int w, h;
int vsync;
- // Shader used for Evas_GL_Direct Optimization
- GLuint df_program;
- GLuint df_vtx_shader;
- GLuint df_fgmt_shader;
- GLuint df_col_attrib;
- GLuint df_pos_attrib;
-
- GLfloat df_clear_color[4];
- GLfloat df_depth_value;
-
- int df_initialized;
+ // GL Surface Capability
+ struct {
+ int rgb_fmt;
+ int rgba_fmt;
+
+ int depth_8;
+ int depth_16;
+ int depth_24;
+ int depth_32;
+
+ int stencil_1;
+ int stencil_2;
+ int stencil_4;
+ int stencil_8;
+ int stencil_16;
+
+ int depth_24_stencil_8;
+ } gl_cap;
+
+ int gl_cap_initted;
};
struct _Render_Engine_GL_Surface
int direct_fb_opt;
- // Render target texture/buffers
+ // Render target Texture/Buffers
GLuint rt_tex;
GLint rt_internal_fmt;
GLenum rt_fmt;
GLenum rb_depth_fmt;
GLuint rb_stencil;
GLenum rb_stencil_fmt;
+ GLuint rb_depth_stencil;
+ GLenum rb_depth_stencil_fmt;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
EGLSurface direct_sfc;
GLuint context_fbo;
GLuint current_fbo;
-
int scissor_enabled;
int scissor_upated;
+ GLfloat df_clear_color[4];
Render_Engine_GL_Surface *current_sfc;
};
};
static void
-_sym_init(void)
+_gl_ext_sym_init(void)
{
static int done = 0;
}
static void
-_extensions_init(Render_Engine *re)
+_gl_ext_init(Render_Engine *re)
{
int i;
const char *glexts, *evasglexts;
re->info->info.screen);
#endif
- DBG("--------EvasGL Extensions----------");
+ DBG("--------EvasGL Supported Extensions----------");
for (i = 0; _evasgl_ext_entries[i].name != NULL; i++)
{
if ( (strstr(evasglexts, _evasgl_ext_entries[i].name) != NULL) ||
context_attrs[1] = 2;
context_attrs[2] = EGL_NONE;
- // Create resource surface for EGL
- rsc->surface = eglCreateWindowSurface(re->win->egl_disp,
- re->win->egl_config,
- (EGLNativeWindowType)DefaultRootWindow(re->info->info.display),
- NULL);
- if (!rsc->surface)
+ if (eina_main_loop_is())
{
- ERR("Creating internal resource surface failed.");
- free(rsc);
- return NULL;
+ rsc->surface = re->win->egl_surface[0];
+ }
+ else
+ {
+ // Create resource surface for EGL
+ rsc->surface = eglCreateWindowSurface(re->win->egl_disp,
+ re->win->egl_config,
+ (EGLNativeWindowType)DefaultRootWindow(re->info->info.display),
+ NULL);
+ if (!rsc->surface)
+ {
+ ERR("Creating internal resource surface failed.");
+ free(rsc);
+ return NULL;
+ }
}
// Create a resource context for EGL
LKL(resource_lock);
EINA_LIST_FOREACH(resource_list, l, rsc)
{
- if (rsc->surface) eglDestroySurface(re->win->egl_disp, rsc->surface);
- if (rsc->context) eglDestroyContext(re->win->egl_disp, rsc->context);
+ if ((rsc->surface) && (rsc->surface != re->win->egl_surface[0]))
+ eglDestroySurface(re->win->egl_disp, rsc->surface);
+ if (rsc->context)
+ eglDestroyContext(re->win->egl_disp, rsc->context);
free(rsc);
}
eina_list_free(resource_list);
eng_window_use(re->win);
re->vsync = 0;
- _sym_init();
- _extensions_init(re);
-
- // This is used in extensions. Not pretty but can't get display otherwise.
- current_engine = re;
+ _gl_ext_sym_init();
+ _gl_ext_init(re);
return 1;
}
return re->win->alpha;
}
+
+// Unfortunately, there is no query function to figure out which surface formats work.
