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/*
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* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description:
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*
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*/
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// INCLUDE FILES
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#include "HgVgEGL.h"
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#include "HgVgConstants.h"
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#include <coecntrl.h>
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using namespace HgVgConstants;
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// ============================ MEMBER FUNCTIONS ===============================
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// -----------------------------------------------------------------------------
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// CHgVgEGL::NewL()
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// Two-phased constructor.
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// -----------------------------------------------------------------------------
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//
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CHgVgEGL* CHgVgEGL::NewL(RWindow& aWindow)
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{
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CHgVgEGL* self = new ( ELeave ) CHgVgEGL();
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CleanupStack::PushL (self );
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self->ConstructL(aWindow);
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CleanupStack::Pop (self );
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return self;
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}
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// -----------------------------------------------------------------------------
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// CHgVgEGL::ConstructL()
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// Symbian 2nd phase constructor can leave.
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// -----------------------------------------------------------------------------
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//
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void CHgVgEGL::ConstructL (RWindow& aWindow)
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{
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InitEGL(aWindow);
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}
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// -----------------------------------------------------------------------------
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// CHgVgEGL::CHgVgEGL()
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// C++ default constructor can NOT contain any code, that might leave.
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// -----------------------------------------------------------------------------
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//
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CHgVgEGL::CHgVgEGL()
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{
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}
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// -----------------------------------------------------------------------------
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// CHgVgEGL::~CHgVgEGL()
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// Destructor.
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// -----------------------------------------------------------------------------
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//
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CHgVgEGL::~CHgVgEGL ( )
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{
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DestroyEGL();
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::InitWindowSurfaceL()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::InitWindowSurfaceL(RWindow& aWindow)
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{
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//RDebug::Print(_L("CHgVgEGL::InitWindowSurface"));
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InitEGL(aWindow);
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::FreeWindowSurface()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::FreeWindowSurface()
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{
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//RDebug::Print(_L("CHgVgEGL::FreeWindowSurface"));
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// make sure there is nothing pending.
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vgFinish();
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// unbind current surface.
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eglMakeCurrent(iDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, iContextVg);
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// destroy surface
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eglDestroySurface(iDisplay, iSurface);
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iSurface = VG_INVALID_HANDLE;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::ReadyToRender()
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// ---------------------------------------------------------------------------
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//
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TBool CHgVgEGL::ReadyToRender() const
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{
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return iSurface && iDisplay && iContextVg;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::SwapBuffers()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::SwapBuffers()
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{
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eglSwapBuffers(iDisplay, iSurface);
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::Display()
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// ---------------------------------------------------------------------------
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//
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EGLDisplay CHgVgEGL::Display() const
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{
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return iDisplay;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::Surface
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// ---------------------------------------------------------------------------
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//
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EGLSurface CHgVgEGL::Surface() const
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{
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return iSurface;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::Context()
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// ---------------------------------------------------------------------------
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//
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EGLContext CHgVgEGL::Context() const
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{
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return iContextVg;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::CurrentConfig()
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// ---------------------------------------------------------------------------
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//
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EGLConfig CHgVgEGL::CurrentConfig() const
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{
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return iChosenConfig;
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::InitEGL()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::InitEGL(RWindow& aWindow)
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{
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// if we are just resizing or recreating
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if (iContextVg != VG_INVALID_HANDLE)
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{
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// save old surface
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EGLSurface oldSurface = VG_INVALID_HANDLE;
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if (iSurface != VG_INVALID_HANDLE)
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{
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// make sure there is nothing pending.
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vgFinish();
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oldSurface = iSurface;
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// unbind current surface.
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eglMakeCurrent(iDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, iContextVg);
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}
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// create new surface
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InitEGLWindowSurfaceL(aWindow);
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// bind new surface
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eglMakeCurrent(iDisplay, iSurface, iSurface, iContextVg);
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if (oldSurface != VG_INVALID_HANDLE)
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{
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// free old surface
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eglDestroySurface(iDisplay,oldSurface);
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}
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}
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else
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{
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// get display
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iDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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// intialize egl
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eglInitialize(iDisplay, NULL, NULL);
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// find suitable display config
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EGLint numConfigs;
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iChosenConfig = 0;
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const EGLint KColorAttribList[] =
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{
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EGL_RED_SIZE, KSurfaceRedBits,
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EGL_GREEN_SIZE, KSurfaceGreenBits,
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EGL_BLUE_SIZE, KSurfaceBlueBits,
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EGL_ALPHA_SIZE, KSurfaceAlphaBits,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENVG_BIT,
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EGL_NONE
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};
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eglChooseConfig(iDisplay, KColorAttribList, &iChosenConfig, 1, &numConfigs);
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// we need openvg
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eglBindAPI(EGL_OPENVG_API);
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InitEGLWindowSurfaceL(aWindow);
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// Create context for our thread.
