//======================================================================== // GLFW - An OpenGL library // Platform: EGL // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // 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 #include #include //======================================================================== // 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 ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialize EGL //======================================================================== int _glfwInitOpenGL(void) { _glfw.egl.display = eglGetDisplay(_GLFW_EGL_NATIVE_DISPLAY); if (_glfw.egl.display == EGL_NO_DISPLAY) { _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Failed to get EGL display: %s", getErrorString(eglGetError())); return GL_FALSE; } if (!eglInitialize(_glfw.egl.display, &_glfw.egl.versionMajor, &_glfw.egl.versionMinor)) { _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Failed to initialize EGL: %s", getErrorString(eglGetError())); return GL_FALSE; } if (_glfwPlatformExtensionSupported("EGL_KHR_create_context")) _glfw.egl.KHR_create_context = GL_TRUE; return GL_TRUE; } //======================================================================== // Terminate EGL //======================================================================== void _glfwTerminateOpenGL(void) { eglTerminate(_glfw.egl.display); } //======================================================================== // Prepare for creation of the OpenGL context //======================================================================== #define setEGLattrib(attribName, attribValue) \ { \ attribs[index++] = attribName; \ attribs[index++] = attribValue; \ assert(index < sizeof(attribs) / sizeof(attribs[0])); \ } int _glfwCreateContext(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { int attribs[40]; EGLint count; EGLConfig config; EGLContext share = NULL; if (wndconfig->share) share = wndconfig->share->egl.context; // Retrieve the previously selected EGLConfig { int index = 0; 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); } setEGLattrib(EGL_NONE, EGL_NONE); eglChooseConfig(_glfw.egl.display, attribs, &config, 1, &count); if (!count) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to find a suitable EGLConfig: %s", getErrorString(eglGetError())); return GL_FALSE; } } #if defined(_GLFW_X11) // 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; 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; } 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; } } #endif // _GLFW_X11 if (wndconfig->clientAPI == GLFW_OPENGL_ES_API) { if (!eglBindAPI(EGL_OPENGL_ES_API)) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to bind OpenGL ES: %s", getErrorString(eglGetError())); return GL_FALSE; } } else { if (!eglBindAPI(EGL_OPENGL_API)) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to bind OpenGL: %s", getErrorString(eglGetError())); return GL_FALSE; } } if (_glfw.egl.KHR_create_context) { int index = 0, mask = 0, flags = 0, strategy = 0; if (wndconfig->clientAPI == GLFW_OPENGL_API) { 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; } 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; 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); } 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 { int index = 0; if (wndconfig->clientAPI == GLFW_OPENGL_ES_API) setEGLattrib(EGL_CONTEXT_CLIENT_VERSION, wndconfig->glMajor); setEGLattrib(EGL_NONE, EGL_NONE); } window->egl.context = eglCreateContext(_glfw.egl.display, config, share, attribs); if (window->egl.context == EGL_NO_CONTEXT) { // TODO: Handle all the various error codes here _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to create context: %s", getErrorString(eglGetError())); return GL_FALSE; } window->egl.config = config; return GL_TRUE; } #undef setEGLattrib //======================================================================== // Destroy the OpenGL context //======================================================================== void _glfwDestroyContext(_GLFWwindow* window) { #if defined(_GLFW_X11) if (window->egl.visual) { XFree(window->egl.visual); window->egl.visual = NULL; } #endif // _GLFW_X11 if (window->egl.surface) { eglDestroySurface(_glfw.egl.display, window->egl.surface); window->egl.surface = EGL_NO_SURFACE; } if (window->egl.context) { eglDestroyContext(_glfw.egl.display, window->egl.context); window->egl.context = EGL_NO_CONTEXT; } } //======================================================================== // Analyzes the specified context for possible recreation //======================================================================== int _glfwAnalyzeContext(const _GLFWwindow* window, const _GLFWwndconfig* wndconfig, const _GLFWfbconfig* fbconfig) { #if defined(_GLFW_WIN32) return _GLFW_RECREATION_NOT_NEEDED; #else return 0; #endif } //======================================================================== // 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, _GLFW_EGL_NATIVE_WINDOW, NULL); if (window->egl.surface == EGL_NO_SURFACE) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to create window surface: %s", getErrorString(eglGetError())); } } eglMakeCurrent(_glfw.egl.display, window->egl.surface, window->egl.surface, window->egl.context); } else { eglMakeCurrent(_glfw.egl.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); } _glfwCurrentWindow = window; } //======================================================================== // Return the window object whose context is current //======================================================================== _GLFWwindow* _glfwPlatformGetCurrentContext(void) { return _glfwCurrentWindow; } //======================================================================== // Swap OpenGL buffers //======================================================================== void _glfwPlatformSwapBuffers(_GLFWwindow* window) { eglSwapBuffers(_glfw.egl.display, window->egl.surface); } //======================================================================== // Set double buffering swap interval //======================================================================== void _glfwPlatformSwapInterval(int interval) { eglSwapInterval(_glfw.egl.display, interval); } //======================================================================== // Check if an OpenGL extension is available at runtime //======================================================================== int _glfwPlatformExtensionSupported(const char* extension) { const char* extensions; extensions = eglQueryString(_glfw.egl.display, EGL_EXTENSIONS); if (extensions != NULL) { if (_glfwStringInExtensionString(extension, (unsigned char*) extensions)) return GL_TRUE; } return GL_FALSE; } //======================================================================== // Get the function pointer to an OpenGL function //======================================================================== GLFWglproc _glfwPlatformGetProcAddress(const char* procname) { return eglGetProcAddress(procname); }