Bug: 17208461 * Switch Layer to be VirtualLightRefBase instead of Caches' side-channel ref-counting * Include active layers in gfxinfo dump * Run gfxinfo dump on the correct thread * Dump gfxinfo on Layer creation failure Change-Id: I28d195699e2334518e215ab28c7a17355aee9678
97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef EGLMANAGER_H
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#define EGLMANAGER_H
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#include <cutils/compiler.h>
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#include <EGL/egl.h>
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#include <ui/GraphicBuffer.h>
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#include <utils/StrongPointer.h>
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namespace android {
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namespace uirenderer {
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namespace renderthread {
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class RenderThread;
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// This class contains the shared global EGL objects, such as EGLDisplay
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// and EGLConfig, which are re-used by CanvasContext
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class EglManager {
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public:
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// Returns true on success, false on failure
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void initialize();
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bool hasEglContext();
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void requireGlContext();
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void usePBufferSurface();
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EGLSurface createSurface(EGLNativeWindowType window);
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void destroySurface(EGLSurface surface);
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void destroy();
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bool isCurrent(EGLSurface surface) { return mCurrentSurface == surface; }
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// Returns true if the current surface changed, false if it was already current
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bool makeCurrent(EGLSurface surface);
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void beginFrame(EGLSurface surface, EGLint* width, EGLint* height);
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bool swapBuffers(EGLSurface surface);
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void cancelFrame();
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// Returns true iff the surface is now preserving buffers.
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bool setPreserveBuffer(EGLSurface surface, bool preserve);
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void setTextureAtlas(const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
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private:
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friend class RenderThread;
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EglManager(RenderThread& thread);
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// EglContext is never destroyed, method is purposely not implemented
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~EglManager();
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void loadConfig();
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void createContext();
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void initAtlas();
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RenderThread& mRenderThread;
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EGLDisplay mEglDisplay;
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EGLConfig mEglConfig;
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EGLContext mEglContext;
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EGLSurface mPBufferSurface;
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const bool mAllowPreserveBuffer;
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bool mCanSetPreserveBuffer;
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EGLSurface mCurrentSurface;
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sp<GraphicBuffer> mAtlasBuffer;
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int64_t* mAtlasMap;
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size_t mAtlasMapSize;
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// Whether or not we are in the middle of drawing a frame. This is used
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// to avoid switching surfaces mid-frame if requireGlContext() is called
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// TODO: Need to be better about surface/context management so that this isn't
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// necessary
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bool mInFrame;
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};
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* EGLMANAGER_H */
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