+// So, this is one way to test for surface config capability.
+static int
+_check_gl_surface_format(GLint int_fmt, GLenum fmt, GLenum attachment, GLenum attach_fmt)
+{
+ GLuint fbo, tex, rb;
+ int w, h, fb_status;
+
+ // Width/Heith for test purposes
+ w = h = 2;
+
+ // Gen FBO
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Render Target Texture
+ if (int_fmt)
+ {
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex );
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, int_fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
+ }
+
+ // Render Target Attachment (Stencil or Depth)
+ if (attachment)
+ {
+ glGenRenderbuffers(1, &rb);
+ glBindRenderbuffer(GL_RENDERBUFFER, rb);
+ glRenderbufferStorage(GL_RENDERBUFFER, attach_fmt, w, h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ }
+
+ // Check FBO for completeness
+ fb_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+
+ // Delete Created Resources
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &fbo);
+ if (tex) glDeleteTextures(1, &tex);
+ if (rb) glDeleteBuffers(1, &rb);
+
+ if (fb_status != GL_FRAMEBUFFER_COMPLETE)
+ return 0;
+ else
+ {
+ if (attachment)
+ return attach_fmt;
+ else
+ return 1;
+ }
+}
+
+static void
+_print_gl_surface_cap(Render_Engine *re, int error)
+{
+#define PRINT_LOG(...) \
+ if (error) \
+ ERR(__VA_ARGS__); \
+ else \
+ DBG(__VA_ARGS__);
+
+ PRINT_LOG("---------------------------------------------------");
+ PRINT_LOG(" EvasGL Supported Surface Format ");
+ PRINT_LOG(" [RGB Fromat] : %x", re->gl_cap.rgb_fmt);
+ PRINT_LOG(" [RGBA Fromat] : %x", re->gl_cap.rgba_fmt);
+ PRINT_LOG(" [Depth 8 Bits] : %x", re->gl_cap.depth_8);
+ PRINT_LOG(" [Depth 16 Bits] : %x", re->gl_cap.depth_16);
+ PRINT_LOG(" [Depth 24 Bits] : %x", re->gl_cap.depth_24);
+ PRINT_LOG(" [Depth 32 Bits] : %x", re->gl_cap.depth_32);
+ PRINT_LOG(" [Stencil 1 Bits] : %x", re->gl_cap.stencil_1);
+ PRINT_LOG(" [Stencil 2 Bits] : %x", re->gl_cap.stencil_2);
+ PRINT_LOG(" [Stencil 4 Bits] : %x", re->gl_cap.stencil_4);
+ PRINT_LOG(" [Stencil 8 Bits] : %x", re->gl_cap.stencil_8);
+ PRINT_LOG(" [Stencil 16 Bits] : %x", re->gl_cap.stencil_16);
+ PRINT_LOG(" [Depth 24 Stencil 8 Bits]: %x", re->gl_cap.depth_24_stencil_8);
+ PRINT_LOG("---------------------------------------------------");
+#undef PRINT_LOG
+}
+
+static void
+_set_gl_surface_cap(Render_Engine *re)
+{
+ GLuint fbo, tex, depth, stencil;
+ int w, h;
+ int ret;
+
+ if (!re) return;
+ if (re->gl_cap_initted) return;
+
+ // Width/Heith for test purposes
+ w = h = 2;
+
+ re->gl_cap.rgb_fmt = _check_gl_surface_format(GL_RGB, GL_RGB, 0, 0);
+ re->gl_cap.rgba_fmt = _check_gl_surface_format(GL_RGBA, GL_RGBA, 0, 0);
+
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+ re->gl_cap.depth_8 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT);
+ re->gl_cap.depth_16 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
+ re->gl_cap.depth_24 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24_OES);
+ re->gl_cap.depth_32 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32_OES);
+
+ re->gl_cap.stencil_1 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1_OES);
+ re->gl_cap.stencil_4 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4_OES);
+ re->gl_cap.stencil_8 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
+#else
+ re->gl_cap.depth_8 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT);
+ re->gl_cap.depth_16 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
+ re->gl_cap.depth_24 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
+ re->gl_cap.depth_32 = _check_gl_surface_format(0, 0, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32);
+
+ re->gl_cap.stencil_1 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX1);
+ re->gl_cap.stencil_4 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX4);
+ re->gl_cap.stencil_8 = _check_gl_surface_format(0, 0, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
+
+ re->gl_cap.depth_24_stencil_8 = _check_gl_surface_format(0, 0, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
+#endif
+
+ _print_gl_surface_cap(re, 0);
+
+ re->gl_cap_initted = 1;
+}
+
static int
-_set_internal_config(Render_Engine_GL_Surface *sfc, Evas_GL_Config *cfg)
+_set_internal_config(Render_Engine *re, Render_Engine_GL_Surface *sfc, Evas_GL_Config *cfg)
{
- // Also initialize pixel format here as well...