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iContextVg = eglCreateContext(iDisplay, iChosenConfig, EGL_NO_CONTEXT, NULL);
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// bind surface to context
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eglMakeCurrent(iDisplay, iSurface, iSurface, iContextVg);
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}
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::InitEGLWindowSurfaceL()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::InitEGLWindowSurfaceL(RWindow& aWindow)
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{
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// Create surface with premodulated alpha.
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const EGLint KAttriblist[] =
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{
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EGL_VG_ALPHA_FORMAT, EGL_VG_ALPHA_FORMAT_PRE,
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EGL_NONE
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};
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iSurface = eglCreateWindowSurface(iDisplay, iChosenConfig, &aWindow, KAttriblist);
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EGLint error = eglGetError();
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if (error == EGL_BAD_ALLOC)
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{
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//RDebug::Print(_L("CHgVgEGL:: Can't create surface! (out of memory)"));
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User::Leave(KErrNoMemory);
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}
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else if (error == EGL_BAD_SURFACE || iSurface == EGL_NO_SURFACE)
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{
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//RDebug::Print(_L("CHgVgEGL:: Can't create surface! (general)"));
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User::Leave(KErrGeneral);
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}
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eglSurfaceAttrib(iDisplay, iSurface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_DESTROYED);
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::DestroyEGL()
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// ---------------------------------------------------------------------------
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//
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void CHgVgEGL::DestroyEGL()
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{
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// deinitialize egl
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eglMakeCurrent(iDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroySurface(iDisplay,iSurface);
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eglDestroyContext( iDisplay, iContextVg );
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eglTerminate(iDisplay);
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eglReleaseThread();
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}
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// ---------------------------------------------------------------------------
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// CHgVgEGL::GetSurfaceToBitmap()
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// ---------------------------------------------------------------------------
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//
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CFbsBitmap* CHgVgEGL::GetSurfaceToBitmap(const TRect& aRect, TBool aLandscape) const
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{
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// make sure every thing is in back buffer
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vgFinish();
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CFbsBitmap* bitmap = new CFbsBitmap();
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if (bitmap)
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{
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// create temporary buffer for data
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RBuf8 buf;
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TInt bufCreateErr = buf.Create(aRect.Width() * aRect.Height() * 4);
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if(bufCreateErr != KErrNone) {
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buf.Close(); //just in case
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delete bitmap;
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bitmap = NULL;
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return NULL;
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}
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buf.Fill(0xFF);
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// read data back from vg (this is sloooww)
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VGint dataStride = 0;
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if (aLandscape)
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{
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dataStride = 4 * aRect.Height();
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vgReadPixels((void*)buf.Ptr(),
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dataStride, VG_sARGB_8888, 0, 0, aRect.Height(), aRect.Width());
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}
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else
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{
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dataStride = 4 * aRect.Width();
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vgReadPixels((void*)buf.Ptr(),
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dataStride, VG_sARGB_8888, 0, 0, aRect.Width(), aRect.Height());
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}
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// because of bug in vg driver we need to swap memory using for loop, because
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// negative datastrides cause crash
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TInt bitmapCreateErr = bitmap->Create(TSize(aRect.Width(), aRect.Height()), EColor16MA);
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if(bitmapCreateErr != KErrNone) {
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buf.Close();
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delete bitmap;
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bitmap = NULL;
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return NULL;
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}
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bitmap->BeginDataAccess();
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if (!aLandscape)
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{
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TUint8* ptrTrg = (TUint8*)bitmap->DataAddress();
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TUint8* ptrSrc = (TUint8*)buf.Ptr();
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for (TInt i = 0; i < aRect.Height(); i++)
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{
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Mem::Copy(ptrTrg + dataStride * i,
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ptrSrc + dataStride * (aRect.Height() - i - 1), dataStride);
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}
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}
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else
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{
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TUint32* ptrTrg = (TUint32*)bitmap->DataAddress();
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TUint32* ptrSrc = (TUint32*)buf.Ptr();
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for (TInt i = 0; i < aRect.Height(); i++)
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{
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for (TInt j = 0; j < aRect.Width(); j++)
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{
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ptrTrg[(aRect.Height() - i - 1)*aRect.Width()+(aRect.Width()-j-1)] = ptrSrc[j*aRect.Height()+i];
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}
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}
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}
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bitmap->EndDataAccess();
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buf.Close();
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}
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return bitmap;
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}
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// End of File
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