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SDL_egl.c

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/*
* Simple DirectMedia Layer
* Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.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 "SDL_config.h"
#if SDL_VIDEO_OPENGL_EGL
#include "SDL_sysvideo.h"
#include "SDL_egl.h"
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#if SDL_VIDEO_DRIVER_RPI
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/* Raspbian places the OpenGL ES/EGL binaries in a non standard path */
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#define DEFAULT_EGL "/opt/vc/lib/libEGL.so"
#define DEFAULT_OGL_ES2 "/opt/vc/lib/libGLESv2.so"
#define DEFAULT_OGL_ES_PVR "/opt/vc/lib/libGLES_CM.so"
#define DEFAULT_OGL_ES "/opt/vc/lib/libGLESv1_CM.so"
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#elif SDL_VIDEO_DRIVER_ANDROID
/* Android */
#define DEFAULT_EGL "libEGL.so"
#define DEFAULT_OGL_ES2 "libGLESv2.so"
#define DEFAULT_OGL_ES_PVR "libGLES_CM.so"
#define DEFAULT_OGL_ES "libGLESv1_CM.so"
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#elif SDL_VIDEO_DRIVER_WINRT
/* WinRT (via a modified version of Google's ANGLE library) */
#define DEFAULT_EGL "libEGL.dll"
#define DEFAULT_OGL_ES2 "libGLESv2.dll"
#define DEFAULT_OGL_ES_PVR NULL
#define DEFAULT_OGL_ES NULL
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#else
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/* Desktop Linux */
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#define DEFAULT_EGL "libEGL.so.1"
#define DEFAULT_OGL_ES2 "libGLESv2.so.2"
#define DEFAULT_OGL_ES_PVR "libGLES_CM.so.1"
#define DEFAULT_OGL_ES "libGLESv1_CM.so.1"
#endif /* SDL_VIDEO_DRIVER_RPI */
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#define LOAD_FUNC(NAME) \
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*((void**)&_this->egl_data->NAME) = dlsym(dll_handle, #NAME); \
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if (!_this->egl_data->NAME) \
{ \
return SDL_SetError("Could not retrieve EGL function " #NAME); \
}
/* EGL implementation of SDL OpenGL ES support */
void *
SDL_EGL_GetProcAddress(_THIS, const char *proc)
{
static char procname[1024];
void *handle;
void *retval;
/* eglGetProcAddress is busted on Android http://code.google.com/p/android/issues/detail?id=7681 */
#if !defined(SDL_VIDEO_DRIVER_ANDROID)
handle = _this->egl_data->egl_dll_handle;
if (_this->egl_data->eglGetProcAddress) {
retval = _this->egl_data->eglGetProcAddress(proc);
if (retval) {
return retval;
}
}
#endif
handle = _this->gl_config.dll_handle;
#if defined(__OpenBSD__) && !defined(__ELF__)
#undef dlsym(x,y);
#endif
retval = dlsym(handle, proc);
if (!retval && strlen(proc) <= 1022) {
procname[0] = '_';
strcpy(procname + 1, proc);
retval = dlsym(handle, procname);
}
return retval;
}
void
SDL_EGL_UnloadLibrary(_THIS)
{
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if (_this->egl_data) {
if (_this->egl_data->egl_display) {
_this->egl_data->eglTerminate(_this->egl_data->egl_display);
_this->egl_data->egl_display = NULL;
}
if (_this->gl_config.dll_handle) {
dlclose(_this->gl_config.dll_handle);
_this->gl_config.dll_handle = NULL;
}
if (_this->egl_data->egl_dll_handle) {
dlclose(_this->egl_data->egl_dll_handle);
_this->egl_data->egl_dll_handle = NULL;
}
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SDL_free(_this->egl_data);
_this->egl_data = NULL;
}
}
int
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SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_display)
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void *dll_handle, *egl_dll_handle; /* The naming is counter intuitive, but hey, I just work here -- Gabriel */
char *path;
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int dlopen_flags;
if (_this->egl_data) {
return SDL_SetError("OpenGL ES context already created");
}
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_this->egl_data = (struct SDL_EGL_VideoData *) SDL_calloc(1, sizeof(SDL_EGL_VideoData));
if (!_this->egl_data) {
return SDL_OutOfMemory();
}
#ifdef RTLD_GLOBAL
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dlopen_flags = RTLD_LAZY | RTLD_GLOBAL;
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#else
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dlopen_flags = RTLD_LAZY;
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#endif
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/* A funny thing, loading EGL.so first does not work on the Raspberry, so we load libGL* first */
