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****************************************************************************/
#include <QtGui/qpaintdevice.h>
#include <QtGui/qpixmap.h>
#include <QtGui/qwidget.h>
#include <QtCore/qdebug.h>
#include "qegl_p.h"
QT_BEGIN_NAMESPACE
// Current GL and VG contexts. These are used to determine if
// we can avoid an eglMakeCurrent() after a call to lazyDoneCurrent().
// If a background thread modifies the value, the worst that will
// happen is a redundant eglMakeCurrent() in the foreground thread.
static QEglContext * volatile currentGLContext = 0;
static QEglContext * volatile currentVGContext = 0;
EGLDisplay QEglContext::dpy = EGL_NO_DISPLAY;
QEglContext::QEglContext()
: apiType(QEgl::OpenGL)
, ctx(EGL_NO_CONTEXT)
, cfg(0)
, currentSurface(EGL_NO_SURFACE)
, current(false)
, ownsContext(true)
, sharing(false)
{
}
QEglContext::~QEglContext()
{
destroyContext();
if (currentGLContext == this)
currentGLContext = 0;
if (currentVGContext == this)
currentVGContext = 0;
}
bool QEglContext::isValid() const
{
return (ctx != EGL_NO_CONTEXT);
}
bool QEglContext::isCurrent() const
{
return current;
}
// Choose a configuration that matches "properties".
bool QEglContext::chooseConfig
(const QEglProperties& properties, QEgl::PixelFormatMatch match)
{
QEglProperties props(properties);
do {
// Get the number of matching configurations for this set of properties.
EGLint matching = 0;
if (!eglChooseConfig(display(), props.properties(), 0, 0, &matching) || !matching)
continue;
// If we want the best pixel format, then return the first
// matching configuration.
if (match == QEgl::BestPixelFormat) {
eglChooseConfig(display(), props.properties(), &cfg, 1, &matching);
if (matching < 1)
continue;
return true;
}
// Fetch all of the matching configurations and find the
// first that matches the pixel format we wanted.
EGLint size = matching;
EGLConfig *configs = new EGLConfig [size];
eglChooseConfig(display(), props.properties(), configs, size, &matching);
for (EGLint index = 0; index < size; ++index) {
EGLint red, green, blue, alpha;
eglGetConfigAttrib(display(), configs[index], EGL_RED_SIZE, &red);
eglGetConfigAttrib(display(), configs[index], EGL_GREEN_SIZE, &green);
eglGetConfigAttrib(display(), configs[index], EGL_BLUE_SIZE, &blue);
eglGetConfigAttrib(display(), configs[index], EGL_ALPHA_SIZE, &alpha);
if (red == props.value(EGL_RED_SIZE) &&
green == props.value(EGL_GREEN_SIZE) &&
blue == props.value(EGL_BLUE_SIZE) &&
(props.value(EGL_ALPHA_SIZE) == 0 ||
alpha == props.value(EGL_ALPHA_SIZE))) {
cfg = configs[index];
delete [] configs;
return true;
}
}
delete [] configs;
} while (props.reduceConfiguration());
#ifdef EGL_BIND_TO_TEXTURE_RGBA
// Don't report an error just yet if we failed to get a pbuffer
// configuration with texture rendering. Only report failure if
// we cannot get any pbuffer configurations at all.
if (props.value(EGL_BIND_TO_TEXTURE_RGBA) == EGL_DONT_CARE &&
props.value(EGL_BIND_TO_TEXTURE_RGB) == EGL_DONT_CARE)
#endif
{
qWarning() << "QEglContext::chooseConfig(): Could not find a suitable EGL configuration";
qWarning() << "Requested:" << props.toString();
qWarning() << "Available:";
dumpAllConfigs();
}
return false;
}
// Create the EGLContext.
bool QEglContext::createContext(QEglContext *shareContext, const QEglProperties *properties)
{
// We need to select the correct API before calling eglCreateContext().
#ifdef EGL_OPENGL_ES_API
if (apiType == QEgl::OpenGL)
eglBindAPI(EGL_OPENGL_ES_API);
#endif
#ifdef EGL_OPENVG_API
if (apiType == QEgl::OpenVG)
eglBindAPI(EGL_OPENVG_API);
#endif
// Create a new context for the configuration.
