src/gui/egl/qegl.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/gui/egl/qegl.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,435 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 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;
+
+QEglContext::QEglContext()
+    : apiType(QEgl::OpenGL)
+    , dpy(EGL_NO_DISPLAY)
+    , ctx(EGL_NO_CONTEXT)
+    , cfg(0)
+    , currentSurface(EGL_NO_SURFACE)
+    , current(false)
+    , ownsContext(true)
+{
+}
+
+QEglContext::~QEglContext()
+{
+    destroy();
+
+    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;
+}
+
+// Open the EGL display associated with "device".
+bool QEglContext::openDisplay(QPaintDevice *device)
+{
+    if (dpy == EGL_NO_DISPLAY)
+        dpy = defaultDisplay(device);
+    return (dpy != EGL_NO_DISPLAY);
+}
+
+// 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(dpy, 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(dpy, 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(dpy, props.properties(), configs, size, &matching);
+        for (EGLint index = 0; index < size; ++index) {
+            EGLint red, green, blue, alpha;
+            eglGetConfigAttrib(dpy, configs[index], EGL_RED_SIZE, &red);
+            eglGetConfigAttrib(dpy, configs[index], EGL_GREEN_SIZE, &green);
+            eglGetConfigAttrib(dpy, configs[index], EGL_BLUE_SIZE, &blue);
+            eglGetConfigAttrib(dpy, 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
+    if (shareContext && shareContext->ctx == EGL_NO_CONTEXT)
+        shareContext = 0;
+    if (shareContext) {
+        ctx = eglCreateContext(dpy, cfg, shareContext->ctx, contextProps.properties());
+        if (ctx == EGL_NO_CONTEXT) {
+            qWarning() << "QEglContext::createContext(): Could not share context:" << errorString(eglGetError());
+            shareContext = 0;
+        }
+    }
+    if (ctx == EGL_NO_CONTEXT) {
+        ctx = eglCreateContext(dpy, 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(dpy, surface);
+    }
+}
+
+// Destroy the context.  Note: this does not destroy the surface.
+void QEglContext::destroy()
+{
+    if (ctx != EGL_NO_CONTEXT && ownsContext)
+        eglDestroyContext(dpy, ctx);
+    dpy = EGL_NO_DISPLAY;
+    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);
+
+    bool ok = eglMakeCurrent(dpy, 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(dpy, 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(dpy, 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(dpy, 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(dpy, cfg, name, &value))
+            props.setValue(name, value);
+    }
+    eglGetError();  // Clear the error state.
+    return props;
+}
+
+// Initialize and return the default display.
+EGLDisplay QEglContext::defaultDisplay(QPaintDevice *device)
+{
+    static EGLDisplay dpy = EGL_NO_DISPLAY;
+    if (dpy == EGL_NO_DISPLAY) {
+        dpy = getDisplay(device);
+        if (dpy == EGL_NO_DISPLAY) {
+            qWarning() << "QEglContext::defaultDisplay(): Cannot open EGL display";
+            return EGL_NO_DISPLAY;
+        }
+        if (!eglInitialize(dpy, NULL, NULL)) {
+            qWarning() << "QEglContext::defaultDisplay(): Cannot initialize EGL display:" << errorString(eglGetError());
+            return EGL_NO_DISPLAY;
+        }
+#ifdef EGL_OPENGL_ES_API
+        eglBindAPI(EGL_OPENGL_ES_API);
+#endif
+    }
+    return dpy;
+}
+
+// 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(dpy, 0, 0, &count) || count < 1)
+        return;
+    EGLConfig *configs = new EGLConfig [count];
+    eglGetConfigs(dpy, 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::defaultDisplay(0), EGL_EXTENSIONS);
+    return QString(QLatin1String(exts));
+}
+
+bool QEglContext::hasExtension(const char* extensionName)
+{
+    return extensions().contains(QLatin1String(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