glfw/src/egl_context.c

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//========================================================================
// GLFW - An OpenGL library
// Platform: EGL
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// API version: 3.0
// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
#include <stdio.h>
#include <stdlib.h>
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//========================================================================
// Thread local storage attribute macro
//========================================================================
#if defined(_MSC_VER)
#define _GLFW_TLS __declspec(thread)
#elif defined(__GNUC__)
#define _GLFW_TLS __thread
#else
#define _GLFW_TLS
#endif
//========================================================================
// The per-thread current context/window pointer
//========================================================================
static _GLFW_TLS _GLFWwindow* _glfwCurrentWindow = NULL;
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//========================================================================
// Returns the specified attribute of the specified EGLConfig
//========================================================================
static int getConfigAttrib(EGLConfig config, int attrib)
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{
int value;
eglGetConfigAttrib(_glfw.egl.display, config, attrib, &value);
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return value;
}
//========================================================================
// Return a list of available and usable framebuffer configs
//========================================================================
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static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
unsigned int* found)
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{
EGLConfig* configs;
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_GLFWfbconfig* result;
int i, count = 0;
*found = 0;
eglGetConfigs(_glfw.egl.display, NULL, 0, &count);
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configs = (EGLConfig*) malloc(sizeof(EGLConfig) * count);
if (!configs)
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{
_glfwInputError(GLFW_OUT_OF_MEMORY, NULL);
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return NULL;
}
eglGetConfigs(_glfw.egl.display, configs, count, &count);
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if (!count)
{
free(configs);
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_glfwInputError(GLFW_API_UNAVAILABLE, "EGL: No EGLConfigs returned");
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return NULL;
}
result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count);
if (!result)
{
free(configs);
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_glfwInputError(GLFW_OUT_OF_MEMORY, NULL);
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return NULL;
}
for (i = 0; i < count; i++)
{
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_GLFWfbconfig* f = result + *found;
#if defined(_GLFW_X11)
if (!getConfigAttrib(configs[i], EGL_NATIVE_VISUAL_ID))
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{
// Only consider EGLConfigs with associated visuals
continue;
}
#endif // _GLFW_X11
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if (!(getConfigAttrib(configs[i], EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER))
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{
// Only consider RGB(A) EGLConfigs
continue;
}
if (!(getConfigAttrib(configs[i], EGL_SURFACE_TYPE) & EGL_WINDOW_BIT))
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{
// Only consider window EGLConfigs
continue;
}
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if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
{
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if (wndconfig->glMajor == 1)
{
if (!(getConfigAttrib(configs[i], EGL_RENDERABLE_TYPE) & EGL_OPENGL_ES_BIT))
continue;
}
else
{
if (!(getConfigAttrib(configs[i], EGL_RENDERABLE_TYPE) & EGL_OPENGL_ES2_BIT))
continue;
}
}
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else if (wndconfig->clientAPI == GLFW_OPENGL_API)
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{
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if (!(getConfigAttrib(configs[i], EGL_RENDERABLE_TYPE) & EGL_OPENGL_BIT))
continue;
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}
f->redBits = getConfigAttrib(configs[i], EGL_RED_SIZE);
f->greenBits = getConfigAttrib(configs[i], EGL_GREEN_SIZE);
f->blueBits = getConfigAttrib(configs[i], EGL_BLUE_SIZE);
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f->alphaBits = getConfigAttrib(configs[i], EGL_ALPHA_SIZE);
f->depthBits = getConfigAttrib(configs[i], EGL_DEPTH_SIZE);
f->stencilBits = getConfigAttrib(configs[i], EGL_STENCIL_SIZE);
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f->samples = getConfigAttrib(configs[i], EGL_SAMPLES);
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// NOTE: There does not appear to be any way to request sRGB
// framebuffers for OpenGL or GLES contexts; only for OpenVG ones
f->sRGB = GL_FALSE;
f->platformID = (GLFWintptr) getConfigAttrib(configs[i], EGL_CONFIG_ID);
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(*found)++;
}
free(configs);
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return result;
}
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//========================================================================
// Create the actual OpenGL(|ES) context
//========================================================================
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#define setEGLattrib(attribName, attribValue) \
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{ \
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attribs[index++] = attribName; \
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attribs[index++] = attribValue; \
}
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static int createContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
EGLint fbconfigID)
{
int attribs[40];
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EGLint count;
EGLConfig config;
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EGLContext share = NULL;
if (wndconfig->share)
share = wndconfig->share->egl.context;
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// Retrieve the previously selected EGLConfig
{
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int index = 0;
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setEGLattrib(EGL_CONFIG_ID, fbconfigID);
setEGLattrib(EGL_NONE, EGL_NONE);
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eglChooseConfig(_glfw.egl.display, attribs, &config, 1, &count);
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if (!count)
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{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: Failed to retrieve the selected EGLConfig");
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return GL_FALSE;
}
}
#if defined(_GLFW_X11)
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// Retrieve the visual corresponding to the chosen EGL config
{
int mask;
EGLint redBits, greenBits, blueBits, alphaBits, visualID = 0;
XVisualInfo info;
eglGetConfigAttrib(_glfw.egl.display, config,
EGL_NATIVE_VISUAL_ID, &visualID);
info.screen = _glfw.x11.screen;
mask = VisualScreenMask;
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if (visualID)
{
// The X window visual must match the EGL config
info.visualid = visualID;
mask |= VisualIDMask;
}
else
{
// some EGL drivers don't implement the EGL_NATIVE_VISUAL_ID
// attribute, so attempt to find the closest match.
