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/*
* Copyright (C) 2014 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 EGLMANAGER_H
#define EGLMANAGER_H
#include <cutils/compiler.h>
#include <EGL/egl.h>
#include <ui/GraphicBuffer.h>
#include <utils/StrongPointer.h>
namespace android {
namespace uirenderer {
namespace renderthread {
class RenderThread;
// This class contains the shared global EGL objects, such as EGLDisplay
// and EGLConfig, which are re-used by CanvasContext
class EglManager {
public:
// Returns true on success, false on failure
void initialize();
bool hasEglContext();
void requireGlContext();
void usePBufferSurface();
EGLSurface createSurface(EGLNativeWindowType window);
void destroySurface(EGLSurface surface);
void destroy();
bool isCurrent(EGLSurface surface) { return mCurrentSurface == surface; }
// Returns true if the current surface changed, false if it was already current
bool makeCurrent(EGLSurface surface);
void beginFrame(EGLSurface surface, EGLint* width, EGLint* height);
bool swapBuffers(EGLSurface surface);
void cancelFrame();
// Returns true iff the surface is now preserving buffers.
bool setPreserveBuffer(EGLSurface surface, bool preserve);
void setTextureAtlas(const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
private:
friend class RenderThread;
EglManager(RenderThread& thread);
// EglContext is never destroyed, method is purposely not implemented
~EglManager();
void loadConfig();
void createContext();
void initAtlas();
RenderThread& mRenderThread;
EGLDisplay mEglDisplay;
EGLConfig mEglConfig;
EGLContext mEglContext;
EGLSurface mPBufferSurface;
const bool mAllowPreserveBuffer;
bool mCanSetPreserveBuffer;
EGLSurface mCurrentSurface;
sp<GraphicBuffer> mAtlasBuffer;
int64_t* mAtlasMap;
size_t mAtlasMapSize;
// Whether or not we are in the middle of drawing a frame. This is used
// to avoid switching surfaces mid-frame if requireGlContext() is called
// TODO: Need to be better about surface/context management so that this isn't
// necessary
bool mInFrame;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* EGLMANAGER_H */