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#ifdef __WINRT__
path = NULL;
egl_dll_handle = NULL;
#else
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path = getenv("SDL_VIDEO_GL_DRIVER");
egl_dll_handle = dlopen(path, dlopen_flags);
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#endif
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if ((path == NULL) | (egl_dll_handle == NULL)) {
if (_this->gl_config.major_version > 1) {
path = DEFAULT_OGL_ES2;
egl_dll_handle = dlopen(path, dlopen_flags);
} else {
path = DEFAULT_OGL_ES;
egl_dll_handle = dlopen(path, dlopen_flags);
if (egl_dll_handle == NULL) {
path = DEFAULT_OGL_ES_PVR;
egl_dll_handle = dlopen(path, dlopen_flags);
}
}
}
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_this->egl_data->egl_dll_handle = egl_dll_handle;
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if (egl_dll_handle == NULL) {
return SDL_SetError("Could not initialize OpenGL ES library: %s", dlerror());
}
/* Loading libGL* in the previous step took care of loading libEGL.so, but we future proof by double checking */
dll_handle = dlopen(egl_path, dlopen_flags);
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/* Catch the case where the application isn't linked with EGL */
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if ((dlsym(dll_handle, "eglChooseConfig") == NULL) && (egl_path == NULL)) {
dlclose(dll_handle);
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#ifdef __WINRT__
path = NULL;
#else
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path = getenv("SDL_VIDEO_EGL_DRIVER");
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#endif
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if (path == NULL) {
path = DEFAULT_EGL;
}
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dll_handle = dlopen(path, dlopen_flags);
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_this->gl_config.dll_handle = dll_handle;
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if (dll_handle == NULL) {
return SDL_SetError("Could not load EGL library: %s", dlerror());
}
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/* Load new function pointers */
LOAD_FUNC(eglGetDisplay);
LOAD_FUNC(eglInitialize);
LOAD_FUNC(eglTerminate);
LOAD_FUNC(eglGetProcAddress);
LOAD_FUNC(eglChooseConfig);
LOAD_FUNC(eglGetConfigAttrib);
LOAD_FUNC(eglCreateContext);
LOAD_FUNC(eglDestroyContext);
LOAD_FUNC(eglCreateWindowSurface);
LOAD_FUNC(eglDestroySurface);
LOAD_FUNC(eglMakeCurrent);
LOAD_FUNC(eglSwapBuffers);
LOAD_FUNC(eglSwapInterval);
LOAD_FUNC(eglWaitNative);
LOAD_FUNC(eglWaitGL);
_this->egl_data->egl_display = _this->egl_data->eglGetDisplay(native_display);
if (!_this->egl_data->egl_display) {
return SDL_SetError("Could not get EGL display");
}
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
return SDL_SetError("Could not initialize EGL");
}
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_this->gl_config.dll_handle = dll_handle;
_this->egl_data->egl_dll_handle = egl_dll_handle;
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_this->gl_config.driver_loaded = 1;
if (path) {
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strncpy(_this->gl_config.driver_path, path, sizeof(_this->gl_config.driver_path) - 1);
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} else {
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strcpy(_this->gl_config.driver_path, "");
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}
/* We need to select a config here to satisfy some video backends such as X11 */
SDL_EGL_ChooseConfig(_this);
return 0;
}
int
SDL_EGL_ChooseConfig(_THIS)
{
/* 64 seems nice. */
EGLint attribs[64];
EGLint found_configs = 0;
int i;
if (!_this->egl_data) {
/* The EGL library wasn't loaded, SDL_GetError() should have info */
return -1;
}
/* Get a valid EGL configuration */
i = 0;
attribs[i++] = EGL_RED_SIZE;
attribs[i++] = _this->gl_config.red_size;
attribs[i++] = EGL_GREEN_SIZE;
attribs[i++] = _this->gl_config.green_size;
attribs[i++] = EGL_BLUE_SIZE;
attribs[i++] = _this->gl_config.blue_size;
if (_this->gl_config.alpha_size) {
attribs[i++] = EGL_ALPHA_SIZE;
attribs[i++] = _this->gl_config.alpha_size;
}
if (_this->gl_config.buffer_size) {
attribs[i++] = EGL_BUFFER_SIZE;
attribs[i++] = _this->gl_config.buffer_size;
}
attribs[i++] = EGL_DEPTH_SIZE;
attribs[i++] = _this->gl_config.depth_size;
if (_this->gl_config.stencil_size) {