+ // Check if color formats are supported
switch((int)cfg->color_format)
{
case EVAS_GL_RGB_888:
- sfc->rt_fmt = GL_RGB;
- sfc->rt_internal_fmt = GL_RGB;
- break;
+ if (re->gl_cap.rgb_fmt)
+ {
+ sfc->rt_fmt = GL_RGB;
+ sfc->rt_internal_fmt = GL_RGB;
+ break;
+ }
case EVAS_GL_RGBA_8888:
- sfc->rt_fmt = GL_RGBA;
- sfc->rt_internal_fmt = GL_RGBA;
- break;
+ if (re->gl_cap.rgba_fmt)
+ {
+ sfc->rt_fmt = GL_RGBA;
+ sfc->rt_internal_fmt = GL_RGBA;
+ cfg->color_format = EVAS_GL_RGBA_8888;
+ break;
+ }
default:
- ERR("Invalid Color Format!");
+ ERR("Color Format Not Supported!");
+ _print_gl_surface_cap(re, 1);
return 0;
}
case EVAS_GL_DEPTH_NONE:
break;
case EVAS_GL_DEPTH_BIT_8:
+ if (re->gl_cap.depth_8)
+ {
+ sfc->rb_depth_fmt = re->gl_cap.depth_8;
+ cfg->depth_bits = EVAS_GL_DEPTH_BIT_8;
+ break;
+ }
case EVAS_GL_DEPTH_BIT_16:
+ if (re->gl_cap.depth_16)
+ {
+ sfc->rb_depth_fmt = re->gl_cap.depth_16;
+ cfg->depth_bits = EVAS_GL_DEPTH_BIT_16;
+ break;
+ }
case EVAS_GL_DEPTH_BIT_24:
-#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- // 24 bit doesn't work... just cover it with 16 for now..
- sfc->rb_depth_fmt = GL_DEPTH_COMPONENT16;
-#else
- sfc->rb_depth_fmt = GL_DEPTH_COMPONENT;
-#endif
- break;
+ if (re->gl_cap.depth_24)
+ {
+ sfc->rb_depth_fmt = re->gl_cap.depth_24;
+ cfg->depth_bits = EVAS_GL_DEPTH_BIT_24;
+ break;
+ }
case EVAS_GL_DEPTH_BIT_32:
+ if (re->gl_cap.depth_32)
+ {
+ sfc->rb_depth_fmt = re->gl_cap.depth_32;
+ cfg->depth_bits = EVAS_GL_DEPTH_BIT_32;
+ break;
+ }
default:
ERR("Unsupported Depth Bits Format!");
+ _print_gl_surface_cap(re, 1);
return 0;
}
case EVAS_GL_STENCIL_NONE:
break;
case EVAS_GL_STENCIL_BIT_1:
+ if (re->gl_cap.stencil_1)
+ {
+ sfc->rb_stencil_fmt = re->gl_cap.stencil_1;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_1;
+ break;
+ }
case EVAS_GL_STENCIL_BIT_2:
+ if (re->gl_cap.stencil_2)
+ {
+ sfc->rb_stencil_fmt = re->gl_cap.stencil_2;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_2;
+ break;
+ }
case EVAS_GL_STENCIL_BIT_4:
+ if (re->gl_cap.stencil_4)
+ {
+ sfc->rb_stencil_fmt = re->gl_cap.stencil_4;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_4;
+ break;
+ }
case EVAS_GL_STENCIL_BIT_8:
-#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- sfc->rb_stencil_fmt = GL_STENCIL_INDEX8;
-#else
- sfc->rb_stencil_fmt = GL_STENCIL_INDEX;
-#endif
- break;
+ if (re->gl_cap.stencil_8)
+ {
+ sfc->rb_stencil_fmt = re->gl_cap.stencil_8;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8;
+ break;
+ }
+ else if (re->gl_cap.depth_24_stencil_8)
+ {
+ sfc->rb_depth_stencil_fmt = re->gl_cap.depth_24_stencil_8;
+ cfg->depth_bits = EVAS_GL_DEPTH_BIT_24;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_8;
+ break;
+ }
case EVAS_GL_STENCIL_BIT_16:
+ if (re->gl_cap.stencil_16)
+ {
+ sfc->rb_stencil_fmt = re->gl_cap.stencil_16;
+ cfg->stencil_bits = EVAS_GL_STENCIL_BIT_16;
+ break;
+ }
default:
ERR("Unsupported Stencil Bits Format!");
+ _print_gl_surface_cap(re, 1);
return 0;
}
if (cfg->options_bits)
{
