To enable multi-touch on a tethered device, allow a callback to be registered with the OpenGL renderer. On every frame, the framebuffer is read into system memory and provided to the callback, so it can be mirrored to the device. This change is co-dependent on Idae3b026d52ed8dd666cbcdc3f3af80175c90ad3 in external/qemu. Change-Id: I03c49bc55ed9e66ffb59462333181f77e7e46035
133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
/*
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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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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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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(int width, int height, OnPostFn onPost, void* onPostContext);
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static bool setupSubWindow(FBNativeWindowType p_window,
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int x, int y,
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int width, int height, float zRot);
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static bool removeSubWindow();
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static void finalize();
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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 flushWindowSurfaceColorBuffer(HandleType p_surface);
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bool bindColorBufferToTexture(HandleType p_colorbuffer);
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bool bindColorBufferToRenderbuffer(HandleType p_colorbuffer);
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bool updateColorBuffer(HandleType p_colorbuffer,
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int x, int y, int width, int height,
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GLenum format, GLenum type, void *pixels);
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bool post(HandleType p_colorbuffer, bool needLock = true);
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bool repost();
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EGLDisplay getDisplay() const { return m_eglDisplay; }
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EGLNativeWindowType getSubWindow() const { return m_subWin; }
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bool bind_locked();
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bool unbind_locked();
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void setDisplayRotation(float zRot) {
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m_zRot = zRot;
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repost();
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}
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private:
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FrameBuffer(int p_width, int p_height, OnPostFn onPost, void* onPostContext);
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~FrameBuffer();
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HandleType genHandle();
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bool bindSubwin_locked();
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void initGLState();
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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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EGLSurface m_pbufSurface;
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EGLContext m_pbufContext;
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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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EGLNativeWindowType m_subWin;
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EGLNativeDisplayType m_subWinDisplay;
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EGLConfig m_eglConfig;
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HandleType m_lastPostedColorBuffer;
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float m_zRot;
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bool m_eglContextInitialized;
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int m_statsNumFrames;
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long long m_statsStartTime;
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bool m_fpsStats;
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OnPostFn m_onPost;
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void* m_onPostContext;
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unsigned char* m_fbImage;
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};
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#endif
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