diff options
author | 2009-10-26 20:12:37 -0700 | |
---|---|---|
committer | 2009-10-27 13:13:29 -0700 | |
commit | 9042b4564de5477b18e680c7dce13b587a681dd9 (patch) | |
tree | 04872061371527ef76dbfff6ee0d6c8fdadb99bc /libs/surfaceflinger/LayerDim.cpp | |
parent | 678cdbe55e0de71436f8aad5f139eafc2ab6f937 (diff) |
fix [2143798] Need to figure out how to do video
Use EGLImageKHR instead of copybit directly.
We now have the basis to use streaming YUV textures (well, in fact
we already are). When/if we use the GPU instead of the MDP we'll
need to make sure it supports the appropriate YUV format.
Also make sure we compile if EGL_ANDROID_image_native_buffer is not supported
Diffstat (limited to 'libs/surfaceflinger/LayerDim.cpp')
-rw-r--r-- | libs/surfaceflinger/LayerDim.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/libs/surfaceflinger/LayerDim.cpp b/libs/surfaceflinger/LayerDim.cpp index 538dc777c0f0..fd61e30d8f5a 100644 --- a/libs/surfaceflinger/LayerDim.cpp +++ b/libs/surfaceflinger/LayerDim.cpp @@ -55,8 +55,8 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h) sHeight = h; sUseTexture = false; -#ifdef DIM_WITH_TEXTURE - +#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer) + #warning "using a texture to implement LayerDim" /* On some h/w like msm7K, it is faster to use a texture because the @@ -69,7 +69,6 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h) uint32_t flags = hw.getFlags(); if (LIKELY(flags & DisplayHardware::DIRECT_TEXTURE)) { - // TODO: api to pass the usage flags sp<GraphicBuffer> buffer = new GraphicBuffer(w, h, PIXEL_FORMAT_RGB_565, GraphicBuffer::USAGE_SW_WRITE_OFTEN | GraphicBuffer::USAGE_HW_TEXTURE); @@ -123,7 +122,7 @@ void LayerDim::onDraw(const Region& clip) const glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4x(0, 0, 0, alpha); -#ifdef DIM_WITH_TEXTURE +#if defined(DIM_WITH_TEXTURE) && defined(EGL_ANDROID_image_native_buffer) if (sUseTexture) { glBindTexture(GL_TEXTURE_2D, sTexId); glEnable(GL_TEXTURE_2D); |