if (cfg->options_bits & EVAS_GL_OPTIONS_DIRECT)
- sfc->direct_fb_opt = 1;
+ {
+ sfc->direct_fb_opt = 1;
+ DBG("########################################################");
+ DBG("######### [Evas] Direct option bit is enabled ##########");
+ DBG("########################################################");
+ }
// Add other options here...
}
return 1;
}
-static int
+static void
_create_rt_buffers(Render_Engine *data __UNUSED__,
Render_Engine_GL_Surface *sfc)
{
// Render Target texture
- glGenTextures(1, &sfc->rt_tex );
+ if (sfc->rt_fmt)
+ {
+ glGenTextures(1, &sfc->rt_tex);
+ }
+
+ // First check if packed buffer is to be used.
+ if (sfc->rb_depth_stencil_fmt)
+ {
+ glGenRenderbuffers(1, &sfc->rb_depth_stencil);
+ return;
+ }
// Depth RenderBuffer - Create storage here...
- if (sfc->depth_bits != EVAS_GL_DEPTH_NONE)
+ if (sfc->rb_depth_fmt)
glGenRenderbuffers(1, &sfc->rb_depth);
// Stencil RenderBuffer - Create Storage here...
- if (sfc->stencil_bits != EVAS_GL_STENCIL_NONE)
+ if (sfc->rb_stencil_fmt)
glGenRenderbuffers(1, &sfc->rb_stencil);
-
- return 1;
}
static int
{
int fb_status;
- // Initialize Texture
- glBindTexture(GL_TEXTURE_2D, sfc->rt_tex );
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sfc->w, sfc->h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, ctx->context_fbo);
+ // Render Target Texture
+ if (sfc->rt_tex)
+ {
+ glBindTexture(GL_TEXTURE_2D, sfc->rt_tex );
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sfc->w, sfc->h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Attach texture to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, sfc->rt_tex, 0);
+ }
- // Attach texture to FBO
- glBindFramebuffer(GL_FRAMEBUFFER, ctx->context_fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, sfc->rt_tex, 0);
+#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
+#else
+ // Depth Stencil RenderBuffer - Attach it to FBO
+ if (sfc->rb_depth_stencil)
+ {
+ glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_depth_stencil);
+ glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_stencil_fmt,
+ sfc->w, sfc->h);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, sfc->rb_depth_stencil);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ }
+#endif
// Depth RenderBuffer - Attach it to FBO
- if (sfc->depth_bits != EVAS_GL_DEPTH_NONE)
+ if (sfc->rb_depth)
{
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_depth);
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_depth_fmt,
}
// Stencil RenderBuffer - Attach it to FBO
- if (sfc->stencil_bits != EVAS_GL_STENCIL_NONE)
+ if (sfc->rb_stencil)
{
glBindRenderbuffer(GL_RENDERBUFFER, sfc->rb_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, sfc->rb_stencil_fmt,
Render_Engine_GL_Surface *sfc;
Render_Engine_GL_Resource *rsc;
Evas_GL_Config *cfg;
- int ret;
-
- sfc = calloc(1, sizeof(Render_Engine_GL_Surface));
- if (!sfc) return NULL;
+ void *ret = NULL;
+ int res;
re = (Render_Engine *)data;
cfg = (Evas_GL_Config *)config;
- sfc->initialized = 0;
- sfc->fbo_attached = 0;
+ // Allocate surface and fill in values
