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      1 /*
      2  * Copyright (C) 2011 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #ifndef ANDROID_FILTERFW_CORE_GL_ENV_H
     18 #define ANDROID_FILTERFW_CORE_GL_ENV_H
     19 
     20 #include <string>
     21 #include <utility>
     22 #include <map>
     23 
     24 #include "base/logging.h"
     25 #include "base/utilities.h"
     26 
     27 #include <GLES2/gl2.h>
     28 #include <EGL/egl.h>
     29 
     30 #include <gui/ISurfaceTexture.h>
     31 #include <gui/SurfaceTextureClient.h>
     32 
     33 namespace android {
     34 namespace filterfw {
     35 
     36 class ShaderProgram;
     37 class VertexFrame;
     38 
     39 class WindowHandle {
     40   public:
     41     virtual ~WindowHandle() {
     42     }
     43 
     44     virtual void Destroy() = 0;
     45 
     46     virtual bool Equals(const WindowHandle* window) const {
     47       return InternalHandle() == window->InternalHandle();
     48     }
     49 
     50     virtual const void* InternalHandle() const = 0;
     51 
     52     virtual void* InternalHandle() = 0;
     53 };
     54 
     55 // The GLEnv class provides functionality related to the EGL environment, which
     56 // includes the display, context, and surface. It is possible to either create
     57 // a new environment or base it off the currently active EGL environment. In
     58 // order to do the latter, an EGL environment must be setup already (though not
     59 // necessarily through this class), and have an active display, context, and
     60 // surface.
     61 class GLEnv {
     62   public:
     63     // Constructing and Activating /////////////////////////////////////////////
     64     // Constructs a new GLEnv object. This does not create a GL context.
     65     GLEnv();
     66 
     67     // Destructor. Tears down and deallocates any GL objects that were created
     68     // by this instance.
     69     ~GLEnv();
     70 
     71     // Inits a new GL environment, including a new surface and context. You
     72     // must call Activate() before performing any GL operations.
     73     bool InitWithNewContext();
     74 
     75     // Inits the GL environment from the current GL environment. Use this when
     76     // there is already a display, surface and context available (possibly
     77     // created by the host application). You do not need to call Activate() as
     78     // this context is active already.
     79     bool InitWithCurrentContext();
     80 
     81     // Activates the environment, and makes the associated GL context the
     82     // current context. Creates the environment, if it has not been created
     83     // already. Returns true if the activation was successful.
     84     bool Activate();
     85 
     86     // Deactivates the environment. Returns true if the deactivation was
     87     // successful. You may want to call this when moving a context to another
     88     // thread. In this case, deactivate the GLEnv in the old thread, and
     89     // reactivate it in the new thread.
     90     bool Deactivate();
     91 
     92     // When rendering to a visible surface, call this to swap between the
     93     // offscreen and onscreen buffers. Returns true if the buffer swap was
     94     // successful.
     95     bool SwapBuffers();
     96 
     97     // Working with Surfaces ///////////////////////////////////////////////////
     98 
     99     // Add a surface to the environment. This surface will now be managed (and
    100     // owned) by the GLEnv instance. Returns the id of the surface.
    101     int AddSurface(const EGLSurface& surface);
    102 
    103     // Add a window surface to the environment. The window is passed in as
    104     // an opaque window handle.
    105     // This surface will now be managed (and owned) by the GLEnv instance.
    106     // Returns the id of the surface.
    107     int AddWindowSurface(const EGLSurface& surface, WindowHandle* window_handle);
    108 
    109     // Switch to the surface with the specified id. This will make the surface
    110     // active, if it is not active already. Specify an ID of 0 if you would like
    111     // to switch to the default surface. Returns true if successful.
    112     bool SwitchToSurfaceId(int surface_id);
    113 
    114     // Release the surface with the specified id. This will deallocate the
    115     // surface. If this is the active surface, the environment will switch to
    116     // the default surface (0) first. You cannot release the default surface.
    117     bool ReleaseSurfaceId(int surface_id);
    118 
    119     // Set the timestamp for the current surface. Must be called
    120     // before swapBuffers to associate the timestamp with the frame
    121     // resulting from swapBuffers.
    122     bool SetSurfaceTimestamp(int64_t timestamp);
    123 
    124     // Looks for a surface with the associated window handle. Returns -1 if no
    125     // surface with such a window was found.
    126     int FindSurfaceIdForWindow(const WindowHandle* window_handle);
    127 
    128     // Obtain the environment's EGL surface.
    129     const EGLSurface& surface() const {
    130       return surfaces_.find(surface_id_)->second.first;
    131     }
    132 
    133     // Working with Contexts ///////////////////////////////////////////////////
    134 
    135     // Add a context to the environment. This context will now be managed (and
    136     // owned) by the GLEnv instance. Returns the id of the context.
