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>
#include <assert.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;
//========================================================================
// Return a description of the specified EGL error
//========================================================================
static const char* getErrorString(EGLint error)
{
switch (error)
{
case EGL_SUCCESS:
return "Success";
case EGL_NOT_INITIALIZED:
return "EGL is not or could not be initialized";
case EGL_BAD_ACCESS:
return "EGL cannot access a requested resource";
case EGL_BAD_ALLOC:
return "EGL failed to allocate resources for the requested operation";
case EGL_BAD_ATTRIBUTE:
return "An unrecognized attribute or attribute value was passed "
"in the attribute list";
case EGL_BAD_CONTEXT:
return "An EGLContext argument does not name a valid EGL "
"rendering context";
case EGL_BAD_CONFIG:
return "An EGLConfig argument does not name a valid EGL frame "
"buffer configuration";
case EGL_BAD_CURRENT_SURFACE:
return "The current surface of the calling thread is a window, pixel "
"buffer or pixmap that is no longer valid";
case EGL_BAD_DISPLAY:
return "An EGLDisplay argument does not name a valid EGL display "
"connection";
case EGL_BAD_SURFACE:
return "An EGLSurface argument does not name a valid surface "
"configured for GL rendering";
case EGL_BAD_MATCH:
return "Arguments are inconsistent";
case EGL_BAD_PARAMETER:
return "One or more argument values are invalid";
case EGL_BAD_NATIVE_PIXMAP:
return "A NativePixmapType argument does not refer to a valid "
"native pixmap";
case EGL_BAD_NATIVE_WINDOW:
return "A NativeWindowType argument does not refer to a valid "
"native window";
case EGL_CONTEXT_LOST:
return "The application must destroy all contexts and reinitialise";
}
return "UNKNOWN EGL ERROR";
}
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
// Initialize EGL
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//========================================================================
int _glfwInitOpenGL(void)
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{
_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: %s",
getErrorString(eglGetError()));
return GL_FALSE;
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}
if (!eglInitialize(_glfw.egl.display,
&_glfw.egl.versionMajor,
&_glfw.egl.versionMinor))
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{
_glfwInputError(GLFW_API_UNAVAILABLE,
"EGL: Failed to initialize EGL: %s",
getErrorString(eglGetError()));
return GL_FALSE;
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}
if (_glfwPlatformExtensionSupported("EGL_KHR_create_context"))
_glfw.egl.KHR_create_context = GL_TRUE;
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return GL_TRUE;
}
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//========================================================================
// Terminate EGL
//========================================================================
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void _glfwTerminateOpenGL(void)
{
eglTerminate(_glfw.egl.display);
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}
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//========================================================================
// Prepare for creation of the OpenGL context
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//========================================================================
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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; \
assert(index < sizeof(attribs) / sizeof(attribs[0])); \
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}
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int _glfwCreateContext(_GLFWwindow* window,
const _GLFWwndconfig* wndconfig,
const _GLFWfbconfig* fbconfig)
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{
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_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER);
if (fbconfig->redBits)
setEGLattrib(EGL_RED_SIZE, fbconfig->redBits);
if (fbconfig->greenBits)
setEGLattrib(EGL_GREEN_SIZE, fbconfig->greenBits);
if (fbconfig->blueBits)
setEGLattrib(EGL_BLUE_SIZE, fbconfig->blueBits);
if (fbconfig->alphaBits)
setEGLattrib(EGL_ALPHA_SIZE, fbconfig->alphaBits);
if (fbconfig->depthBits)
setEGLattrib(EGL_DEPTH_SIZE, fbconfig->depthBits);
if (fbconfig->stencilBits)
setEGLattrib(EGL_STENCIL_SIZE, fbconfig->stencilBits);
if (fbconfig->samples)
{
setEGLattrib(EGL_SAMPLE_BUFFERS, 1);
setEGLattrib(EGL_SAMPLES, fbconfig->samples);
}
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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 find a suitable EGLConfig: %s",
getErrorString(eglGetError()));
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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: Failed to bind OpenGL ES: %s",
getErrorString(eglGetError()));
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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: Failed to bind OpenGL: %s",
getErrorString(eglGetError()));
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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: %s",
getErrorString(eglGetError()));
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return GL_FALSE;
}
window->egl.config = config;
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return GL_TRUE;
}
#undef setEGLattrib
//========================================================================
// 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: %s",
getErrorString(eglGetError()));
}
}
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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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}