//======================================================================== // GLFW 3.1 EGL - 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 // 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EGL_BAD_CURRENT_SURFACE: return "The current surface of the calling thread is a window, pixel buffer or pixmap that is no longer valid"; case EGL_BAD_DISPLAY: return "An EGLDisplay argument does not name a valid EGL display connection"; case EGL_BAD_SURFACE: return "An EGLSurface argument does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"; } // Returns the specified attribute of the specified EGLConfig // static int getConfigAttrib(EGLConfig config, int attrib) { int value; eglGetConfigAttrib(_glfw.egl.display, config, attrib, &value); return value; } // Return a list of available and usable framebuffer configs // static GLboolean chooseFBConfigs(const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* desired, EGLConfig* result) { EGLConfig* nativeConfigs; _GLFWfbconfig* usableConfigs; const _GLFWfbconfig* closest; int i, nativeCount, usableCount; eglGetConfigs(_glfw.egl.display, NULL, 0, &nativeCount); if (!nativeCount) { _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: No EGLConfigs returned"); return GL_FALSE; } nativeConfigs = calloc(nativeCount, sizeof(EGLConfig)); eglGetConfigs(_glfw.egl.display, nativeConfigs, nativeCount, &nativeCount); usableConfigs = calloc(nativeCount, sizeof(_GLFWfbconfig)); usableCount = 0; for (i = 0; i < nativeCount; i++) { const EGLConfig n = nativeConfigs[i]; _GLFWfbconfig* u = usableConfigs + usableCount; #if defined(_GLFW_X11) if (!getConfigAttrib(n, EGL_NATIVE_VISUAL_ID)) { // Only consider EGLConfigs with associated visuals continue; } #endif // _GLFW_X11 if (!(getConfigAttrib(n, EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER)) { // Only consider RGB(A) EGLConfigs continue; } if (!(getConfigAttrib(n, EGL_SURFACE_TYPE) & EGL_WINDOW_BIT)) { // Only consider window EGLConfigs continue; } if (ctxconfig->api == GLFW_OPENGL_ES_API) { if (ctxconfig->major == 1) { if (!(getConfigAttrib(n, EGL_RENDERABLE_TYPE) & EGL_OPENGL_ES_BIT)) continue; } else { if (!(getConfigAttrib(n, EGL_RENDERABLE_TYPE) & EGL_OPENGL_ES2_BIT)) continue; } } else if (ctxconfig->api == GLFW_OPENGL_API) { if (!(getConfigAttrib(n, EGL_RENDERABLE_TYPE) & EGL_OPENGL_BIT)) continue; } u->redBits = getConfigAttrib(n, EGL_RED_SIZE); u->greenBits = getConfigAttrib(n, EGL_GREEN_SIZE); u->blueBits = getConfigAttrib(n, EGL_BLUE_SIZE); u->alphaBits = getConfigAttrib(n, EGL_ALPHA_SIZE); u->depthBits = getConfigAttrib(n, EGL_DEPTH_SIZE); u->stencilBits = getConfigAttrib(n, EGL_STENCIL_SIZE); u->samples = getConfigAttrib(n, EGL_SAMPLES); u->doublebuffer = GL_TRUE; u->egl = n; usableCount++; } closest = _glfwChooseFBConfig(desired, usableConfigs, usableCount); if (closest) *result = closest->egl; free(nativeConfigs); free(usableConfigs); return closest ? GL_TRUE : GL_FALSE; } ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// // Initialize EGL // int _glfwInitContextAPI(void) { if (!_glfwInitTLS()) return GL_FALSE; _glfw.egl.display = eglGetDisplay((EGLNativeDisplayType)_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 _glfwTerminateContextAPI(void) { eglTerminate(_glfw.egl.display); _glfwTerminateTLS(); } #define setEGLattrib(attribName, attribValue) \ { \ attribs[index++] = attribName; \ attribs[index++] = attribValue; \ assert((size_t) index < sizeof(attribs) / sizeof(attribs[0])); \ } // Create the OpenGL or OpenGL ES context // int _glfwCreateContext(_GLFWwindow* window, const _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig) { int attribs[40]; EGLConfig config; EGLContext share = NULL; if (ctxconfig->share) share = ctxconfig->share->egl.context; if (!chooseFBConfigs(ctxconfig, fbconfig, &config)) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to find a suitable EGLConfig"); return GL_FALSE; } #if defined(_GLFW_X11) // Retrieve the visual corresponding to the chosen EGL config { EGLint count = 0; 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) { _glfwInputError(GLFW_PLATFORM_ERROR, "EGL: Failed to retrieve visual for EGLConfig"); return GL_FALSE; } } #endif // _GLFW_X11 if (ctxconfig->api == GLFW_OPENGL_ES_API) { if (!eglBindAPI(EGL_OPENGL_ES_API)) { _glfwInputError(GLFW_API_UNAVAILABLE, "EGL: Failed to bind OpenGL ES: %s", getErrorString(eglGetError())); return GL_FALSE; } } else { if (!eglBindAPI(EGL_OPENGL_API)) { _glfwInputError(GLFW_API_UNAVAILABLE, "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 (ctxconfig->api == GLFW_OPENGL_API) { if (ctxconfig->profile == GLFW_OPENGL_CORE_PROFILE) mask |= EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR; else if (ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE) mask |= EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR; if (ctxconfig->forward) flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR; } if (ctxconfig->debug) flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR; if (ctxconfig->robustness) { if (ctxconfig->robustness == GLFW_NO_RESET_NOTIFICATION) strategy = EGL_NO_RESET_NOTIFICATION_KHR; else if (ctxconfig->robustness == GLFW_LOSE_CONTEXT_ON_RESET) strategy = EGL_LOSE_CONTEXT_ON_RESET_KHR; flags |= EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR; } if (ctxconfig->major != 1 || ctxconfig->minor != 0) { setEGLattrib(EGL_CONTEXT_MAJOR_VERSION_KHR, ctxconfig->major); setEGLattrib(EGL_CONTEXT_MINOR_VERSION_KHR, ctxconfig->minor); } 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 (ctxconfig->api == GLFW_OPENGL_ES_API) setEGLattrib(EGL_CONTEXT_CLIENT_VERSION, ctxconfig->major); setEGLattrib(EGL_NONE, EGL_NONE); } // Context release behaviors (GL_KHR_context_flush_control) are not yet // supported on EGL but are not a hard constraint, so ignore and continue window->egl.context = eglCreateContext(_glfw.egl.display, config, share, attribs); if (window->egl.context == EGL_NO_CONTEXT) { _glfwInputError(GLFW_VERSION_UNAVAILABLE, "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 _GLFWctxconfig* ctxconfig, const _GLFWfbconfig* fbconfig) { #if defined(_GLFW_WIN32) return _GLFW_RECREATION_NOT_NEEDED; #else return 0; #endif } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// void _glfwPlatformMakeContextCurrent(_GLFWwindow* window) { if (window) { if (window->egl.surface == EGL_NO_SURFACE) { window->egl.surface = eglCreateWindowSurface(_glfw.egl.display, window->egl.config, (EGLNativeWindowType)_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); } _glfwSetCurrentContext(window); } void _glfwPlatformSwapBuffers(_GLFWwindow* window) { eglSwapBuffers(_glfw.egl.display, window->egl.surface); } void _glfwPlatformSwapInterval(int interval) { eglSwapInterval(_glfw.egl.display, interval); } 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; } GLFWglproc _glfwPlatformGetProcAddress(const char* procname) { return eglGetProcAddress(procname); } ////////////////////////////////////////////////////////////////////////// ////// GLFW native API ////// ////////////////////////////////////////////////////////////////////////// GLFWAPI EGLDisplay glfwGetEGLDisplay(void) { _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_DISPLAY); return _glfw.egl.display; } GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_CONTEXT); return window->egl.context; } GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* handle) { _GLFWwindow* window = (_GLFWwindow*) handle; _GLFW_REQUIRE_INIT_OR_RETURN(EGL_NO_SURFACE); return window->egl.surface; }