emulatgor opengl: First commit of the host renderer library.
This is a library which includes all the OpenGL renderer functionality,
it is packaged in a library so that both the renderer process and the emulator
program will be able to use that functionality.
NOTES:
1) gl_proc.h and GLDispatch.{h,cpp} in this commit will be replaced
with the decoder auto-generated dispatch in a later commit, the
auto-generated dispatch is currently missing some extension functions
required for the renderer.
2) look at host/include/libOpenglRender/render_api.h for the external
interface defined for this library (to be used by the emulator).
The following is a description of each component:
FrameBuffer - The main object which manages the framebuffer and color buffers.
This is a singleton which get initialized through its initialize
static function. It initializes the OpenGL renderer and must be
called first. This initialization function is not thread safe so
it must be called before any thread that is calling to this
library is created.
FBConfig - Includes a static set of configs supported by the renderer which get
initialized during FrameBuffer initialization phase. Also,
an instance of this class includes the a description of one frame
buffer configuration supported by the renderer.
RenderContext - encapsulate a rendering context state.
ColorBuffer - implements a color buffer object as a texture which can be bind
as render target or source.
WindowSurface - implements the functionality of a native window which can be
bound to a rendering context and its target ColorBuffer can
be specified and replaced.
ThreadInfo - holds per-thread information.
EGLDispatch - loads the EGL plugin library, all egl calls are made through
this dispatch table which get initialized during initialization
phase.
GLDispatch - loads the GLES plugin library, all GLES calls are made through
this dispatch table which get initialized during initialization
phase - This will be replaced by the auto-generated code of the
decoder ...
RenderThread - implements a thread that reads command tokens from an IOStream
and decode it.
RenderControl - implements the host side implementation of the renderControl
API, when a renderControl token is decoded from the stream
it is dispatched to this implementation.
RenderServer - implements a TCP server which listens to port number and
launcges a RenderThread for each new connection.
Change-Id: I9f34d17bdfcb715893a13cd30086c767f499df87
This commit is contained in:
106
tools/emulator/opengl/host/libs/libOpenglRender/FrameBuffer.h
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106
tools/emulator/opengl/host/libs/libOpenglRender/FrameBuffer.h
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _LIBRENDER_FRAMEBUFFER_H
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#define _LIBRENDER_FRAMEBUFFER_H
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#include "libOpenglRender/render_api.h"
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#include "ColorBuffer.h"
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#include "RenderContext.h"
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#include "WindowSurface.h"
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#include <utils/threads.h>
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#include <map>
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#include <EGL/egl.h>
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#include <stdint.h>
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#if defined(__linux__) || defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__)
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#else
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#error "Unsupported Platform"
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#endif
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typedef uint32_t HandleType;
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typedef std::map<HandleType, RenderContextPtr> RenderContextMap;
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typedef std::map<HandleType, WindowSurfacePtr> WindowSurfaceMap;
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typedef std::map<HandleType, ColorBufferPtr> ColorBufferMap;
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struct FrameBufferCaps
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{
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bool hasGL2;
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bool has_eglimage_texture_2d;
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bool has_eglimage_renderbuffer;
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bool has_BindToTexture;
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EGLint eglMajor;
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EGLint eglMinor;
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};
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class FrameBuffer
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{
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public:
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static bool initialize(FBNativeWindowType p_window,
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int x, int y,
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int width, int height);
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static FrameBuffer *getFB() { return s_theFrameBuffer; }
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const FrameBufferCaps &getCaps() const { return m_caps; }
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int getWidth() const { return m_width; }
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int getHeight() const { return m_height; }
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HandleType createRenderContext(int p_config, HandleType p_share, bool p_isGL2 = false);
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HandleType createWindowSurface(int p_config, int p_width, int p_height);
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HandleType createColorBuffer(int p_width, int p_height, GLenum p_internalFormat);
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void DestroyRenderContext(HandleType p_context);
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void DestroyWindowSurface(HandleType p_surface);
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void DestroyColorBuffer(HandleType p_colorbuffer);
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bool bindContext(HandleType p_context, HandleType p_drawSurface, HandleType p_readSurface);
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bool setWindowSurfaceColorBuffer(HandleType p_surface, HandleType p_colorbuffer);
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bool post(HandleType p_colorbuffer);
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EGLDisplay getDisplay() const { return m_eglDisplay; }
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EGLContext getContext() const { return m_eglContext; }
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bool bind_locked();
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bool unbind_locked();
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private:
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FrameBuffer(int p_x, int p_y, int p_width, int p_height);
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~FrameBuffer();
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HandleType genHandle();
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private:
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static FrameBuffer *s_theFrameBuffer;
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static HandleType s_nextHandle;
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int m_x;
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int m_y;
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int m_width;
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int m_height;
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android::Mutex m_lock;
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FBNativeWindowType m_nativeWindow;
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FrameBufferCaps m_caps;
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EGLDisplay m_eglDisplay;
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RenderContextMap m_contexts;
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WindowSurfaceMap m_windows;
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ColorBufferMap m_colorbuffers;
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EGLSurface m_eglSurface;
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EGLContext m_eglContext;
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EGLContext m_prevContext;
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EGLSurface m_prevReadSurf;
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EGLSurface m_prevDrawSurf;
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};
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#endif
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