eglGetConfigAttrib(_glfw.egl.display, config,
EGL_RED_SIZE, &redBits);
eglGetConfigAttrib(_glfw.egl.display, config,
EGL_GREEN_SIZE, &greenBits);
eglGetConfigAttrib(_glfw.egl.display, config,
EGL_BLUE_SIZE, &blueBits);
eglGetConfigAttrib(_glfw.egl.display, config,
EGL_ALPHA_SIZE, &alphaBits);
info.depth = redBits + greenBits + blueBits + alphaBits;
mask |= VisualDepthMask;
}
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window->egl.visual = XGetVisualInfo(_glfw.x11.display,
mask, &info, &count);
if (window->egl.visual == NULL)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: Failed to retrieve visual for EGLConfig");
return GL_FALSE;
}
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}
#endif // _GLFW_X11
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if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
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{
if (!eglBindAPI(EGL_OPENGL_ES_API))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: OpenGL ES is not supported");
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return GL_FALSE;
}
}
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else
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{
if (!eglBindAPI(EGL_OPENGL_API))
{
_glfwInputError(GLFW_PLATFORM_ERROR, "EGL: OpenGL is not supported");
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return GL_FALSE;
}
}
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if (_glfw.egl.KHR_create_context)
{
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int index = 0, mask = 0, flags = 0, strategy = 0;
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if (wndconfig->clientAPI == GLFW_OPENGL_API)
{
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if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE)
mask |= EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR;
else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE)
mask |= EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR;
if (wndconfig->glForward)
flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR;
if (wndconfig->glDebug)
flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR;
}
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if (wndconfig->glRobustness != GLFW_NO_ROBUSTNESS)
{
if (wndconfig->glRobustness == GLFW_NO_RESET_NOTIFICATION)
strategy = EGL_NO_RESET_NOTIFICATION_KHR;
else if (wndconfig->glRobustness == GLFW_LOSE_CONTEXT_ON_RESET)
strategy = EGL_LOSE_CONTEXT_ON_RESET_KHR;
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flags |= EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR;
}
if (wndconfig->glMajor != 1 || wndconfig->glMinor != 0)
{
setEGLattrib(EGL_CONTEXT_MAJOR_VERSION_KHR, wndconfig->glMajor);
setEGLattrib(EGL_CONTEXT_MINOR_VERSION_KHR, wndconfig->glMinor);
}
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if (mask)
setEGLattrib(EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, mask);
if (flags)
setEGLattrib(EGL_CONTEXT_FLAGS_KHR, flags);
if (strategy)
setEGLattrib(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR, strategy);
setEGLattrib(EGL_NONE, EGL_NONE);
}
else
{
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int index = 0;
if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
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setEGLattrib(EGL_CONTEXT_CLIENT_VERSION, wndconfig->glMajor);
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setEGLattrib(EGL_NONE, EGL_NONE);
}
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window->egl.context = eglCreateContext(_glfw.egl.display,
config, share, attribs);
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if (window->egl.context == EGL_NO_CONTEXT)
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{
// TODO: Handle all the various error codes here
_glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to create context");
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return GL_FALSE;
}
window->egl.config = config;
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return GL_TRUE;
}
#undef setEGLattrib
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Initialize EGL
//========================================================================
int _glfwInitOpenGL(void)
{
_glfw.egl.display = eglGetDisplay(_GLFW_EGL_NATIVE_DISPLAY);
if (_glfw.egl.display == EGL_NO_DISPLAY)
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{
_glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Failed to get EGL display");
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return GL_FALSE;
}
if (!eglInitialize(_glfw.egl.display,
&_glfw.egl.versionMajor,
&_glfw.egl.versionMinor))
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{
_glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Failed to initialize EGL");
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return GL_FALSE;
}
if (_glfwPlatformExtensionSupported("EGL_KHR_create_context"))
_glfw.egl.KHR_create_context = GL_TRUE;
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return GL_TRUE;
}
//========================================================================
// Terminate EGL
//========================================================================
void _glfwTerminateOpenGL(void)
{
eglTerminate(_glfw.egl.display);
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}
//========================================================================
// Prepare for creation of the OpenGL context
//========================================================================
