On windows we need to have a thread on the renderer process which handles windows messages sent to the subwindow we are creating during framebuffer initialization. We run this message pump in the main renderer thread and the server listener on a seperate thread.
110 lines
3.5 KiB
C++
110 lines
3.5 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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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 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 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);
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EGLDisplay getDisplay() const { return m_eglDisplay; }
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EGLContext getContext() const { return m_eglContext; }
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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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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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EGLNativeWindowType m_subWin;
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EGLNativeDisplayType m_subWinDisplay;
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};
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#endif
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