/*
- * freeglut_display_android.c
+ * fg_display_android.c
*
* Window management methods for EGL
*
- * Copyright (C) 2012 Sylvain Beucler
+ * Copyright (C) 2012, 2014 Sylvain Beucler
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include <GL/freeglut.h>
#include "fg_internal.h"
+int fghChooseConfig(EGLConfig* config) {
+ EGLint num_config;
+ EGLint attributes[32];
+ int where = 0;
+ ATTRIB_VAL(EGL_SURFACE_TYPE, EGL_WINDOW_BIT);
+#ifdef EGL_OPENGL_ES3_BIT
+ if (fgDisplay.pDisplay.egl.MinorVersion >= 5 && fgState.MajorVersion >= 3) {
+ ATTRIB_VAL(EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT);
+ } else
+#endif
+ if (fgState.MajorVersion >= 2) {
+ /*
+ * Khronos does not specify a EGL_OPENGL_ES3_BIT outside of the OpenGL extension "EGL_KHR_create_context" and EGL 1.5. There are numerous references on the internet
+ * that say to use EGL_OPENGL_ES3_BIT (pre-EGL 1.5), followed by many saying they can't find it in any headers. In fact, the official updated specification for EGL
+ * does not have any references to OpenGL ES 3.x. Tests have shown that EGL_OPENGL_ES2_BIT will work with ES 3.x.
+ */
+ ATTRIB_VAL(EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT);
+ } else {
+ ATTRIB_VAL(EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT);
+ }
+ /* Technically it's possible to request a standard OpenGL (non-ES)
+ context, but currently our build system assumes EGL => GLES */
+ /* attribs[i++] = EGL_RENDERABLE_TYPE; */
+ /* attribs[i++] = EGL_OPENGL_BIT; */
+#ifdef TARGET_HOST_BLACKBERRY
+ /* Only 888 and 565 seem to work. Based on
+ http://qt.gitorious.org/qt/qtbase/source/893deb1a93021cdfabe038cdf1869de33a60cbc9:src/plugins/platforms/qnx/qqnxglcontext.cpp and
+ https://twitter.com/BlackBerryDev/status/380720927475912706 */
+ ATTRIB_VAL(EGL_BLUE_SIZE, 8);
+ ATTRIB_VAL(EGL_GREEN_SIZE, 8);
+ ATTRIB_VAL(EGL_RED_SIZE, 8);
+#else
+ ATTRIB_VAL(EGL_BLUE_SIZE, 1);
+ ATTRIB_VAL(EGL_GREEN_SIZE, 1);
+ ATTRIB_VAL(EGL_RED_SIZE, 1);
+#endif
+ ATTRIB_VAL(EGL_ALPHA_SIZE, (fgState.DisplayMode & GLUT_ALPHA) ? 1 : 0);
+ ATTRIB_VAL(EGL_DEPTH_SIZE, (fgState.DisplayMode & GLUT_DEPTH) ? 1 : 0);
+ ATTRIB_VAL(EGL_STENCIL_SIZE, (fgState.DisplayMode & GLUT_STENCIL) ? 1 : 0);
+ ATTRIB_VAL(EGL_SAMPLE_BUFFERS, (fgState.DisplayMode & GLUT_MULTISAMPLE) ? 1 : 0);
+ ATTRIB_VAL(EGL_SAMPLES, (fgState.DisplayMode & GLUT_MULTISAMPLE) ? fgState.SampleNumber : 0);
+ ATTRIB(EGL_NONE);
+
+ if (!eglChooseConfig(fgDisplay.pDisplay.egl.Display,
+ attributes, config, 1, &num_config)) {
+ fgWarning("eglChooseConfig: error %x\n", eglGetError());
+ return 0;
+ }
+
+ return 1;
+}
+
/**
* Initialize an EGL context for the current display.
*/
-void fghCreateNewContextEGL( SFG_Window* window ) {
- /*
- * Here specify the attributes of the desired configuration.