int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
_GLFWfbconfig closest;
// Choose the best available fbconfig
{
unsigned int fbcount;
_GLFWfbconfig* fbconfigs;
const _GLFWfbconfig* result;
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fbconfigs = getFBConfigs(window, wndconfig, &fbcount);
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if (!fbconfigs)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: No usable EGLFBConfigs found");
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return GL_FALSE;
}
result = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount);
if (!result)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: No EGLFBConfig matched the criteria");
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free(fbconfigs);
return GL_FALSE;
}
closest = *result;
free(fbconfigs);
}
return createContext(window, wndconfig, closest.platformID);
}
//========================================================================
// Destroy the OpenGL context
//========================================================================
void _glfwDestroyContext(_GLFWwindow* window)
{
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#if defined(_GLFW_X11)
if (window->egl.visual)
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{
XFree(window->egl.visual);
window->egl.visual = NULL;
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}
#endif // _GLFW_X11
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if (window->egl.surface)
{
eglDestroySurface(_glfw.egl.display, window->egl.surface);
window->egl.surface = EGL_NO_SURFACE;
}
if (window->egl.context)
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{
eglDestroyContext(_glfw.egl.display, window->egl.context);
window->egl.context = EGL_NO_CONTEXT;
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}
}
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//========================================================================
// Analyzes the specified context for possible recreation
//========================================================================
int _glfwAnalyzeContext(const _GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
{
#if defined(_GLFW_WIN32)
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return _GLFW_RECREATION_NOT_NEEDED;
#else
return 0;
#endif
}
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//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
{
if (window)
{
if (window->egl.surface == EGL_NO_SURFACE)
{
window->egl.surface = eglCreateWindowSurface(_glfw.egl.display,
window->egl.config,
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_GLFW_EGL_NATIVE_WINDOW,
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NULL);
if (window->egl.surface == EGL_NO_SURFACE)
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"EGL: Failed to create window surface");
}
}
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eglMakeCurrent(_glfw.egl.display,
window->egl.surface,
window->egl.surface,
window->egl.context);
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}
else
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{
eglMakeCurrent(_glfw.egl.display,
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
}
_glfwCurrentWindow = window;
}
//========================================================================
// Return the window object whose context is current
//========================================================================
_GLFWwindow* _glfwPlatformGetCurrentContext(void)
{
return _glfwCurrentWindow;
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}
//========================================================================
// Swap OpenGL buffers
//========================================================================
void _glfwPlatformSwapBuffers(_GLFWwindow* window)
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{
eglSwapBuffers(_glfw.egl.display, window->egl.surface);
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}
//========================================================================
// Set double buffering swap interval
//========================================================================
void _glfwPlatformSwapInterval(int interval)
{
eglSwapInterval(_glfw.egl.display, interval);
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}
//========================================================================
// Check if an OpenGL extension is available at runtime
//========================================================================
int _glfwPlatformExtensionSupported(const char* extension)
{
const char* extensions;
extensions = eglQueryString(_glfw.egl.display, EGL_EXTENSIONS);
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if (extensions != NULL)
{
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if (_glfwStringInExtensionString(extension, (unsigned char*) extensions))
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return GL_TRUE;
}
return GL_FALSE;
}
//========================================================================
// Get the function pointer to an OpenGL function
//========================================================================
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GLFWglproc _glfwPlatformGetProcAddress(const char* procname)
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{
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return eglGetProcAddress(procname);
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}