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/*
* Copyright (C) 2011 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.
*/
#include "WindowSurface.h"
#include "FBConfig.h"
#include "FrameBuffer.h"
#include <GLES/glext.h>
#include "EGLDispatch.h"
#include "GLDispatch.h"
#include "GL2Dispatch.h"
#include <stdio.h>
#include <string.h>
WindowSurface::WindowSurface() :
m_fbObj(0),
m_depthRB(0),
m_stencilRB(0),
m_eglSurface(NULL),
m_attachedColorBuffer(NULL),
m_readContext(NULL),
m_drawContext(NULL),
m_width(0),
m_height(0),
m_useEGLImage(false),
m_useBindToTexture(false)
{
}
WindowSurface::~WindowSurface()
{
s_egl.eglDestroySurface(FrameBuffer::getFB()->getDisplay(), m_eglSurface);
}
WindowSurface *WindowSurface::create(int p_config, int p_width, int p_height)
{
const FBConfig *fbconf = FBConfig::get(p_config);
if (!fbconf) {
return NULL;
}
// allocate space for the WindowSurface object
WindowSurface *win = new WindowSurface();
if (!win) {
return NULL;
}
FrameBuffer *fb = FrameBuffer::getFB();
const FrameBufferCaps &caps = fb->getCaps();
//
// We can use eglimage and prevent copies if:
// GL_KHR_gl_texture_2D_image is present.
// and either there is no need for depth or stencil buffer
// or GL_KHR_gl_renderbuffer_image present.
//
win->m_useEGLImage =
(caps.has_eglimage_texture_2d &&
(caps.has_eglimage_renderbuffer ||
(fbconf->getDepthSize() + fbconf->getStencilSize() == 0)) );
if (win->m_useEGLImage) {
}
else if (0 != (fbconf->getSurfaceType() & EGL_PBUFFER_BIT)) {
//
// Use Pbuffer for the rendering surface, if possible
// set it such that it will be able to be bound to a texture
// later to prevent readback.
//
EGLint pbufAttribs[12];
pbufAttribs[0] = EGL_WIDTH;
pbufAttribs[1] = p_width;
pbufAttribs[2] = EGL_HEIGHT;
pbufAttribs[3] = p_height;
if (caps.has_BindToTexture) {
pbufAttribs[4] = EGL_TEXTURE_FORMAT;
pbufAttribs[5] = EGL_TEXTURE_RGBA;
pbufAttribs[6] = EGL_TEXTURE_TARGET;
pbufAttribs[7] = EGL_TEXTURE_2D;
pbufAttribs[8] = EGL_NONE;
win->m_useBindToTexture = true;
}
else {
pbufAttribs[4] = EGL_NONE;
}
win->m_eglSurface = s_egl.eglCreatePbufferSurface(fb->getDisplay(),
fbconf->getEGLConfig(),
pbufAttribs);
if (win->m_eglSurface == EGL_NO_SURFACE) {
delete win;
return NULL;
}
}
else {
// no EGLImage support and not Pbuffer support - fail
delete win;
return NULL;
}
win->m_width = p_width;
win->m_height = p_height;
return win;
}
//
// setColorBuffer - this function is called when a new color buffer needs to
// be attached to the surface. The function should make sure that the
// previous attached color buffer is updated, if copy or blit should be done
// in order to update it - it is being done here.
//
void WindowSurface::setColorBuffer(ColorBufferPtr p_colorBuffer)
{
if (m_attachedColorBuffer.Ptr() != NULL) {
if (!m_useEGLImage) {
bool copied = false;
if (m_useBindToTexture) {
copied = m_attachedColorBuffer->blitFromPbuffer(m_eglSurface);
}
if (!copied) {
copyToColorBuffer();
}
}
else {
}
}
m_attachedColorBuffer = p_colorBuffer;
}
//
// This function is called after the context and eglSurface is already
// bound in the current thread (eglMakeCurrent has been called).
// This function should take actions required on the other surface objects
// when being bind/unbound
//
void WindowSurface::bind(RenderContextPtr p_ctx, SurfaceBindType p_bindType)
{
if (p_bindType == SURFACE_BIND_READ) {
m_readContext = p_ctx;
}
else if (p_bindType == SURFACE_BIND_DRAW) {
m_drawContext = p_ctx;
}
else if (p_bindType == SURFACE_BIND_READDRAW) {
m_readContext = p_ctx;
m_drawContext = p_ctx;
}
else {
return; // bad param
}
if (m_useEGLImage) {
// XXX: should be implemented
}
}
void WindowSurface::copyToColorBuffer()
{
if (!m_width && !m_height) return;
if (m_attachedColorBuffer->getWidth() != m_width ||
m_attachedColorBuffer->getHeight() != m_height) {
// XXX: should never happen - how this needs to be handled?
return;
}
void *data = m_xferBuffer.alloc(m_width * m_height * 4);
if (!data) {
fprintf(stderr,"WARNING: Failed to copy buffer data - OutOfMemory\n");
return;
}
//
// Make the surface current
//
EGLContext prevContext = s_egl.eglGetCurrentContext();
EGLSurface prevReadSurf = s_egl.eglGetCurrentSurface(EGL_READ);
EGLSurface prevDrawSurf = s_egl.eglGetCurrentSurface(EGL_DRAW);
FrameBuffer *fb = FrameBuffer::getFB();
if (!s_egl.eglMakeCurrent(fb->getDisplay(), m_eglSurface,
m_eglSurface, m_drawContext->getEGLContext())) {
return;
}
if (m_drawContext->isGL2()) {
#ifdef WITH_GLES2
s_gl2.glPixelStorei(GL_PACK_ALIGNMENT, 1);
s_gl2.glReadPixels(0, 0, m_width, m_height,
GL_RGBA, GL_UNSIGNED_BYTE, data);
#else
return; // should never happen, context cannot be GL2 in this case.
#endif
}
else {
s_gl.glPixelStorei(GL_PACK_ALIGNMENT, 1);
s_gl.glReadPixels(0, 0, m_width, m_height,
GL_RGBA, GL_UNSIGNED_BYTE, data);
}
// update the attached color buffer with the readback pixels
m_attachedColorBuffer->update(GL_RGBA, GL_UNSIGNED_BYTE, data);
// restore current context/surface
s_egl.eglMakeCurrent(fb->getDisplay(), prevDrawSurf,
prevReadSurf, prevContext);
free(data);
}