- Now they are in ndkHelper:: name space - Changed module name to ndk_helper - Changed some static members to class var or stand alone function - Added syncronization for JNIHelper.cpp - For a documentation, I will work with doc writer for future improvement Change-Id: I0055061a4f53b1904cde2e0339550ee277b35fc5 Addressed most of feedbacks, - Switched coding standard to Chrome style - Update JNI helper, and documented - Fixed other issues that is pointed out Change-Id: Icc729a55ed8dd613759f34a3fc35cb4949d2d205
295 lines
7.9 KiB
C++
295 lines
7.9 KiB
C++
/*
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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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namespace ndk_helper
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{
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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() :
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display_( EGL_NO_DISPLAY ),
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surface_( EGL_NO_SURFACE ),
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context_( EGL_NO_CONTEXT ),
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screen_width_( 0 ),
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screen_height_( 0 ),
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es3_supported_( false ),
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egl_context_initialized_( false ),
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gles_initialized_( 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( gles_initialized_ )
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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." ) && gl3stubInit() )
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{
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es3_supported_ = true;
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gl_version_ = 3.0f;
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}
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else
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{
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gl_version_ = 2.0f;
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}
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gles_initialized_ = 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( egl_context_initialized_ )
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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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egl_context_initialized_ = 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[] = { EGL_RENDERABLE_TYPE,
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EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_NONE };
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color_size_ = 8;
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depth_size_ = 24;
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EGLint num_configs;
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eglChooseConfig( display_, attribs, &config_, 1, &num_configs );
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if( !num_configs )
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{
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//Fall back to 16bit depth buffer
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const EGLint attribs[] = { EGL_RENDERABLE_TYPE,
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EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 16, EGL_NONE };
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eglChooseConfig( display_, attribs, &config_, 1, &num_configs );
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depth_size_ = 16;
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}
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if( !num_configs )
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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, &screen_width_ );
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eglQuerySurface( display_, surface_, EGL_HEIGHT, &screen_height_ );
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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 context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
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EGL_NONE };
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context_ = eglCreateContext( display_, config_, NULL, context_attribs );
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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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context_valid_ = 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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return EGL_SUCCESS; //Still consider glContext is valid
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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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context_valid_ = 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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context_valid_ = false;
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}
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EGLint GLContext::Resume( ANativeWindow* window )
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{
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if( egl_context_initialized_ == 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 original_widhth = screen_width_;
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int32_t original_height = screen_height_;
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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, &screen_width_ );
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eglQuerySurface( display_, surface_, EGL_HEIGHT, &screen_height_ );
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if( screen_width_ != original_widhth || screen_height_ != original_height )
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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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egl_context_initialized_ = 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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} //namespace ndkHelper
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