- * Below, we select an EGLConfig with at least 8 bits per color
- * component compatible with on-screen windows
- */
- /* Ensure OpenGLES 2.0 context */
- printf("DisplayMode: %d (DEPTH %d)\n", fgState.DisplayMode, (fgState.DisplayMode & GLUT_DEPTH));
- const EGLint attribs[] = {
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
- EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
- EGL_BLUE_SIZE, 1,
- EGL_GREEN_SIZE, 1,
- EGL_RED_SIZE, 1,
- EGL_ALPHA_SIZE, (fgState.DisplayMode & GLUT_ALPHA) ? 1 : 0,
- EGL_DEPTH_SIZE, (fgState.DisplayMode & GLUT_DEPTH) ? 1 : 0,
- EGL_STENCIL_SIZE, (fgState.DisplayMode & GLUT_STENCIL) ? 1 : 0,
- EGL_SAMPLE_BUFFERS, (fgState.DisplayMode & GLUT_MULTISAMPLE) ? 1 : 0,
- EGL_SAMPLES, (fgState.DisplayMode & GLUT_MULTISAMPLE) ? fgState.SampleNumber : 0,
- EGL_NONE
- };
-
- EGLint format;
- EGLint numConfigs;
- EGLConfig config;
+EGLContext fghCreateNewContextEGL( SFG_Window* window ) {
EGLContext context;
+ EGLint ver = -1;
EGLDisplay eglDisplay = fgDisplay.pDisplay.egl.Display;
+ EGLConfig eglConfig = window->Window.pContext.egl.Config;
+
+ /* On GLES, user specifies the target version with glutInitContextVersion */
+ EGLint attributes[32];
+ int where = 0;
+ ATTRIB_VAL(EGL_CONTEXT_CLIENT_VERSION, fgState.MajorVersion);
+#ifdef EGL_CONTEXT_MINOR_VERSION
+ if (fgDisplay.pDisplay.egl.MinorVersion >= 5) {
+ /* EGL_CONTEXT_CLIENT_VERSION == EGL_CONTEXT_MAJOR_VERSION */
+ ATTRIB_VAL(EGL_CONTEXT_MINOR_VERSION, fgState.MinorVersion);
+ }
+#endif
+ ATTRIB(EGL_NONE);
- /* Here, the application chooses the configuration it desires. In this
- * sample, we have a very simplified selection process, where we pick
- * the first EGLConfig that matches our criteria */
- eglChooseConfig(eglDisplay, attribs, &config, 1, &numConfigs);
-
- /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
- * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
- * As soon as we picked a EGLConfig, we can safely reconfigure the
- * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
- eglGetConfigAttrib(eglDisplay, config, EGL_NATIVE_VISUAL_ID, &format);
-
- /* Default, but doesn't hurt */
- eglBindAPI(EGL_OPENGL_ES_API);
-
- /* Ensure OpenGLES 2.0 context */
- static const EGLint ctx_attribs[] = {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
- context = eglCreateContext(eglDisplay, config, EGL_NO_CONTEXT, ctx_attribs);
+ context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, attributes);
if (context == EGL_NO_CONTEXT) {
fgWarning("Cannot initialize EGL context, err=%x\n", eglGetError());
fghContextCreationError();
}
- EGLint ver = -1;
+
eglQueryContext(fgDisplay.pDisplay.egl.Display, context, EGL_CONTEXT_CLIENT_VERSION, &ver);
- if (ver != 2)
+ if (ver != fgState.MajorVersion) {
fgError("Wrong GLES major version: %d\n", ver);
+ }
+#ifdef EGL_CONTEXT_MINOR_VERSION
+ if (fgDisplay.pDisplay.egl.MinorVersion >= 5) {
+ eglQueryContext(fgDisplay.pDisplay.egl.Display, context, EGL_CONTEXT_MINOR_VERSION, &ver);
+ if (ver != fgState.MinorVersion) {
+ fgError("Wrong GLES minor version: %d\n", ver);
+ }
+ }
+#endif
+
+ return context;
+}
- window->Window.Context = context;
- window->Window.pContext.egl.ContextConfig = config;
- window->Window.pContext.egl.ContextFormat = format;
+void fgPlatformSetWindow ( SFG_Window *window )
+{
+ if ( window != fgStructure.CurrentWindow && window) {
+ if (eglMakeCurrent(fgDisplay.pDisplay.egl.Display,
+ window->Window.pContext.egl.Surface,
+ window->Window.pContext.egl.Surface,
+ window->Window.Context) == EGL_FALSE)
+ fgError("eglMakeCurrent: err=%x\n", eglGetError());
+ }
}
/*
void fghPlatformOpenWindowEGL( SFG_Window* window )
{
EGLDisplay display = fgDisplay.pDisplay.egl.Display;
- EGLConfig config = window->Window.pContext.egl.ContextConfig;
+ EGLConfig config = window->Window.pContext.egl.Config;
EGLSurface surface = eglCreateWindowSurface(display, config, window->Window.Handle, NULL);
if (surface == EGL_NO_SURFACE)
fgError("Cannot create EGL window surface, err=%x\n", eglGetError());
- if (eglMakeCurrent(display, surface, surface, window->Window.Context) == EGL_FALSE)
- fgError("eglMakeCurrent: err=%x\n", eglGetError());
+ window->Window.pContext.egl.Surface = surface;
- //EGLint w, h;
- //eglQuerySurface(display, surface, EGL_WIDTH, &w);
- //eglQuerySurface(display, surface, EGL_HEIGHT, &h);
+ fgPlatformSetWindow(window);
+
+ /* EGLint w, h; */
+ /* eglQuerySurface(display, surface, EGL_WIDTH, &w); */
+ /* eglQuerySurface(display, surface, EGL_HEIGHT, &h); */
- window->Window.pContext.egl.Surface = surface;
}
/*
*/
void fghPlatformCloseWindowEGL( SFG_Window* window )
{
- eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ /* Based on fg_window_mswin fgPlatformCloseWindow */
+ if( fgStructure.CurrentWindow == window )
+ eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
if (window->Window.Context != EGL_NO_CONTEXT) {
- eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.Context);
+ /* Step through the list of windows. If the rendering context is not being used by another window, then delete it */
+ {
+ GLboolean used = GL_FALSE;
+ SFG_Window *iter;
+
+ for( iter = (SFG_Window*)fgStructure.Windows.First;
+ iter && used == GL_FALSE;
+ iter = (SFG_Window*)iter->Node.Next)
+ {
+ if( (iter->Window.Context == window->Window.Context) &&
+ (iter != window) )
+ used = GL_TRUE;
+ }
+
+ if( !used )
+ eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.Context);
+ }
window->Window.Context = EGL_NO_CONTEXT;
}