cleaned code, added pinch gesture detector, better opengl context handling, fixed issues
Change-Id: I26a28374ae74391204586b4584d03cf0c58772c2
This commit is contained in:
committed by
Andrew Hsieh
parent
122d194b36
commit
5d1c91fb75
302
ndk/sources/android/helper/GLContext.cpp
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302
ndk/sources/android/helper/GLContext.cpp
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/*
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* Copyright 2013 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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//--------------------------------------------------------------------------------
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// GLContext.cpp
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//--------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------
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// includes
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//--------------------------------------------------------------------------------
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#include <unistd.h>
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#include "GLContext.h"
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#include "gl3stub.h"
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//--------------------------------------------------------------------------------
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// eGLContext
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//--------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------
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// Ctor
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//--------------------------------------------------------------------------------
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GLContext::GLContext() : _display(EGL_NO_DISPLAY),
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_surface(EGL_NO_SURFACE),
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_context(EGL_NO_CONTEXT),
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_iWidth( 0 ),
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_iHeight( 0 ),
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_bES3Support( false ),
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_bEGLContextInitialized( false ),
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_bGLESInitialized( false )
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{
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}
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void GLContext::initGLES()
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{
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if( _bGLESInitialized )
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return;
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//
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//Initialize OpenGL ES 3 if available
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//
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const char* versionStr = (const char*)glGetString(GL_VERSION);
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if (strstr(versionStr, "OpenGL ES 3.")
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&& gl3stubInit())
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{
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_bES3Support = true;
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_fGLVersion = 3.0f;
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}
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else
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{
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_fGLVersion = 2.0f;
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}
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_bGLESInitialized = true;
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}
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//--------------------------------------------------------------------------------
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// Dtor
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//--------------------------------------------------------------------------------
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GLContext::~GLContext()
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{
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terminate();
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}
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bool GLContext::init( ANativeWindow* window )
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{
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if( _bEGLContextInitialized )
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return true;
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//
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//Initialize EGL
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//
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_window = window;
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initEGLSurface();
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initEGLContext();
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initGLES();
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_bEGLContextInitialized = true;
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return true;
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}
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bool GLContext::initEGLSurface()
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{
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_display = eglGetDisplay( EGL_DEFAULT_DISPLAY );
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eglInitialize( _display, 0, 0 );
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_NONE
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};
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_iColorSize = 8;
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_iDepthSize = 24;
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EGLint numConfigs;
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eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
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if( !numConfigs )
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{
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//Fall back to 16bit depth buffer
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const EGLint attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_DEPTH_SIZE, 16,
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EGL_NONE
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};
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eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
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_iDepthSize = 16;
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}
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if ( !numConfigs )
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{
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LOGW("Unable to retrieve EGL config");
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return false;
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}
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_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
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eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
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eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
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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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EGLint format;
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eglGetConfigAttrib(_display, _config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry( _window, 0, 0, format);
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return true;
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}
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bool GLContext::initEGLContext()
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{
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const EGLint contextAttribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
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EGL_NONE
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};
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_context = eglCreateContext( _display, _config, NULL, contextAttribs );
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if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_FALSE )
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{
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LOGW("Unable to eglMakeCurrent");
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return false;
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}
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_bContextValid = true;
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return true;
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}
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EGLint GLContext::swap()
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{
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bool b = eglSwapBuffers( _display, _surface);
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if( !b )
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{
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EGLint err = eglGetError();
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if( err == EGL_BAD_SURFACE )
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{
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//Recreate surface
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initEGLSurface();
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}
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else if( err == EGL_CONTEXT_LOST || err == EGL_BAD_CONTEXT )
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{
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//Context has been lost!!
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_bContextValid = false;
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terminate();
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initEGLContext();
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}
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return err;
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}
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return EGL_SUCCESS;
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}
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void GLContext::terminate()
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{
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if( _display != EGL_NO_DISPLAY )
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{
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eglMakeCurrent( _display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
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if ( _context != EGL_NO_CONTEXT )
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{
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eglDestroyContext( _display, _context );
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}
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if( _surface != EGL_NO_SURFACE )
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{
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eglDestroySurface( _display, _surface );
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}
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eglTerminate( _display );
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}
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_display = EGL_NO_DISPLAY;
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_context = EGL_NO_CONTEXT;
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_surface = EGL_NO_SURFACE;
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_bContextValid = false;
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}
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EGLint GLContext::resume(ANativeWindow* window)
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{
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if( _bEGLContextInitialized == false )
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{
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init( window );
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return EGL_SUCCESS;
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}
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int32_t iOriginalWidth = _iWidth;
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int32_t iOriginalHeight = _iHeight;
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//Create surface
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_window = window;
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_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
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eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
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eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
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if( _iWidth != iOriginalWidth || _iHeight != iOriginalHeight )
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{
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//Screen resized
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LOGI("Screen resized");
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}
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if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_TRUE )
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return EGL_SUCCESS;
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EGLint err = eglGetError();
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LOGW("Unable to eglMakeCurrent %d", err);
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if( err == EGL_CONTEXT_LOST )
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{
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//Recreate context
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LOGI("Re-creating egl context");
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initEGLContext();
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}
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else
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{
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//Recreate surface
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terminate();
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initEGLSurface();
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initEGLContext();
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}
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return err;
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}
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void GLContext::suspend()
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{
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if( _surface != EGL_NO_SURFACE )
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{
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eglDestroySurface( _display, _surface );
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_surface = EGL_NO_SURFACE;
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}
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}
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bool GLContext::invalidate()
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{
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terminate();
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_bEGLContextInitialized = false;
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return true;
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}
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bool GLContext::checkExtension( const char* extension )
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{
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if( extension == NULL )
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return false;
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std::string extensions = std::string( (char*)glGetString(GL_EXTENSIONS) );
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std::string str = std::string( extension );
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str.append( " " );
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size_t pos = 0;
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if( extensions.find( extension, pos ) != std::string::npos )
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{
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return true;
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}
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return false;
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}
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