    137     int AddContext(const EGLContext& context);
    138 
    139     // Switch to the context with the specified id. This will make the context
    140     // active, if it is not active already. Specify an ID of 0 if you would like
    141     // to switch to the default context. Returns true if successful.
    142     bool SwitchToContextId(int context_id);
    143 
    144     // Release the context with the specified id. This will deallocate the
    145     // context. If this is the active context, the environment will switch to
    146     // the default context (0) first. You cannot release the default context.
    147     void ReleaseContextId(int context_id);
    148 
    149     // Obtain the environment's EGL context.
    150     const EGLContext& context() const {
    151       return contexts_.find(context_id_)->second;
    152     }
    153 
    154     // Working with the Display ////////////////////////////////////////////////
    155 
    156     // Obtain the environment's EGL display.
    157     const EGLDisplay& display() const {
    158       return display_;
    159     }
    160 
    161     // Inspecting the environment //////////////////////////////////////////////
    162     // Returns true if the environment is active in the current thread.
    163     bool IsActive() const;
    164 
    165     // Returns true if the environment's context is active in the curent thread.
    166     bool IsContextActive() const;
    167 
    168     // Returns true if there is any EGL context active in the current thread.
    169     // This need not be a context created by a GLEnv instance.
    170     static bool IsAnyContextActive();
    171 
    172     // Attaching GL objects ////////////////////////////////////////////////////
    173 
    174     // Attach a shader to the environment. The environment takes ownership of
    175     // the shader.
    176     void AttachShader(int key, ShaderProgram* shader);
    177 
    178     // Attach a vertex frame to the environment. The environment takes ownership
    179     // of the frame.
    180     void AttachVertexFrame(int key, VertexFrame* frame);
    181 
    182     // Return the shader with the specified key, or NULL if there is no such
    183     // shader attached to this environment.
    184     ShaderProgram* ShaderWithKey(int key);
    185 
    186     // Return the vertex frame with the specified key, or NULL if there is no
    187     // such frame attached to this environment.
    188     VertexFrame* VertexFrameWithKey(int key);
    189 
    190     // Static methods //////////////////////////////////////////////////////////
    191     // These operate on the currently active environment!
    192 
    193     // Checks if the current environment is in a GL error state. If so, it will
    194     // output an error message referencing the given operation string. Returns
    195     // true if there was at least one error.
    196     static bool CheckGLError(const std::string& operation);
    197 
    198     // Checks if the current environment is in an EGL error state. If so, it
    199     // will output an error message referencing the given operation string.
    200     // Returns true if there was at least one error.
    201     static bool CheckEGLError(const std::string& operation);
    202 
    203     // Get the currently used (shader) program.
    204     static GLuint GetCurrentProgram();
    205 
    206     // Get the currently active display.
    207     static EGLDisplay GetCurrentDisplay();
    208 
    209     // Returns the number of components for a given GL type. For instance,
    210     // returns 4 for vec4, and 16 for mat4.
    211     static int NumberOfComponents(GLenum type);
    212 
    213   private:
    214     typedef std::pair<EGLSurface, WindowHandle*> SurfaceWindowPair;
    215 
    216     // Initializes a new GL environment.
    217     bool Init();
    218 
    219     // Returns true if one of the Inits has been called successfully on this
    220     // instance.
    221     bool IsInitialized() const;
    222 
    223     // Outputs error messages specific to the operation eglMakeCurrent().
    224     // Returns true if there was at least one error.
    225     static bool CheckEGLMakeCurrentError();
    226 
    227     // The EGL display, contexts, and surfaces.
    228     EGLDisplay display_;
    229     std::map<int, EGLContext> contexts_;
    230     std::map<int, SurfaceWindowPair> surfaces_;
    231 
    232     // The currently active context and surface ids.
    233     int context_id_;
    234     int surface_id_;
    235 
    236     // Dummy surface for context
    237     sp<ANativeWindow> window_;
    238 
    239     // Dummy SurfaceTexture for context
    240     sp<SurfaceTexture> surfaceTexture_;
    241 
    242     // The maximum surface id used.
    243     int max_surface_id_;
    244 
    245     // These bools keep track of which objects this GLEnv has created (and
    246     // owns).
    247     bool created_context_;
    248     bool created_surface_;
    249     bool initialized_;
    250 
    251     // Attachments that GL objects can add to the environment.
    252     std::map<int, ShaderProgram*> attached_shaders_;
    253     std::map<int, VertexFrame*> attached_vframes_;
    254 
    255     DISALLOW_COPY_AND_ASSIGN(GLEnv);
    256 };
    257 
    258 } // namespace filterfw
    259 } // namespace android
    260 
    261 #endif  // ANDROID_FILTERFW_CORE_GL_ENV_H
    262