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.
This commit is contained in:
Damien Lespiau 2011-05-16 16:43:30 +01:00
parent bde6979c06
commit f436582114
4 changed files with 105 additions and 3 deletions

View File

@ -347,6 +347,10 @@ if SUPPORT_EGL_PLATFORM_WAYLAND
cogl_sources_c += \
$(srcdir)/winsys/cogl-winsys-egl.c
endif
if SUPPORT_EGL_PLATFORM_ANDROID
cogl_sources_c += \
$(srcdir)/winsys/cogl-winsys-egl.c
endif
if SUPPORT_STUB
cogl_sources_c += \
$(srcdir)/winsys/cogl-winsys-stub.c

View File

@ -33,6 +33,9 @@
#include <cogl/cogl-defines.h>
#include <cogl/cogl-display.h>
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
#include <android/native_window.h>
#endif
G_BEGIN_DECLS
@ -68,6 +71,11 @@ EGLDisplay
cogl_context_egl_get_egl_display (CoglContext *context);
#endif
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
void
cogl_android_set_native_window (ANativeWindow *window);
#endif
G_END_DECLS
#endif /* __COGL_CONTEXT_H__ */

View File

@ -48,6 +48,10 @@
#include <wayland-egl.h>
#endif
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
#include <android/native_window.h>
#endif
#include <stdlib.h>
#include <sys/types.h>
#include <sys/stat.h>
@ -111,7 +115,8 @@ typedef struct _CoglDisplayEGL
struct wl_egl_window *wayland_egl_native_window;
EGLSurface dummy_surface;
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
defined (COGL_HAS_EGL_PLATFORM_GDL_SUPPORT)
defined (COGL_HAS_EGL_PLATFORM_GDL_SUPPORT) || \
defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
EGLSurface egl_surface;
int egl_surface_width;
int egl_surface_height;
@ -206,6 +211,16 @@ initialize_function_table (CoglRenderer *renderer)
#include "cogl-winsys-egl-feature-functions.h"
}
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
static ANativeWindow *android_native_window;
void
cogl_android_set_native_window (ANativeWindow *window)
{
android_native_window = window;
}
#endif
#ifdef COGL_HAS_EGL_PLATFORM_POWERVR_X11_SUPPORT
static CoglOnscreen *
find_onscreen_for_xid (CoglContext *context, guint32 xid)
@ -749,6 +764,58 @@ try_create_context (CoglDisplay *display,
goto fail;
}
#elif defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
{
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 (edpy, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry (android_native_window,
0,
0,
format);
egl_display->egl_surface =
eglCreateWindowSurface (edpy,
config,
(NativeWindowType) android_native_window,
NULL);
if (egl_display->egl_surface == EGL_NO_SURFACE)
{
error_message = "Unable to create EGL window surface";
goto fail;
}
if (!eglMakeCurrent (egl_renderer->edpy,
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,
&egl_display->egl_surface_width);
eglQuerySurface (egl_renderer->edpy,
egl_display->egl_surface,
EGL_HEIGHT,
&egl_display->egl_surface_height);
}
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
egl_display->egl_surface =
@ -1219,7 +1286,8 @@ _cogl_winsys_onscreen_init (CoglOnscreen *onscreen,
wl_surface_map_toplevel (egl_onscreen->wayland_surface);
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
if (egl_display->have_onscreen)
{
g_set_error (error, COGL_WINSYS_ERROR,
@ -1328,7 +1396,8 @@ _cogl_winsys_onscreen_bind (CoglOnscreen *onscreen)
egl_display->dummy_surface,
egl_display->egl_context);
egl_context->current_surface = egl_display->dummy_surface;
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT)
#elif defined (COGL_HAS_EGL_PLATFORM_POWERVR_NULL_SUPPORT) || \
defined (COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT)
return;
#else
#error "Unknown EGL platform"

View File

@ -610,6 +610,27 @@ AS_IF([test "x$enable_wayland_egl_platform" == "xyes"],
AM_CONDITIONAL(SUPPORT_EGL_PLATFORM_WAYLAND,
[test "x$enable_wayland_egl_platform" = "xyes"])
dnl Android EGL platform
AC_ARG_ENABLE(
[android-egl-platform],
[AC_HELP_STRING([--enable-android-egl-platform=@<:@no/yes@:>@], [Enable support for the Android egl platform @<:@default=no@:>@])],
[],
enable_android_egl_platform=no
)
AS_IF([test "x$enable_android_egl_platform" == "xyes"],
[
EGL_PLATFORM_COUNT=$((EGL_PLATFORM_COUNT+1))
NEED_EGL=yes
EGL_PLATFORMS="$EGL_PLATFORMS android"
AC_CHECK_HEADER([android/native_window.h],
[],
[AC_MSG_ERROR([Unable to locate android/native_window.h])])
COGL_DEFINES_SYMBOLS="$COGL_DEFINES_SYMBOLS COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT"
])
AM_CONDITIONAL(SUPPORT_EGL_PLATFORM_ANDROID,
[test "x$enable_android_egl_platform" = "xyes"])
dnl This should go last, since it's the default fallback and we need
dnl to check the value of $EGL_PLATFORM_COUNT here.