//======================================================================== // 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 //======================================================================== // 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; //======================================================================== // Returns the specified attribute of the specified EGLConfig //======================================================================== static int getConfigAttrib(EGLConfig config, int attrib) { int value; eglGetConfigAttrib(_glfwLibrary.EGL.display, config, attrib, &value); return value; } //======================================================================== // Return a list of available and usable framebuffer configs //======================================================================== static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, unsigned int* found) { EGLConfig* configs; _GLFWfbconfig* result; int i, count = 0; *found = 0; eglGetConfigs(_glfwLibrary.EGL.display, NULL, 0, &count); configs = (EGLConfig*) malloc(sizeof(EGLConfig) * count); if (!configs) { _glfwSetError(GLFW_OUT_OF_MEMORY, NULL); return NULL; } eglGetConfigs(_glfwLibrary.EGL.display, configs, count, &count); if (!count) { free(configs); _glfwSetError(GLFW_API_UNAVAILABLE, "EGL: No EGLConfigs returned"); return NULL; } result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count); if (!result) { free(configs); _glfwSetError(GLFW_OUT_OF_MEMORY, NULL); return NULL; } for (i = 0; i < count; i++) { _GLFWfbconfig* f = result + *found; if (!getConfigAttrib(configs[i], EGL_NATIVE_VISUAL_ID)) { // Only consider EGLConfigs with associated visuals continue; } if (!(getConfigAttrib(configs[i], EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER)) { // Only consider RGB(A) EGLConfigs continue; } if (!(getConfigAttrib(configs[i], EGL_SURFACE_TYPE) & EGL_WINDOW_BIT)) { // Only consider window EGLConfigs continue; } if (wndconfig->clientAPI == GLFW_OPENGL_ES_API) { 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; } } else if (wndconfig->clientAPI == GLFW_OPENGL_API) { if (!(getConfigAttrib(configs[i], EGL_RENDERABLE_TYPE) & EGL_OPENGL_BIT)) continue; } f->redBits = getConfigAttrib(configs[i], EGL_RED_SIZE); f->greenBits = getConfigAttrib(configs[i], EGL_GREEN_SIZE); f->blueBits = getConfigAttrib(configs[i], EGL_BLUE_SIZE); f->alphaBits = getConfigAttrib(configs[i], EGL_ALPHA_SIZE); f->depthBits = getConfigAttrib(configs[i], EGL_DEPTH_SIZE); f->stencilBits = getConfigAttrib(configs[i], EGL_STENCIL_SIZE); f->samples = getConfigAttrib(configs[i], EGL_SAMPLES); f->platformID = (GLFWintptr) getConfigAttrib(configs[i], EGL_CONFIG_ID); (*found)++; } free(configs); return result; } //======================================================================== // Create the actual OpenGL(|ES) context //======================================================================== #define setEGLattrib(attribs, index, attribName, attribValue) \ { \ attribs[index++] = attribName; \ attribs[index++] = attribValue; \ } static int createContext(_GLFWwindow* window, const _GLFWwndconfig* wndconfig, EGLint fbconfigID) { int attribs[40]; EGLint count, index; EGLConfig config; EGLContext share = NULL; if (wndconfig->share) share = wndconfig->share->EGL.context; // Retrieve the previously selected EGLConfig { index = 0; setEGLattrib(attribs, index, EGL_CONFIG_ID, fbconfigID); setEGLattrib(attribs, index, EGL_NONE, EGL_NONE); eglChooseConfig(_glfwLibrary.EGL.display, attribs, &config, 1, &count); if (!count) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: Failed to retrieve the selected EGLConfig"); return GL_FALSE; } } // Retrieve the corresponding visual // NOTE: This is the only non-portable code in this file. // Maybe it would not hurt too much to add #ifdefs for different platforms? #if defined(_GLFW_X11) { int mask; EGLint redBits, greenBits, blueBits, alphaBits, visualID = 0; XVisualInfo info; eglGetConfigAttrib(_glfwLibrary.EGL.display, config, EGL_NATIVE_VISUAL_ID, &visualID); info.screen = _glfwLibrary.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(_glfwLibrary.EGL.display, config, EGL_RED_SIZE, &redBits); eglGetConfigAttrib(_glfwLibrary.EGL.display, config, EGL_GREEN_SIZE, &greenBits); eglGetConfigAttrib(_glfwLibrary.EGL.display, config, EGL_BLUE_SIZE, &blueBits); eglGetConfigAttrib(_glfwLibrary.EGL.display, config, EGL_ALPHA_SIZE, &alphaBits); info.depth = redBits + greenBits + blueBits + alphaBits; mask |= VisualDepthMask; } window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display, mask, &info, &count); if (window->EGL.visual == NULL) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: Failed to retrieve visual for EGLConfig"); return GL_FALSE; } } #endif if (wndconfig->clientAPI == GLFW_OPENGL_ES_API) { if (!eglBindAPI(EGL_OPENGL_ES_API)) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: OpenGL ES is not supported"); return GL_FALSE; } } else { if (!eglBindAPI(EGL_OPENGL_API)) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: OpenGL is not supported"); return GL_FALSE; } } index = 0; if (_glfwLibrary.EGL.KHR_create_context) { setEGLattrib(attribs, index, EGL_CONTEXT_MAJOR_VERSION_KHR, wndconfig->glMajor); setEGLattrib(attribs, index, EGL_CONTEXT_MINOR_VERSION_KHR, wndconfig->glMinor); if (wndconfig->glForward || wndconfig->glDebug || wndconfig->glRobustness) { int flags = 0; if (wndconfig->glForward) flags |= EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR; if (wndconfig->glDebug) flags |= EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR; if (wndconfig->glRobustness) flags |= EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR; setEGLattrib(attribs, index, EGL_CONTEXT_FLAGS_KHR, flags); } if (wndconfig->glProfile) { int flags = 0; if (wndconfig->glProfile == GLFW_OPENGL_CORE_PROFILE) flags = EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR; else if (wndconfig->glProfile == GLFW_OPENGL_COMPAT_PROFILE) flags = EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR; setEGLattrib(attribs, index, EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, flags); } if (wndconfig->glRobustness) { int strategy; if (wndconfig->glRobustness == GLFW_OPENGL_NO_RESET_NOTIFICATION) strategy = EGL_NO_RESET_NOTIFICATION_KHR; else if (wndconfig->glRobustness == GLFW_OPENGL_LOSE_CONTEXT_ON_RESET) strategy = EGL_LOSE_CONTEXT_ON_RESET_KHR; setEGLattrib(attribs, index, EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR, strategy); } } else { if (wndconfig->clientAPI == GLFW_OPENGL_ES_API) setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, wndconfig->glMajor); } setEGLattrib(attribs, index, EGL_NONE, EGL_NONE); window->EGL.context = eglCreateContext(_glfwLibrary.EGL.display, config, share, attribs); if (window->EGL.context == EGL_NO_CONTEXT) { // TODO: Handle all the various error codes here _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: Failed to create context"); return GL_FALSE; } window->EGL.config = config; return GL_TRUE; } #undef setEGLattrib ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialize EGL //======================================================================== int _glfwInitOpenGL(void) { #ifdef _GLFW_DLOPEN_LIBEGL int i; char* libEGL_names[ ] = { "libEGL.so", "libEGL.so.1", "/usr/lib/libEGL.so", "/usr/lib/libEGL.so.1", NULL }; for (i = 0; libEGL_names[i] != NULL; i++) { _glfwLibrary.EGL.libEGL = dlopen(libEGL_names[i], RTLD_LAZY | RTLD_GLOBAL); if (_glfwLibrary.EGL.libEGL) break; } if (!_glfwLibrary.EGL.libEGL) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: Failed to find libEGL"); return GL_FALSE; } #endif _glfwLibrary.EGL.display = eglGetDisplay(_GLFW_EGL_NATIVE_DISPLAY); if (_glfwLibrary.EGL.display == EGL_NO_DISPLAY) { _glfwSetError(GLFW_API_UNAVAILABLE, "EGL: Failed to get EGL display"); return GL_FALSE; } if (!eglInitialize(_glfwLibrary.EGL.display, &_glfwLibrary.EGL.majorVersion, &_glfwLibrary.EGL.minorVersion)) { _glfwSetError(GLFW_API_UNAVAILABLE, "EGL: Failed to initialize EGL"); return GL_FALSE; } if (_glfwPlatformExtensionSupported("EGL_KHR_create_context")) _glfwLibrary.EGL.KHR_create_context = GL_TRUE; return GL_TRUE; } //======================================================================== // Terminate EGL //======================================================================== void _glfwTerminateOpenGL(void) { #ifdef _GLFW_DLOPEN_LIBEGL if (_glfwLibrary.EGL.libEGL != NULL) { dlclose(_glfwLibrary.EGL.libEGL); _glfwLibrary.EGL.libEGL = NULL; } #endif eglTerminate(_glfwLibrary.EGL.display); } //======================================================================== // 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; fbconfigs = getFBConfigs(window, wndconfig, &fbcount); if (!fbconfigs) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: No usable EGLFBConfigs found"); return GL_FALSE; } result = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount); if (!result) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: No EGLFBConfig matched the criteria"); free(fbconfigs); return GL_FALSE; } closest = *result; free(fbconfigs); } return createContext(window, wndconfig, closest.platformID); } //======================================================================== // Destroy the OpenGL context //======================================================================== void _glfwDestroyContext(_GLFWwindow* window) { if (window->EGL.visual) { XFree(window->EGL.visual); window->EGL.visual = NULL; } if (window->EGL.surface) { eglDestroySurface(_glfwLibrary.EGL.display, window->EGL.surface); window->EGL.surface = EGL_NO_SURFACE; } if (window->EGL.context) { eglDestroyContext(_glfwLibrary.EGL.display, window->EGL.context); window->EGL.context = EGL_NO_CONTEXT; } } //======================================================================== // 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(_glfwLibrary.EGL.display, window->EGL.config, _GLFW_EGL_NATIVE_WINDOW, NULL); if (window->EGL.surface == EGL_NO_SURFACE) { _glfwSetError(GLFW_PLATFORM_ERROR, "EGL: Failed to create window surface"); } } eglMakeCurrent(_glfwLibrary.EGL.display, window->EGL.surface, window->EGL.surface, window->EGL.context); } else { eglMakeCurrent(_glfwLibrary.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(_glfwLibrary.EGL.display, window->EGL.surface); } //======================================================================== // Set double buffering swap interval //======================================================================== void _glfwPlatformSwapInterval(int interval) { eglSwapInterval(_glfwLibrary.EGL.display, interval); } //======================================================================== // Check if an OpenGL extension is available at runtime //======================================================================== int _glfwPlatformExtensionSupported(const char* extension) { const char* extensions; extensions = eglQueryString(_glfwLibrary.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 _glfw_eglGetProcAddress(procname); }