/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/angle/SkANGLEGLContext.h" #include <EGL/egl.h> #include <EGL/eglext.h> #include "gl/GrGLDefines.h" #include "gl/GrGLUtil.h" #define EGL_PLATFORM_ANGLE_ANGLE 0x3202 #define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203 #define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207 #define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208 #define EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE 0x320D void* SkANGLEGLContext::GetD3DEGLDisplay(void* nativeDisplay, bool useGLBackend) { PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT; eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT"); if (!eglGetPlatformDisplayEXT) { return eglGetDisplay(static_cast<EGLNativeDisplayType>(nativeDisplay)); } EGLDisplay display = EGL_NO_DISPLAY; if (useGLBackend) { // Try for an ANGLE D3D11 context, fall back to D3D9. EGLint attribs[3] = { EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE, EGL_NONE }; display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, nativeDisplay, attribs); } else { // Try for an ANGLE D3D11 context, fall back to D3D9, and finally GL. EGLint attribs[3][3] = { { EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_NONE }, { EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE, EGL_NONE }, { EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE, EGL_NONE } }; for (int i = 0; i < 3 && display == EGL_NO_DISPLAY; ++i) { display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,nativeDisplay, attribs[i]); } } return display; } SkANGLEGLContext::SkANGLEGLContext(bool useGLBackend) : fContext(EGL_NO_CONTEXT) , fDisplay(EGL_NO_DISPLAY) , fSurface(EGL_NO_SURFACE) { EGLint numConfigs; static const EGLint configAttribs[] = { EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE }; fIsGLBackend = useGLBackend; fDisplay = GetD3DEGLDisplay(EGL_DEFAULT_DISPLAY, useGLBackend); if (EGL_NO_DISPLAY == fDisplay) { SkDebugf("Could not create EGL display!"); return; } EGLint majorVersion; EGLint minorVersion; eglInitialize(fDisplay, &majorVersion, &minorVersion); EGLConfig surfaceConfig; eglChooseConfig(fDisplay, configAttribs, &surfaceConfig, 1, &numConfigs); static const EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; fContext = eglCreateContext(fDisplay, surfaceConfig, nullptr, contextAttribs); static const EGLint surfaceAttribs[] = { EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE }; fSurface = eglCreatePbufferSurface(fDisplay, surfaceConfig, surfaceAttribs); eglMakeCurrent(fDisplay, fSurface, fSurface, fContext); SkAutoTUnref<const GrGLInterface> gl(GrGLCreateANGLEInterface()); if (nullptr == gl.get()) { SkDebugf("Could not create ANGLE GL interface!\n"); this->destroyGLContext(); return; } if (!gl->validate()) { SkDebugf("Could not validate ANGLE GL interface!\n"); this->destroyGLContext(); return; } this->init(gl.detach()); } SkANGLEGLContext::~SkANGLEGLContext() { this->teardown(); this->destroyGLContext(); } GrEGLImage SkANGLEGLContext::texture2DToEGLImage(GrGLuint texID) const { if (!this->gl()->hasExtension("EGL_KHR_gl_texture_2D_image")) { return GR_EGL_NO_IMAGE; } GrEGLImage img; GrEGLint attribs[] = { GR_EGL_GL_TEXTURE_LEVEL, 0, GR_EGL_IMAGE_PRESERVED, GR_EGL_TRUE, GR_EGL_NONE }; // 64 bit cast is to shut Visual C++ up about casting 32 bit value to a pointer. GrEGLClientBuffer clientBuffer = reinterpret_cast<GrEGLClientBuffer>((uint64_t)texID); GR_GL_CALL_RET(this->gl(), img, EGLCreateImage(fDisplay, fContext, GR_EGL_GL_TEXTURE_2D, clientBuffer, attribs)); return img; } void SkANGLEGLContext::destroyEGLImage(GrEGLImage image) const { GR_GL_CALL(this->gl(), EGLDestroyImage(fDisplay, image)); } GrGLuint SkANGLEGLContext::eglImageToExternalTexture(GrEGLImage image) const { GrGLClearErr(this->gl()); if (!this->gl()->hasExtension("GL_OES_EGL_image_external")) { return 0; } GrGLEGLImageTargetTexture2DProc glEGLImageTargetTexture2D = (GrGLEGLImageTargetTexture2DProc)eglGetProcAddress("glEGLImageTargetTexture2DOES"); if (!glEGLImageTargetTexture2D) { return 0; } GrGLuint texID; GR_GL_CALL(this->gl(), GenTextures(1, &texID)); if (!texID) { return 0; } GR_GL_CALL(this->gl(), BindTexture(GR_GL_TEXTURE_EXTERNAL, texID)); if (GR_GL_GET_ERROR(this->gl()) != GR_GL_NO_ERROR) { GR_GL_CALL(this->gl(), DeleteTextures(1, &texID)); return 0; } glEGLImageTargetTexture2D(GR_GL_TEXTURE_EXTERNAL, image); if (GR_GL_GET_ERROR(this->gl()) != GR_GL_NO_ERROR) { GR_GL_CALL(this->gl(), DeleteTextures(1, &texID)); return 0; } return texID; } SkGLContext* SkANGLEGLContext::createNew() const { #ifdef SK_BUILD_FOR_WIN SkGLContext* ctx = fIsGLBackend ? SkANGLEGLContext::CreateOpenGL() : SkANGLEGLContext::CreateDirectX(); #else SkGLContext* ctx = SkANGLEGLContext::CreateOpenGL(); #endif if (ctx) { ctx->makeCurrent(); } return ctx; } void SkANGLEGLContext::destroyGLContext() { if (fDisplay) { eglMakeCurrent(fDisplay, 0, 0, 0); if (fContext) { eglDestroyContext(fDisplay, fContext); fContext = EGL_NO_CONTEXT; } if (fSurface) { eglDestroySurface(fDisplay, fSurface); fSurface = EGL_NO_SURFACE; } //TODO should we close the display? fDisplay = EGL_NO_DISPLAY; } } void SkANGLEGLContext::onPlatformMakeCurrent() const { if (!eglMakeCurrent(fDisplay, fSurface, fSurface, fContext)) { SkDebugf("Could not set the context.\n"); } } void SkANGLEGLContext::onPlatformSwapBuffers() const { if (!eglSwapBuffers(fDisplay, fSurface)) { SkDebugf("Could not complete eglSwapBuffers.\n"); } } GrGLFuncPtr SkANGLEGLContext::onPlatformGetProcAddress(const char* name) const { return eglGetProcAddress(name); }