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android: Add support for an EGL/Android winsys
The native window type of the EGL/Android winsys is ANativeWinow*. The Android NDK gives you a pointer to this ANativeWindow and you just need to configure that window using the EGLConfig you are choosing when creating the context. This means you have to know the ANativeWindow* window before creating the context. This is solved here by just having a global variable you can set with cogl_android_set_native_window() before creating the context. This is a bit ugly though, and it conceptually belongs to the OnScreen creation to know which ANativeWindow* to use. This would need a "lazy context creation" mechanism, waiting for the user to create the OnScreen to initialize the GL context.
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@ -347,6 +347,10 @@ if SUPPORT_EGL_PLATFORM_WAYLAND
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cogl_sources_c += \
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$(srcdir)/winsys/cogl-winsys-egl.c
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endif
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if SUPPORT_EGL_PLATFORM_ANDROID
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cogl_sources_c += \
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$(srcdir)/winsys/cogl-winsys-egl.c
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endif
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if SUPPORT_STUB
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cogl_sources_c += \
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$(srcdir)/winsys/cogl-winsys-stub.c
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@ -33,6 +33,9 @@
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#include <cogl/cogl-defines.h>
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#include <cogl/cogl-display.h>
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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#include <android/native_window.h>
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#endif
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G_BEGIN_DECLS
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@ -68,6 +71,11 @@ EGLDisplay
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cogl_context_egl_get_egl_display (CoglContext *context);
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#endif
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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void
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cogl_android_set_native_window (ANativeWindow *window);
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#endif
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G_END_DECLS
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#endif /* __COGL_CONTEXT_H__ */
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@ -48,6 +48,10 @@
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#include <wayland-egl.h>
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#endif
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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#include <android/native_window.h>
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#endif
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#include <stdlib.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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@ -111,7 +115,8 @@ typedef struct _CoglDisplayEGL
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struct wl_egl_window *wayland_egl_native_window;
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EGLSurface dummy_surface;
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
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defined (COGL_HAS_EGL_PLATFORM_GDL_SUPPORT)
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defined (COGL_HAS_EGL_PLATFORM_GDL_SUPPORT) || \
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defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
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EGLSurface egl_surface;
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int egl_surface_width;
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int egl_surface_height;
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@ -206,6 +211,16 @@ initialize_function_table (CoglRenderer *renderer)
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#include "cogl-winsys-egl-feature-functions.h"
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}
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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static ANativeWindow *android_native_window;
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void
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cogl_android_set_native_window (ANativeWindow *window)
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{
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android_native_window = window;
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}
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#endif
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#ifdef COGL_HAS_EGL_PLATFORM_POWERVR_X11_SUPPORT
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static CoglOnscreen *
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find_onscreen_for_xid (CoglContext *context, guint32 xid)
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@ -749,6 +764,58 @@ try_create_context (CoglDisplay *display,
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goto fail;
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}
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#elif defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
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{
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EGLint format;
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if (android_native_window == NULL)
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{
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error_message = "No ANativeWindow window specified with "
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"cogl_android_set_native_window()";
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goto fail;
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}
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry ().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib (edpy, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry (android_native_window,
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0,
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0,
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format);
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egl_display->egl_surface =
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eglCreateWindowSurface (edpy,
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config,
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(NativeWindowType) android_native_window,
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NULL);
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if (egl_display->egl_surface == EGL_NO_SURFACE)
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{
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error_message = "Unable to create EGL window surface";
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goto fail;
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}
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if (!eglMakeCurrent (egl_renderer->edpy,
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egl_display->egl_surface,
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egl_display->egl_surface,
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egl_display->egl_context))
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{
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error_message = "Unable to eglMakeCurrent with egl surface";
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goto fail;
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}
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eglQuerySurface (egl_renderer->edpy,
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egl_display->egl_surface,
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EGL_WIDTH,
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&egl_display->egl_surface_width);
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eglQuerySurface (egl_renderer->edpy,
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egl_display->egl_surface,
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EGL_HEIGHT,
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&egl_display->egl_surface_height);
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}
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
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egl_display->egl_surface =
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@ -1219,7 +1286,8 @@ _cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
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wl_surface_map_toplevel (egl_onscreen->wayland_surface);
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
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defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
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if (egl_display->have_onscreen)
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{
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g_set_error (error, COGL_WINSYS_ERROR,
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@ -1328,7 +1396,8 @@ _cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
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egl_display->dummy_surface,
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egl_display->egl_context);
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egl_context->current_surface = egl_display->dummy_surface;
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
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#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
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defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
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return;
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#else
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#error "Unknown EGL platform"
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21
configure.ac
21
configure.ac
@ -610,6 +610,27 @@ AS_IF([test "x$enable_wayland_egl_platform" == "xyes"],
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AM_CONDITIONAL(SUPPORT_EGL_PLATFORM_WAYLAND,
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[test "x$enable_wayland_egl_platform" = "xyes"])
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dnl Android EGL platform
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AC_ARG_ENABLE(
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[android-egl-platform],
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[AC_HELP_STRING([--enable-android-egl-platform=@<:@no/yes@:>@], [Enable support for the Android egl platform @<:@default=no@:>@])],
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[],
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enable_android_egl_platform=no
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)
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AS_IF([test "x$enable_android_egl_platform" == "xyes"],
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[
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EGL_PLATFORM_COUNT=$((EGL_PLATFORM_COUNT+1))
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NEED_EGL=yes
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EGL_PLATFORMS="$EGL_PLATFORMS android"
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AC_CHECK_HEADER([android/native_window.h],
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[],
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[AC_MSG_ERROR([Unable to locate android/native_window.h])])
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COGL_DEFINES_SYMBOLS="$COGL_DEFINES_SYMBOLS COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT"
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])
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AM_CONDITIONAL(SUPPORT_EGL_PLATFORM_ANDROID,
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[test "x$enable_android_egl_platform" = "xyes"])
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dnl This should go last, since it's the default fallback and we need
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dnl to check the value of $EGL_PLATFORM_COUNT here.
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