/******************************************************************************** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** This file is part of the QtGui module of the Qt Toolkit.**** $QT_BEGIN_LICENSE:LGPL$** No Commercial Usage** This file contains pre-release code and may not be distributed.** You may use this file in accordance with the terms and conditions** contained in the Technology Preview License Agreement accompanying** this package.**** GNU Lesser General Public License Usage** Alternatively, this file may be used under the terms of the GNU Lesser** General Public License version 2.1 as published by the Free Software** Foundation and appearing in the file LICENSE.LGPL included in the** packaging of this file. Please review the following information to** ensure the GNU Lesser General Public License version 2.1 requirements** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.**** In addition, as a special exception, Nokia gives you certain additional** rights. These rights are described in the Nokia Qt LGPL Exception** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.**** If you have questions regarding the use of this file, please contact** Nokia at qt-info@nokia.com.****************** $QT_END_LICENSE$******************************************************************************/#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 properlyEGLNativeDisplayType 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