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/*
* Copyright (C) 2015 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.
*/
#ifndef ANDROID_AUTO_GL_H_
#define ANDROID_AUTO_GL_H_
#include <memory>
#define EGL_EGLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
// TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
#ifndef EGL_NATIVE_HANDLE_ANDROID_NVX
#define EGL_NATIVE_HANDLE_ANDROID_NVX 0x322A
#endif
namespace android {
#define AUTO_GL_TYPE(name, type, zero, deleter) \
struct name##Deleter { \
typedef type pointer; \
\
void operator()(pointer p) const { \
if (p != zero) { \
deleter; \
} \
} \
}; \
typedef std::unique_ptr<type, name##Deleter> name;
AUTO_GL_TYPE(AutoGLFramebuffer, GLuint, 0, glDeleteFramebuffers(1, &p))
AUTO_GL_TYPE(AutoGLBuffer, GLuint, 0, glDeleteBuffers(1, &p))
AUTO_GL_TYPE(AutoGLTexture, GLuint, 0, glDeleteTextures(1, &p))
AUTO_GL_TYPE(AutoGLShader, GLint, 0, glDeleteShader(p))
AUTO_GL_TYPE(AutoGLProgram, GLint, 0, glDeleteProgram(p))
struct AutoEGLDisplayImage {
AutoEGLDisplayImage() = default;
AutoEGLDisplayImage(EGLDisplay display, EGLImageKHR image)
: display_(display), image_(image) {
}
AutoEGLDisplayImage(const AutoEGLDisplayImage& rhs) = delete;
AutoEGLDisplayImage(AutoEGLDisplayImage&& rhs) {
display_ = rhs.display_;
image_ = rhs.image_;
rhs.display_ = EGL_NO_DISPLAY;
rhs.image_ = EGL_NO_IMAGE_KHR;
}
~AutoEGLDisplayImage() {
clear();
}
AutoEGLDisplayImage& operator=(const AutoEGLDisplayImage& rhs) = delete;
AutoEGLDisplayImage& operator=(AutoEGLDisplayImage&& rhs) {
clear();
std::swap(display_, rhs.display_);
std::swap(image_, rhs.image_);
return *this;
}
void reset(EGLDisplay display, EGLImageKHR image) {
clear();
display_ = display;
image_ = image;
}
void clear() {
if (image_ != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(display_, image_);
display_ = EGL_NO_DISPLAY;
image_ = EGL_NO_IMAGE_KHR;
}
}
EGLImageKHR image() const {
return image_;
}
private:
EGLDisplay display_ = EGL_NO_DISPLAY;
EGLImageKHR image_ = EGL_NO_IMAGE_KHR;
};
struct AutoEGLImageAndGLTexture {
AutoEGLDisplayImage image;
AutoGLTexture texture;
};
}
#endif