QEglProperties contextProps;
if (properties)
contextProps = *properties;
#if defined(QT_OPENGL_ES_2)
if (apiType == QEgl::OpenGL)
contextProps.setValue(EGL_CONTEXT_CLIENT_VERSION, 2);
#endif
sharing = false;
if (shareContext && shareContext->ctx == EGL_NO_CONTEXT)
shareContext = 0;
if (shareContext) {
ctx = eglCreateContext(display(), cfg, shareContext->ctx, contextProps.properties());
if (ctx == EGL_NO_CONTEXT) {
qWarning() << "QEglContext::createContext(): Could not share context:" << errorString(eglGetError());
shareContext = 0;
} else {
sharing = true;
}
}
if (ctx == EGL_NO_CONTEXT) {
ctx = eglCreateContext(display(), cfg, 0, contextProps.properties());
if (ctx == EGL_NO_CONTEXT) {
qWarning() << "QEglContext::createContext(): Unable to create EGL context:" << errorString(eglGetError());
return false;
}
}
return true;
}
// Destroy an EGL surface object. If it was current on this context
// then call doneCurrent() for it first.
void QEglContext::destroySurface(EGLSurface surface)
{
if (surface != EGL_NO_SURFACE) {
if (surface == currentSurface)
doneCurrent();
eglDestroySurface(display(), surface);
}
}
// Destroy the context. Note: this does not destroy the surface.
void QEglContext::destroyContext()
{
if (ctx != EGL_NO_CONTEXT && ownsContext)
eglDestroyContext(display(), ctx);
ctx = EGL_NO_CONTEXT;
cfg = 0;
}
bool QEglContext::makeCurrent(EGLSurface surface)
{
if (ctx == EGL_NO_CONTEXT) {
qWarning() << "QEglContext::makeCurrent(): Cannot make invalid context current";
return false;
}
// If lazyDoneCurrent() was called on the surface, then we may be able
// to assume that it is still current within the thread.
if (surface == currentSurface && currentContext(apiType) == this) {
current = true;
return true;
}
current = true;
currentSurface = surface;
setCurrentContext(apiType, this);
// Force the right API to be bound before making the context current.
// The EGL implementation should be able to figure this out from ctx,
// but some systems require the API to be explicitly set anyway.
#ifdef EGL_OPENGL_ES_API
if (apiType == QEgl::OpenGL)
eglBindAPI(EGL_OPENGL_ES_API);
#endif
#ifdef EGL_OPENVG_API
if (apiType == QEgl::OpenVG)
eglBindAPI(EGL_OPENVG_API);
#endif
bool ok = eglMakeCurrent(display(), surface, surface, ctx);
if (!ok)
qWarning() << "QEglContext::makeCurrent():" << errorString(eglGetError());
return ok;
}
bool QEglContext::doneCurrent()
{
// If the context is invalid, we assume that an error was reported
// when makeCurrent() was called.
if (ctx == EGL_NO_CONTEXT)
return false;
current = false;
currentSurface = EGL_NO_SURFACE;
setCurrentContext(apiType, 0);
// We need to select the correct API before calling eglMakeCurrent()
// with EGL_NO_CONTEXT because threads can have both OpenGL and OpenVG
// contexts active at the same time.
#ifdef EGL_OPENGL_ES_API
if (apiType == QEgl::OpenGL)
eglBindAPI(EGL_OPENGL_ES_API);
#endif
#ifdef EGL_OPENVG_API
if (apiType == QEgl::OpenVG)
eglBindAPI(EGL_OPENVG_API);
#endif
bool ok = eglMakeCurrent(display(), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (!ok)
qWarning() << "QEglContext::doneCurrent():" << errorString(eglGetError());
return ok;
}
// Act as though doneCurrent() was called, but keep the context
// and the surface active for the moment. This allows makeCurrent()
// to skip a call to eglMakeCurrent() if we are using the same
// surface as the last set of painting operations. We leave the
// currentContext() pointer as-is for now.
bool QEglContext::lazyDoneCurrent()
{
current = false;
return true;
}
bool QEglContext::swapBuffers(EGLSurface surface)
{
if(ctx == EGL_NO_CONTEXT)
return false;
bool ok = eglSwapBuffers(display(), surface);
if (!ok)
qWarning() << "QEglContext::swapBuffers():" << errorString(eglGetError());
return ok;
}
// Wait for native rendering operations to complete before starting
// to use OpenGL/OpenVG operations.
void QEglContext::waitNative()
{
#ifdef EGL_CORE_NATIVE_ENGINE
eglWaitNative(EGL_CORE_NATIVE_ENGINE);
#endif
}
// Wait for client OpenGL/OpenVG operations to complete before
// using native rendering operations.
