Handling clean exit of the renderer when stopOpenGLRenderer
is called. This is done by openning a connection to the renderer
and flag that it should exit. Added 'clientFlags' field which must
be send after every connection is made to the renderer for this purpose.
The server will wait for running rendering threads to exit and then will
close all EGL/GL resources and will exit. The stopOpenGLRenderer will
return only when the renderer has exited.
Change-Id: I8272b8ea59d5fc78453bb7bd2d25908068869fa7
This change modifies the function declarations under
developement/tools/emulator/opengl/host/include/render_api.h
to make them callable from C.
This is preparation work for integrating the rendering library
into the emulator. The plan is to dlopen() the library dynamically
and using non-mangled function names makes using dlsym() both
easier and more portable.
Change-Id: I34656ea4618dbb989fb6ff78df43e9bfb38a7799
The following enables the renderer build on darwin.
Moved platform specific type declarations from render_api.h
to render_api_platform_types.h so it can be included from the
objective c code.
Fixed subwindow to use EmuGLView which overrides NSView to prevent
background drawing of the view.
The application provides the window handle to which the
OpenglRenderer should render to however only a sub-region of
this window needs to be rendered. This change adds this functionality
by creating a native child subwindow into which rendering will happen.
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 change includes four changes:
1) moved IOStream.h into host/include/libOpenGLRender, this directory
will include the api interface into the libOpenGLRender which will be
used later by the emulator and we need this interface to use IOStream.h
2) Updated Andorid.mk files to include the new directory location of IOStream.h
in the LOCAL_C_INCLUDE.
3) Added new function "read" to IOStream which reads a message without a givven
size.
4) Updated TcpStream to use "cutils/sockets.h" instead of using directly the socket api for portability reasons. (It now compiles on windows as well).
Change-Id: I30eb40c8dcd5aacf0d993aff9cdb90b283b12dde