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dca992a160
This ensures we use EGLNativeWindowType and EGLNativeDisplayType everywhere instead. The previous names come from EGL 1.2 but it seems reasonable to require more recent EGL versions. If someone wanted to add compatibility for EGL 1.2 later it would be straightforward to define the new names to the old. Reviewed-by: Neil Roberts <neil@linux.intel.com>
254 lines
7.4 KiB
C
254 lines
7.4 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2011 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <android/native_window.h>
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#include "cogl-winsys-egl-android-private.h"
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#include "cogl-winsys-egl-private.h"
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#include "cogl-renderer-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-onscreen-private.h"
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#include "cogl-private.h"
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static const CoglWinsysEGLVtable _cogl_winsys_egl_vtable;
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typedef struct _CoglDisplayAndroid
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{
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int egl_surface_width;
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int egl_surface_height;
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CoglBool have_onscreen;
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} CoglDisplayAndroid;
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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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_cogl_init ();
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android_native_window = window;
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}
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static void
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_cogl_winsys_renderer_disconnect (CoglRenderer *renderer)
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{
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CoglRendererEGL *egl_renderer = renderer->winsys;
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eglTerminate (egl_renderer->edpy);
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g_slice_free (CoglRendererEGL, egl_renderer);
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}
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static CoglBool
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_cogl_winsys_renderer_connect (CoglRenderer *renderer,
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CoglError **error)
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{
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CoglRendererEGL *egl_renderer;
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renderer->winsys = g_slice_new0 (CoglRendererEGL);
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egl_renderer = renderer->winsys;
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egl_renderer->platform_vtable = &_cogl_winsys_egl_vtable;
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egl_renderer->edpy = eglGetDisplay (EGL_DEFAULT_DISPLAY);
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if (!_cogl_winsys_egl_renderer_connect_common (renderer, error))
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goto error;
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return TRUE;
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error:
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_cogl_winsys_renderer_disconnect (renderer);
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return FALSE;
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}
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static CoglBool
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_cogl_winsys_egl_context_created (CoglDisplay *display,
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CoglError **error)
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{
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CoglRenderer *renderer = display->renderer;
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CoglRendererEGL *egl_renderer = renderer->winsys;
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CoglDisplayEGL *egl_display = display->winsys;
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CoglDisplayAndroid *android_display = egl_display->platform;
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const char *error_message;
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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 (egl_renderer->edpy,
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egl_display->egl_config,
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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 (egl_renderer->edpy,
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egl_display->egl_config,
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(EGLNativeWindowType) 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 (!_cogl_winsys_egl_make_current (display,
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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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&android_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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&android_display->egl_surface_height);
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return TRUE;
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fail:
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_CONTEXT,
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"%s", error_message);
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return FALSE;
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}
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static CoglBool
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_cogl_winsys_egl_display_setup (CoglDisplay *display,
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CoglError **error)
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{
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CoglDisplayEGL *egl_display = display->winsys;
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CoglDisplayAndroid *android_display;
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android_display = g_slice_new0 (CoglDisplayAndroid);
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egl_display->platform = android_display;
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return TRUE;
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}
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static void
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_cogl_winsys_egl_display_destroy (CoglDisplay *display)
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{
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CoglDisplayEGL *egl_display = display->winsys;
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g_slice_free (CoglDisplayAndroid, egl_display->platform);
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}
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static CoglBool
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_cogl_winsys_egl_onscreen_init (CoglOnscreen *onscreen,
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EGLConfig egl_config,
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CoglError **error)
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{
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CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen);
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CoglContext *context = framebuffer->context;
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CoglDisplay *display = context->display;
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CoglDisplayEGL *egl_display = display->winsys;
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CoglDisplayAndroid *android_display = egl_display->platform;
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CoglOnscreenEGL *egl_onscreen = onscreen->winsys;
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if (android_display->have_onscreen)
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{
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_cogl_set_error (error, COGL_WINSYS_ERROR,
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COGL_WINSYS_ERROR_CREATE_ONSCREEN,
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"EGL platform only supports a single onscreen window");
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return FALSE;
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}
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egl_onscreen->egl_surface = egl_display->egl_surface;
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_cogl_framebuffer_winsys_update_size (framebuffer,
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android_display->egl_surface_width,
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android_display->egl_surface_height);
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android_display->have_onscreen = TRUE;
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return TRUE;
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}
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static const CoglWinsysEGLVtable
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_cogl_winsys_egl_vtable =
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{
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.display_setup = _cogl_winsys_egl_display_setup,
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.display_destroy = _cogl_winsys_egl_display_destroy,
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.context_created = _cogl_winsys_egl_context_created,
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.onscreen_init = _cogl_winsys_egl_onscreen_init,
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};
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const CoglWinsysVtable *
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_cogl_winsys_egl_android_get_vtable (void)
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{
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static CoglBool vtable_inited = FALSE;
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static CoglWinsysVtable vtable;
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if (!vtable_inited)
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{
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/* The EGL_ANDROID winsys is a subclass of the EGL winsys so we
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start by copying its vtable */
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vtable = *_cogl_winsys_egl_get_vtable ();
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vtable.id = COGL_WINSYS_ID_EGL_ANDROID;
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vtable.name = "EGL_ANDROID";
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vtable.renderer_connect = _cogl_winsys_renderer_connect;
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vtable.renderer_disconnect = _cogl_winsys_renderer_disconnect;
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vtable_inited = TRUE;
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}
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return &vtable;
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}
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