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/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//--------------------------------------------------------------------------------
// GLContext.cpp
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// includes
//--------------------------------------------------------------------------------
#include <unistd.h>
#include "GLContext.h"
#include "gl3stub.h"
//--------------------------------------------------------------------------------
// eGLContext
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
GLContext::GLContext() : _display(EGL_NO_DISPLAY),
_surface(EGL_NO_SURFACE),
_context(EGL_NO_CONTEXT),
_iWidth( 0 ),
_iHeight( 0 ),
_bES3Support( false ),
_bEGLContextInitialized( false ),
_bGLESInitialized( false )
{
}
void GLContext::initGLES()
{
if( _bGLESInitialized )
return;
//
//Initialize OpenGL ES 3 if available
//
const char* versionStr = (const char*)glGetString(GL_VERSION);
if (strstr(versionStr, "OpenGL ES 3.")
&& gl3stubInit())
{
_bES3Support = true;
_fGLVersion = 3.0f;
}
else
{
_fGLVersion = 2.0f;
}
_bGLESInitialized = true;
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
GLContext::~GLContext()
{
terminate();
}
bool GLContext::init( ANativeWindow* window )
{
if( _bEGLContextInitialized )
return true;
//
//Initialize EGL
//
_window = window;
initEGLSurface();
initEGLContext();
initGLES();
_bEGLContextInitialized = true;
return true;
}
bool GLContext::initEGLSurface()
{
_display = eglGetDisplay( EGL_DEFAULT_DISPLAY );
eglInitialize( _display, 0, 0 );
/*
* Here specify the attributes of the desired configuration.
* Below, we select an EGLConfig with at least 8 bits per color
* component compatible with on-screen windows
*/
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};
_iColorSize = 8;
_iDepthSize = 24;
EGLint numConfigs;
eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
if( !numConfigs )
{
//Fall back to 16bit depth buffer
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_NONE
};
eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
_iDepthSize = 16;
}
if ( !numConfigs )
{
LOGW("Unable to retrieve EGL config");
return false;
}
_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
* As soon as we picked a EGLConfig, we can safely reconfigure the
* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
EGLint format;
eglGetConfigAttrib(_display, _config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry( _window, 0, 0, format);
return true;
}
bool GLContext::initEGLContext()
{
const EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
EGL_NONE
};
_context = eglCreateContext( _display, _config, NULL, contextAttribs );
if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_FALSE )
{
LOGW("Unable to eglMakeCurrent");
return false;
}
_bContextValid = true;
return true;
}
EGLint GLContext::swap()
{
bool b = eglSwapBuffers( _display, _surface);
if( !b )
{
EGLint err = eglGetError();
if( err == EGL_BAD_SURFACE )
{
//Recreate surface
initEGLSurface();
}
else if( err == EGL_CONTEXT_LOST || err == EGL_BAD_CONTEXT )
{
//Context has been lost!!
_bContextValid = false;
terminate();
initEGLContext();
}
return err;
}
return EGL_SUCCESS;
}
void GLContext::terminate()
{
if( _display != EGL_NO_DISPLAY )
{
eglMakeCurrent( _display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
if ( _context != EGL_NO_CONTEXT )
{
eglDestroyContext( _display, _context );
}
if( _surface != EGL_NO_SURFACE )
{
eglDestroySurface( _display, _surface );
}
eglTerminate( _display );
}
_display = EGL_NO_DISPLAY;
_context = EGL_NO_CONTEXT;
_surface = EGL_NO_SURFACE;
_bContextValid = false;
}
EGLint GLContext::resume(ANativeWindow* window)
{
if( _bEGLContextInitialized == false )
{
init( window );
return EGL_SUCCESS;
}
int32_t iOriginalWidth = _iWidth;
int32_t iOriginalHeight = _iHeight;
//Create surface
_window = window;
_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
if( _iWidth != iOriginalWidth || _iHeight != iOriginalHeight )
{
//Screen resized
LOGI("Screen resized");
}
if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_TRUE )
return EGL_SUCCESS;
EGLint err = eglGetError();
LOGW("Unable to eglMakeCurrent %d", err);
if( err == EGL_CONTEXT_LOST )
{
//Recreate context
LOGI("Re-creating egl context");
initEGLContext();
}
else
{
//Recreate surface
terminate();
initEGLSurface();
initEGLContext();
}
return err;
}
void GLContext::suspend()
{
if( _surface != EGL_NO_SURFACE )
{
eglDestroySurface( _display, _surface );
_surface = EGL_NO_SURFACE;
}
}
bool GLContext::invalidate()
{
terminate();
_bEGLContextInitialized = false;
return true;
}
bool GLContext::checkExtension( const char* extension )
{
if( extension == NULL )
return false;
std::string extensions = std::string( (char*)glGetString(GL_EXTENSIONS) );
std::string str = std::string( extension );
str.append( " " );
size_t pos = 0;
if( extensions.find( extension, pos ) != std::string::npos )
{
return true;
}
return false;
}