/* * Copyright (C) 2015 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_AUTO_GL_H_ #define ANDROID_AUTO_GL_H_ #include <memory> #define EGL_EGLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #include <EGL/egl.h> #include <EGL/eglext.h> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> // TODO(zachr): use hwc_drm_bo to turn buffer handles into textures #ifndef EGL_NATIVE_HANDLE_ANDROID_NVX #define EGL_NATIVE_HANDLE_ANDROID_NVX 0x322A #endif namespace android { #define AUTO_GL_TYPE(name, type, zero, deleter) \ struct name##Deleter { \ typedef type pointer; \ \ void operator()(pointer p) const { \ if (p != zero) { \ deleter; \ } \ } \ }; \ typedef std::unique_ptr<type, name##Deleter> name; AUTO_GL_TYPE(AutoGLFramebuffer, GLuint, 0, glDeleteFramebuffers(1, &p)) AUTO_GL_TYPE(AutoGLBuffer, GLuint, 0, glDeleteBuffers(1, &p)) AUTO_GL_TYPE(AutoGLTexture, GLuint, 0, glDeleteTextures(1, &p)) AUTO_GL_TYPE(AutoGLShader, GLint, 0, glDeleteShader(p)) AUTO_GL_TYPE(AutoGLProgram, GLint, 0, glDeleteProgram(p)) struct AutoEGLDisplayImage { AutoEGLDisplayImage() = default; AutoEGLDisplayImage(EGLDisplay display, EGLImageKHR image) : display_(display), image_(image) { } AutoEGLDisplayImage(const AutoEGLDisplayImage& rhs) = delete; AutoEGLDisplayImage(AutoEGLDisplayImage&& rhs) { display_ = rhs.display_; image_ = rhs.image_; rhs.display_ = EGL_NO_DISPLAY; rhs.image_ = EGL_NO_IMAGE_KHR; } ~AutoEGLDisplayImage() { clear(); } AutoEGLDisplayImage& operator=(const AutoEGLDisplayImage& rhs) = delete; AutoEGLDisplayImage& operator=(AutoEGLDisplayImage&& rhs) { clear(); std::swap(display_, rhs.display_); std::swap(image_, rhs.image_); return *this; } void reset(EGLDisplay display, EGLImageKHR image) { clear(); display_ = display; image_ = image; } void clear() { if (image_ != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(display_, image_); display_ = EGL_NO_DISPLAY; image_ = EGL_NO_IMAGE_KHR; } } EGLImageKHR image() const { return image_; } private: EGLDisplay display_ = EGL_NO_DISPLAY; EGLImageKHR image_ = EGL_NO_IMAGE_KHR; }; struct AutoEGLImageAndGLTexture { AutoEGLDisplayImage image; AutoGLTexture texture; }; } #endif