/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2011 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * Authors: * Robert Bragg * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "cogl-winsys-egl-android-private.h" #include "cogl-winsys-egl-private.h" #include "cogl-renderer-private.h" #include "cogl-framebuffer-private.h" #include "cogl-onscreen-private.h" #include "cogl-private.h" static const CoglWinsysEGLVtable _cogl_winsys_egl_vtable; typedef struct _CoglDisplayAndroid { int egl_surface_width; int egl_surface_height; CoglBool have_onscreen; } CoglDisplayAndroid; static ANativeWindow *android_native_window; void cogl_android_set_native_window (ANativeWindow *window) { _cogl_init (); android_native_window = window; } static void _cogl_winsys_renderer_disconnect (CoglRenderer *renderer) { CoglRendererEGL *egl_renderer = renderer->winsys; eglTerminate (egl_renderer->edpy); g_slice_free (CoglRendererEGL, egl_renderer); } static CoglBool _cogl_winsys_renderer_connect (CoglRenderer *renderer, CoglError **error) { CoglRendererEGL *egl_renderer; renderer->winsys = g_slice_new0 (CoglRendererEGL); egl_renderer = renderer->winsys; egl_renderer->platform_vtable = &_cogl_winsys_egl_vtable; egl_renderer->edpy = eglGetDisplay (EGL_DEFAULT_DISPLAY); if (!_cogl_winsys_egl_renderer_connect_common (renderer, error)) goto error; return TRUE; error: _cogl_winsys_renderer_disconnect (renderer); return FALSE; } static CoglBool _cogl_winsys_egl_context_created (CoglDisplay *display, CoglError **error) { CoglRenderer *renderer = display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayAndroid *android_display = egl_display->platform; const char *error_message; EGLint format; if (android_native_window == NULL) { error_message = "No ANativeWindow window specified with " "cogl_android_set_native_window()"; goto fail; } /* 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. */ eglGetConfigAttrib (egl_renderer->edpy, egl_display->egl_config, EGL_NATIVE_VISUAL_ID, &format); ANativeWindow_setBuffersGeometry (android_native_window, 0, 0, format); egl_display->egl_surface = eglCreateWindowSurface (egl_renderer->edpy, egl_display->egl_config, (EGLNativeWindowType) android_native_window, NULL); if (egl_display->egl_surface == EGL_NO_SURFACE) { error_message = "Unable to create EGL window surface"; goto fail; } if (!_cogl_winsys_egl_make_current (display, egl_display->egl_surface, egl_display->egl_surface, egl_display->egl_context)) { error_message = "Unable to eglMakeCurrent with egl surface"; goto fail; } eglQuerySurface (egl_renderer->edpy, egl_display->egl_surface, EGL_WIDTH, &android_display->egl_surface_width); eglQuerySurface (egl_renderer->edpy, egl_display->egl_surface, EGL_HEIGHT, &android_display->egl_surface_height); return TRUE; fail: _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_CONTEXT, "%s", error_message); return FALSE; } static CoglBool _cogl_winsys_egl_display_setup (CoglDisplay *display, CoglError **error) { CoglDisplayEGL *egl_display = display->winsys; CoglDisplayAndroid *android_display; android_display = g_slice_new0 (CoglDisplayAndroid); egl_display->platform = android_display; return TRUE; } static void _cogl_winsys_egl_display_destroy (CoglDisplay *display) { CoglDisplayEGL *egl_display = display->winsys; g_slice_free (CoglDisplayAndroid, egl_display->platform); } static CoglBool _cogl_winsys_egl_onscreen_init (CoglOnscreen *onscreen, EGLConfig egl_config, CoglError **error) { CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayAndroid *android_display = egl_display->platform; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; if (android_display->have_onscreen) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "EGL platform only supports a single onscreen window"); return FALSE; } egl_onscreen->egl_surface = egl_display->egl_surface; _cogl_framebuffer_winsys_update_size (framebuffer, android_display->egl_surface_width, android_display->egl_surface_height); android_display->have_onscreen = TRUE; return TRUE; } static const CoglWinsysEGLVtable _cogl_winsys_egl_vtable = { .display_setup = _cogl_winsys_egl_display_setup, .display_destroy = _cogl_winsys_egl_display_destroy, .context_created = _cogl_winsys_egl_context_created, .onscreen_init = _cogl_winsys_egl_onscreen_init, }; const CoglWinsysVtable * _cogl_winsys_egl_android_get_vtable (void) { static CoglBool vtable_inited = FALSE; static CoglWinsysVtable vtable; if (!vtable_inited) { /* The EGL_ANDROID winsys is a subclass of the EGL winsys so we start by copying its vtable */ vtable = *_cogl_winsys_egl_get_vtable (); vtable.id = COGL_WINSYS_ID_EGL_ANDROID; vtable.name = "EGL_ANDROID"; vtable.renderer_connect = _cogl_winsys_renderer_connect; vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect; vtable_inited = TRUE; } return &vtable; }