glfw/src/x11_egl_opengl.c

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2012-04-25 04:58:27 +00:00
//========================================================================
// GLFW - An OpenGL library
// Platform: X11/EGL/GLES
// 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>
// Max number of EGL configuration we handle
#define _GLFW_EGL_CONFIG_IN 15
//========================================================================
// Returns the specified attribute of the specified EGLConfig
//========================================================================
static int getFBConfigAttrib(_GLFWwindow* window, EGLConfig fbconfig, int attrib)
{
int value;
eglGetConfigAttrib(_glfwLibrary.EGL.display, fbconfig, attrib, &value);
return value;
}
//========================================================================
// Return a list of available and usable framebuffer configs
//========================================================================
static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
{
EGLConfig fbconfigs[_GLFW_EGL_CONFIG_IN];
_GLFWfbconfig* result;
int i, count = 0;
*found = 0;
eglGetConfigs(_glfwLibrary.EGL.display, fbconfigs,
_GLFW_EGL_CONFIG_IN, &count);
if (!count)
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
"X11/EGL: No EGLConfigs returned");
return NULL;
}
result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count);
if (!result)
{
_glfwSetError(GLFW_OUT_OF_MEMORY,
"X11/EGL: Failed to allocate _GLFWfbconfig array");
return NULL;
}
for (i = 0; i < count; i++)
{
if (!getFBConfigAttrib(window, fbconfigs[i], EGL_NATIVE_VISUAL_ID))
{
// Only consider EGLConfigs with associated visuals
continue;
}
if (!(getFBConfigAttrib(window,
fbconfigs[i],
EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER))
{
// Only consider RGB(A) EGLConfigs
continue;
}
if (!(getFBConfigAttrib(window, fbconfigs[i], EGL_RENDERABLE_TYPE) & EGL_WINDOW_BIT))
{
// Only consider window EGLConfigs
continue;
}
result[*found].redBits = getFBConfigAttrib(window, fbconfigs[i], EGL_RED_SIZE);
result[*found].greenBits = getFBConfigAttrib(window, fbconfigs[i], EGL_GREEN_SIZE);
result[*found].blueBits = getFBConfigAttrib(window, fbconfigs[i], EGL_BLUE_SIZE);
result[*found].alphaBits = getFBConfigAttrib(window, fbconfigs[i], EGL_ALPHA_SIZE);
result[*found].depthBits = getFBConfigAttrib(window, fbconfigs[i], EGL_DEPTH_SIZE);
result[*found].stencilBits = getFBConfigAttrib(window, fbconfigs[i], EGL_STENCIL_SIZE);
result[*found].samples = getFBConfigAttrib(window, fbconfigs[i], EGL_SAMPLES);
result[*found].platformID = (GLFWintptr) getFBConfigAttrib(window, fbconfigs[i], EGL_CONFIG_ID);
(*found)++;
}
return result;
}
//========================================================================
// Read back framebuffer parameters from the context
//========================================================================
static void refreshContextParams(_GLFWwindow* window, EGLint fbconfigID)
{
EGLint dummy;
EGLConfig fbconfig[_GLFW_EGL_CONFIG_IN];
int attribs[] = { EGL_CONFIG_ID, fbconfigID, None };
eglChooseConfig(_glfwLibrary.EGL.display,
attribs,
fbconfig,
_GLFW_EGL_CONFIG_IN,
&dummy);
if (!dummy)
{
// This should never ever happen
// TODO: Flag this as an error and propagate up
_glfwSetError(GLFW_PLATFORM_ERROR, "X11/EGL: Cannot find known "
"EGLConfig by ID. This cannot "
"happen. Have a nice day.\n");
abort();
}
// There is no clear definition of an "accelerated" context on X11/EGL, and
// true sounds better than false, so we hardcode true here
window->accelerated = GL_TRUE;
window->redBits = getFBConfigAttrib(window, *fbconfig, EGL_RED_SIZE);
window->greenBits = getFBConfigAttrib(window, *fbconfig, EGL_GREEN_SIZE);
window->blueBits = getFBConfigAttrib(window, *fbconfig, EGL_BLUE_SIZE);
window->alphaBits = getFBConfigAttrib(window, *fbconfig, EGL_ALPHA_SIZE);
window->depthBits = getFBConfigAttrib(window, *fbconfig, EGL_DEPTH_SIZE);
window->stencilBits = getFBConfigAttrib(window, *fbconfig, EGL_STENCIL_SIZE);
// Get FSAA buffer sample count
window->samples = getFBConfigAttrib(window, *fbconfig, EGL_SAMPLES);
}
//========================================================================
// 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 dummy, index, vid;
EGLConfig fbconfig[_GLFW_EGL_CONFIG_IN];
EGLContext share = NULL;
XVisualInfo visTemplate;
