/* ** Copyright 2007, The Android Open Source Project ** ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** ** http://www.apache.org/licenses/LICENSE-2.0 ** ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. */ #ifndef ANDROID_EGL_DISPLAY_H #define ANDROID_EGL_DISPLAY_H #include <ctype.h> #include <stdint.h> #include <stdlib.h> #include <EGL/egl.h> #include <EGL/eglext.h> #include <GLES/gl.h> #include <GLES/glext.h> #include <cutils/compiler.h> #include <utils/SortedVector.h> #include <utils/threads.h> #include <utils/String8.h> #include "egldefs.h" #include "hooks.h" // ---------------------------------------------------------------------------- namespace android { // ---------------------------------------------------------------------------- class egl_object_t; class egl_context_t; class egl_connection_t; // ---------------------------------------------------------------------------- class EGLAPI egl_display_t { // marked as EGLAPI for testing purposes static egl_display_t sDisplay[NUM_DISPLAYS]; EGLDisplay getDisplay(EGLNativeDisplayType display); void loseCurrentImpl(egl_context_t * cur_c); public: enum { NOT_INITIALIZED = 0, INITIALIZED = 1, TERMINATED = 2 }; egl_display_t(); ~egl_display_t(); EGLBoolean initialize(EGLint *major, EGLint *minor); EGLBoolean terminate(); // add object to this display's list void addObject(egl_object_t* object); // remove object from this display's list void removeObject(egl_object_t* object); // add reference to this object. returns true if this is a valid object. bool getObject(egl_object_t* object) const; // These notifications allow the display to keep track of how many window // surfaces exist, which it uses to decide whether to hibernate the // underlying EGL implementation. They can be called by any thread without // holding a lock, but must be called via egl_display_ptr to ensure // proper hibernate/wakeup sequencing. If a surface destruction triggers // hibernation, hibernation will be delayed at least until the calling // thread's egl_display_ptr is destroyed. void onWindowSurfaceCreated() { mHibernation.incWakeCount(HibernationMachine::STRONG); } void onWindowSurfaceDestroyed() { mHibernation.decWakeCount(HibernationMachine::STRONG); } static egl_display_t* get(EGLDisplay dpy); static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp); EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c, EGLSurface draw, EGLSurface read, EGLContext ctx, EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx); static void loseCurrent(egl_context_t * cur_c); inline bool isReady() const { return (refs > 0); } inline bool isValid() const { return magic == '_dpy'; } inline bool isAlive() const { return isValid(); } char const * getVendorString() const { return mVendorString.string(); } char const * getVersionString() const { return mVersionString.string(); } char const * getClientApiString() const { return mClientApiString.string(); } char const * getExtensionString() const { return mExtensionString.string(); } inline uint32_t getRefsCount() const { return refs; } struct strings_t { char const * vendor; char const * version; char const * clientApi; char const * extensions; }; struct DisplayImpl { DisplayImpl() : dpy(EGL_NO_DISPLAY), state(NOT_INITIALIZED) { } EGLDisplay dpy; EGLint state; strings_t queryString; }; private: uint32_t magic; public: DisplayImpl disp; bool finishOnSwap; // property: debug.egl.finish bool traceGpuCompletion; // property: debug.egl.traceGpuCompletion private: friend class egl_display_ptr; bool enter() { return mHibernation.incWakeCount(HibernationMachine::WEAK); } void leave() { return mHibernation.decWakeCount(HibernationMachine::WEAK); } uint32_t refs; mutable Mutex lock; SortedVector<egl_object_t*> objects; String8 mVendorString; String8 mVersionString; String8 mClientApiString; String8 mExtensionString; // HibernationMachine uses its own internal mutex to protect its own data. // The owning egl_display_t's lock may be but is not required to be held // when calling HibernationMachine methods. As a result, nothing in this // class may call back up to egl_display_t directly or indirectly. class HibernationMachine { public: // STRONG refs cancel (inc) or initiate (dec) a hibernation attempt // the next time the wakecount reaches zero. WEAK refs don't affect // whether a hibernation attempt will be made. Use STRONG refs only // for infrequent/heavy changes that are likely to indicate the // EGLDisplay is entering or leaving a long-term idle state. enum WakeRefStrength { WEAK = 0, STRONG = 1, }; HibernationMachine(): mWakeCount(0), mHibernating(false), mAttemptHibernation(false), mDpyValid(false), #if BOARD_ALLOW_EGL_HIBERNATION mAllowHibernation(true) #else mAllowHibernation(false) #endif {} ~HibernationMachine() {} bool incWakeCount(WakeRefStrength strenth); void decWakeCount(WakeRefStrength strenth); void setDisplayValid(bool valid); private: Mutex mLock; int32_t mWakeCount; bool mHibernating; bool mAttemptHibernation; bool mDpyValid; const bool mAllowHibernation; }; HibernationMachine mHibernation; }; // ---------------------------------------------------------------------------- // An egl_display_ptr is a kind of smart pointer for egl_display_t objects. // It doesn't refcount the egl_display_t, but does ensure that the underlying // EGL implementation is "awake" (not hibernating) and ready for use as long // as the egl_display_ptr exists. class egl_display_ptr { public: explicit egl_display_ptr(egl_display_t* dpy): mDpy(dpy) { if (mDpy) { if (CC_UNLIKELY(!mDpy->enter())) { mDpy = NULL; } } } // We only really need a C++11 move constructor, not a copy constructor. // A move constructor would save an enter()/leave() pair on every EGL API // call. But enabling -std=c++0x causes lots of errors elsewhere, so I // can't use a move constructor until those are cleaned up. // // egl_display_ptr(egl_display_ptr&& other) { // mDpy = other.mDpy; // other.mDpy = NULL; // } // egl_display_ptr(const egl_display_ptr& other): mDpy(other.mDpy) { if (mDpy) { mDpy->enter(); } } ~egl_display_ptr() { if (mDpy) { mDpy->leave(); } } const egl_display_t* operator->() const { return mDpy; } egl_display_t* operator->() { return mDpy; } const egl_display_t* get() const { return mDpy; } egl_display_t* get() { return mDpy; } operator bool() const { return mDpy != NULL; } private: egl_display_t* mDpy; // non-assignable egl_display_ptr& operator=(const egl_display_ptr&); }; // ---------------------------------------------------------------------------- inline egl_display_ptr get_display(EGLDisplay dpy) { return egl_display_ptr(egl_display_t::get(dpy)); } // Does not ensure EGL is unhibernated. Use with caution: calls into the // underlying EGL implementation are not safe. inline egl_display_t* get_display_nowake(EGLDisplay dpy) { return egl_display_t::get(dpy); } // ---------------------------------------------------------------------------- egl_display_ptr validate_display(EGLDisplay dpy); egl_display_ptr validate_display_connection(EGLDisplay dpy, egl_connection_t*& cnx); EGLBoolean validate_display_context(EGLDisplay dpy, EGLContext ctx); EGLBoolean validate_display_surface(EGLDisplay dpy, EGLSurface surface); // ---------------------------------------------------------------------------- }; // namespace android // ---------------------------------------------------------------------------- #endif // ANDROID_EGL_DISPLAY_H