glfw/src/egl_opengl.c
2012-11-27 13:07:26 +01:00

603 lines
18 KiB
C

//========================================================================
// 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 <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>
//========================================================================
// 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_EGL)
{
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);
}
//========================================================================
// Copies the specified OpenGL state categories from src to dst
//========================================================================
void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"EGL: Context copying not supported by EGL");
}