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, None, None);
eglChooseConfig(_glfwLibrary.EGL.display,
attribs,
fbconfig,
_GLFW_EGL_CONFIG_IN,
&dummy);
if (!dummy)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/EGL: Failed to retrieve the selected EGLConfig");
return GL_FALSE;
}
}
// Retrieve the corresponding visual
if (!eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig, EGL_NATIVE_VISUAL_ID, &vid)) {
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/EGL: Failed to retrieve visual for EGLConfig");
return GL_FALSE;
}
// The X window visual must match the EGL config
visTemplate.visualid = vid;
window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display, VisualIDMask, &visTemplate, &dummy);
if (window->EGL.visual == NULL) {
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/GLX: Failed to retrieve visual for EGLConfig");
return GL_FALSE;
}
if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE)
{
setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, 2);
}
else
{
setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, 1);
}
setEGLattrib(attribs, index, EGL_NONE, EGL_NONE);
eglBindAPI(EGL_OPENGL_ES_API);
window->EGL.context = eglCreateContext(_glfwLibrary.EGL.display, *fbconfig, share, attribs);
if (window->EGL.context == EGL_NO_CONTEXT)
{
// TODO: Handle all the various error codes here
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/EGL: Failed to create OpenGL(|ES) context");
return GL_FALSE;
}
refreshContextParams(window, fbconfigID);
return GL_TRUE;
}
#undef setEGLattrib
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Initialize EGL
//========================================================================
int _glfwInitOpenGL(void)
{
#ifdef _GLFW_DLOPEN_LIBGL
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, "X11/EGL: Failed to find libEGL");
return GL_FALSE;
}
#endif
_glfwLibrary.EGL.display = eglGetDisplay((EGLNativeDisplayType)_glfwLibrary.X11.display);
if (_glfwLibrary.EGL.display == EGL_NO_DISPLAY)
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
"X11/EGL: Failed to get EGL display");
return GL_FALSE;
}
if (!eglInitialize(_glfwLibrary.EGL.display,
&_glfwLibrary.EGL.majorVersion,
&_glfwLibrary.EGL.minorVersion))
{
_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
"X11/EGL: Failed to initialize EGL");
return GL_FALSE;
}
return GL_TRUE;
}
//========================================================================
// Terminate EGL
//========================================================================
void _glfwTerminateOpenGL(void)
{
// Unload libEGL.so if necessary
#ifdef _GLFW_DLOPEN_LIBGL
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, &fbcount);
if (!fbconfigs)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/EGL: No usable EGLFBConfigs found");
return GL_FALSE;
}
result = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount);
if (!result)
{
_glfwSetError(GLFW_PLATFORM_ERROR,
"X11/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.context)
{
// Release and destroy the context
eglMakeCurrent(_glfwLibrary.EGL.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
window->EGL.context = NULL;
}
}
//========================================================================
// Make the OpenGL context associated with the specified window current
//========================================================================
void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
{
if (window)
{
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);
}
//========================================================================
// Swap OpenGL buffers
//========================================================================
void _glfwPlatformSwapBuffers(void)
{
eglSwapBuffers(_glfwLibrary.EGL.display,
_glfwLibrary.currentWindow->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;
// Get list of GLX 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
//========================================================================
void* _glfwPlatformGetProcAddress(const char* procname)
{
return (void*) _glfw_eglGetProcAddress(procname);
}
//========================================================================
// Copies the specified OpenGL state categories from src to dst
//========================================================================
void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask)
{
// AFAIK, EGL doesn't have this
}