void QEglContext::waitClient()
{
#ifdef EGL_OPENGL_ES_API
if (apiType == QEgl::OpenGL) {
eglBindAPI(EGL_OPENGL_ES_API);
eglWaitClient();
}
#else
if (apiType == QEgl::OpenGL)
eglWaitGL();
#endif
#ifdef EGL_OPENVG_API
if (apiType == QEgl::OpenVG) {
eglBindAPI(EGL_OPENVG_API);
eglWaitClient();
}
#endif
}
// Query the value of a configuration attribute.
bool QEglContext::configAttrib(int name, EGLint *value) const
{
return eglGetConfigAttrib(display(), cfg, name, value);
}
// Retrieve all of the properties on "cfg". If zero, return
// the context's configuration.
QEglProperties QEglContext::configProperties(EGLConfig cfg) const
{
if (!cfg)
cfg = config();
QEglProperties props;
for (int name = 0x3020; name <= 0x304F; ++name) {
EGLint value;
if (name != EGL_NONE && eglGetConfigAttrib(display(), cfg, name, &value))
props.setValue(name, value);
}
eglGetError(); // Clear the error state.
return props;
}
EGLDisplay QEglContext::display()
{
static bool openedDisplay = false;
if (!openedDisplay) {
dpy = eglGetDisplay(nativeDisplay());
openedDisplay = true;
if (dpy == EGL_NO_DISPLAY) {
qWarning("QEglContext::display(): Falling back to EGL_DEFAULT_DISPLAY");
dpy = eglGetDisplay(EGLNativeDisplayType(EGL_DEFAULT_DISPLAY));
}
if (dpy == EGL_NO_DISPLAY) {
qWarning("QEglContext::display(): Can't even open the default display");
return EGL_NO_DISPLAY;
}
if (!eglInitialize(dpy, NULL, NULL)) {
qWarning() << "QEglContext::display(): Cannot initialize EGL display:" << errorString(eglGetError());
return EGL_NO_DISPLAY;
}
}
return dpy;
}
#if !defined(Q_WS_X11) && !defined(Q_WS_WINCE) // WinCE & X11 implement this properly
EGLNativeDisplayType QEglContext::nativeDisplay()
{
return EGL_DEFAULT_DISPLAY;
}
#endif
// Return the error string associated with a specific code.
QString QEglContext::errorString(EGLint code)
{
static const char * const errors[] = {
"Success (0x3000)", // No tr
"Not initialized (0x3001)", // No tr
"Bad access (0x3002)", // No tr
"Bad alloc (0x3003)", // No tr
"Bad attribute (0x3004)", // No tr
"Bad config (0x3005)", // No tr
"Bad context (0x3006)", // No tr
"Bad current surface (0x3007)", // No tr
"Bad display (0x3008)", // No tr
"Bad match (0x3009)", // No tr
"Bad native pixmap (0x300A)", // No tr
"Bad native window (0x300B)", // No tr
"Bad parameter (0x300C)", // No tr
"Bad surface (0x300D)", // No tr
"Context lost (0x300E)" // No tr
};
if (code >= 0x3000 && code <= 0x300E) {
return QString::fromLatin1(errors[code - 0x3000]);
} else {
return QLatin1String("0x") + QString::number(int(code), 16);
}
}
// Dump all of the EGL configurations supported by the system.
void QEglContext::dumpAllConfigs()
{
QEglProperties props;
EGLint count = 0;
if (!eglGetConfigs(display(), 0, 0, &count) || count < 1)
return;
EGLConfig *configs = new EGLConfig [count];
eglGetConfigs(display(), configs, count, &count);
for (EGLint index = 0; index < count; ++index) {
props = configProperties(configs[index]);
qWarning() << props.toString();
}
delete [] configs;
}
QString QEglContext::extensions()
{
const char* exts = eglQueryString(QEglContext::display(), EGL_EXTENSIONS);
return QString(QLatin1String(exts));
}
bool QEglContext::hasExtension(const char* extensionName)
{
QList<QByteArray> extensions =
QByteArray(reinterpret_cast<const char *>
(eglQueryString(QEglContext::display(), EGL_EXTENSIONS))).split(' ');
return extensions.contains(extensionName);
}
QEglContext *QEglContext::currentContext(QEgl::API api)
{
if (api == QEgl::OpenGL)
return currentGLContext;
else
return currentVGContext;
}
void QEglContext::setCurrentContext(QEgl::API api, QEglContext *context)
{
if (api == QEgl::OpenGL)
currentGLContext = context;
else
currentVGContext = context;
}
QT_END_NAMESPACE