}
iCurrentRotation = iTime;
if (iCurrentRotation >= 360.f)
{
iCurrentRotation -= 360.f;
}
vgSetfv(VG_CLEAR_COLOR, 4, clearColor);
vgClear(0, 0, Size().iWidth, Size().iHeight);
vgLoadIdentity();
vgTranslate((float)Size().iHeight / 2, (float)Size().iHeight / 2);
vgScale(scaleFactor, scaleFactor);
vgRotate(iCurrentRotation);
vgTranslate(-50.f, -50.f);
vgSeti(VG_BLEND_MODE, VG_BLEND_SRC_OVER);
vgSeti(VG_FILL_RULE, VG_EVEN_ODD);
vgSetPaint(iFillPaint, VG_FILL_PATH);
vgSetf(VG_STROKE_LINE_WIDTH, 10.f);
vgSeti(VG_STROKE_CAP_STYLE, VG_CAP_ROUND);
vgSeti(VG_STROKE_JOIN_STYLE, VG_JOIN_ROUND);
vgSetf(VG_STROKE_MITER_LIMIT, 0.f);
vgSetPaint(iStrokePaint, VG_STROKE_PATH);
vgDrawPath(iPath, VG_FILL_PATH | VG_STROKE_PATH);
iTime++;
eglSwapBuffers(iDisplay, iSurface);
}