attribs[i++] = EGL_STENCIL_SIZE;
attribs[i++] = _this->gl_config.stencil_size;
}
if (_this->gl_config.multisamplebuffers) {
attribs[i++] = EGL_SAMPLE_BUFFERS;
attribs[i++] = _this->gl_config.multisamplebuffers;
}
if (_this->gl_config.multisamplesamples) {
attribs[i++] = EGL_SAMPLES;
attribs[i++] = _this->gl_config.multisamplesamples;
}
attribs[i++] = EGL_RENDERABLE_TYPE;
if (_this->gl_config.major_version == 2) {
attribs[i++] = EGL_OPENGL_ES2_BIT;
} else {
attribs[i++] = EGL_OPENGL_ES_BIT;
}
attribs[i++] = EGL_NONE;
if (_this->egl_data->eglChooseConfig(_this->egl_data->egl_display,
attribs,
&_this->egl_data->egl_config, 1,
&found_configs) == EGL_FALSE ||
found_configs == 0) {
return SDL_SetError("Couldn't find matching EGL config");
}
return 0;
}
SDL_GLContext
SDL_EGL_CreateContext(_THIS, EGLSurface egl_surface)
{
EGLint context_attrib_list[] = {
EGL_CONTEXT_CLIENT_VERSION,
1,
EGL_NONE
};
EGLContext egl_context;
if (!_this->egl_data) {
/* The EGL library wasn't loaded, SDL_GetError() should have info */
return NULL;
}
if (_this->gl_config.major_version) {
context_attrib_list[1] = _this->gl_config.major_version;
}
egl_context =
_this->egl_data->eglCreateContext(_this->egl_data->egl_display,
_this->egl_data->egl_config,
EGL_NO_CONTEXT, context_attrib_list);
if (egl_context == EGL_NO_CONTEXT) {
SDL_SetError("Could not create EGL context");
return NULL;
}
_this->egl_data->egl_swapinterval = 0;
if (SDL_EGL_MakeCurrent(_this, egl_surface, egl_context) < 0) {
SDL_EGL_DeleteContext(_this, egl_context);
SDL_SetError("Could not make EGL context current");
return NULL;
}
return (SDL_GLContext) egl_context;
}
int
SDL_EGL_MakeCurrent(_THIS, EGLSurface egl_surface, SDL_GLContext context)
{
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EGLContext egl_context = (EGLContext) context;
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if (!_this->egl_data) {
return SDL_SetError("OpenGL not initialized");
}
/* The android emulator crashes badly if you try to eglMakeCurrent
* with a valid context and invalid surface, so we have to check for both here.
*/
if (!egl_context || !egl_surface) {
_this->egl_data->eglMakeCurrent(_this->egl_data->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
}
else {
if (!_this->egl_data->eglMakeCurrent(_this->egl_data->egl_display,
egl_surface, egl_surface, egl_context)) {
return SDL_SetError("Unable to make EGL context current");
}
}
return 0;
}
int
SDL_EGL_SetSwapInterval(_THIS, int interval)
{
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EGLBoolean status;
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if (!_this->egl_data) {
return SDL_SetError("EGL not initialized");
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}
status = _this->egl_data->eglSwapInterval(_this->egl_data->egl_display, interval);
if (status == EGL_TRUE) {
_this->egl_data->egl_swapinterval = interval;
return 0;
}
return SDL_SetError("Unable to set the EGL swap interval");
}
int
SDL_EGL_GetSwapInterval(_THIS)
{
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if (!_this->egl_data) {
return SDL_SetError("EGL not initialized");
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}
return _this->egl_data->egl_swapinterval;
}
void
SDL_EGL_SwapBuffers(_THIS, EGLSurface egl_surface)
{
_this->egl_data->eglSwapBuffers(_this->egl_data->egl_display, egl_surface);
}
void
SDL_EGL_DeleteContext(_THIS, SDL_GLContext context)
{
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EGLContext egl_context = (EGLContext) context;
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/* Clean up GLES and EGL */
if (!_this->egl_data) {
return;
}
if (!egl_context && egl_context != EGL_NO_CONTEXT) {
SDL_EGL_MakeCurrent(_this, NULL, NULL);
_this->egl_data->eglDestroyContext(_this->egl_data->egl_display, egl_context);
}
/* FIXME: This "crappy fix" comes from the X11 code,
* it's required so you can create a GLX context, destroy it and create a EGL one */
SDL_EGL_UnloadLibrary(_this);
}
EGLSurface *
SDL_EGL_CreateSurface(_THIS, NativeWindowType nw)
{
return _this->egl_data->eglCreateWindowSurface(
_this->egl_data->egl_display,
_this->egl_data->egl_config,
nw, NULL);
}
void
SDL_EGL_DestroySurface(_THIS, EGLSurface egl_surface)
{
if (!_this->egl_data) {
return;
}
if (egl_surface != EGL_NO_SURFACE) {
_this->egl_data->eglDestroySurface(_this->egl_data->egl_display, egl_surface);
}
}
#endif /* SDL_VIDEO_OPENGL_EGL */
/* vi: set ts=4 sw=4 expandtab: */
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