+ sfc = calloc(1, sizeof(Render_Engine_GL_Surface));
+ if (!sfc)
+ {
+ ERR("Surface allocation failed.");
+ goto finish;
+ }
+
sfc->w = w;
sfc->h = h;
sfc->depth_bits = cfg->depth_bits;
sfc->stencil_bits = cfg->stencil_bits;
- sfc->rt_tex = 0;
- sfc->rb_depth = 0;
- sfc->rb_stencil = 0;
- /* Allow alpha for evas gl direct rendering */
- // FIXME!!!: A little out of place for for now...
+ // Allow alpha for evas gl direct rendering override
+ // FIXME!!!: A little out of place but for now...
if (!gl_direct_override)
if (getenv("EVAS_GL_DIRECT_OVERRIDE")) gl_direct_override = 1;
// Set the internal format based on the config
- if (!_set_internal_config(sfc, cfg))
- {
- ERR("Unsupported Format!");
- free(sfc);
- return NULL;
- }
-
- if (sfc->direct_fb_opt)
+ if (cfg->options_bits & EVAS_GL_OPTIONS_DIRECT)
{
DBG("Enabling Direct rendering to the Evas' window.");
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
if ((rsc = _create_internal_glue_resources(re)) == NULL)
{
ERR("Error creating internal resources.");
- free(sfc);
- return NULL;
+ goto finish;
}
}
- // I'm using evas's original context to create the render target texture
- // This is to prevent awkwardness in using native_surface_get() function
- // If the rt texture creation is deferred till the context is created and
- // make_current called, the user can't call native_surface_get() right
- // after the surface is created. hence this is done here using evas' context.
+ // Use resource surface/context to create surface resrouces
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- ret = eglMakeCurrent(re->win->egl_disp, rsc->surface, rsc->surface, rsc->context);
+ res = eglMakeCurrent(re->win->egl_disp, rsc->surface, rsc->surface, rsc->context);
#else
- ret = glXMakeCurrent(re->info->info.display, re->win->win, rsc->context);
+ res = glXMakeCurrent(re->info->info.display, re->win->win, rsc->context);
#endif
- if (!ret)
+ if (!res)
{
- ERR("xxxMakeCurrent() failed!");
- free(sfc);
- return NULL;
+ ERR("xxxMakeCurrent() finish!");
+ goto finish;
}
- // Create Render texture
- if (!_create_rt_buffers(re, sfc))
+ // Set the engine surface capability first if it hasn't been set
+ if (!re->gl_cap_initted) _set_gl_surface_cap(re);
+
+ // Set the internal config value
+ if (!_set_internal_config(re, sfc, cfg))
{
- ERR("_create_rt_buffers() failed.");
- free(sfc);
- return NULL;
+ ERR("Unsupported Format!");
+ goto finish;
}
+ // Create Render texture
+ _create_rt_buffers(re, sfc);
+
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- ret = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ res = eglMakeCurrent(re->win->egl_disp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
#else
- ret = glXMakeCurrent(re->info->info.display, None, NULL);
+ res = glXMakeCurrent(re->info->info.display, None, NULL);
#endif
- if (!ret)
+ if (!res)
{
- ERR("xxxMakeCurrent() failed!");
- free(sfc);
- return NULL;
+ ERR("xxxMakeCurrent() finish!");
+ goto finish;
}
- return sfc;
+ ret = sfc;
+
+finish:
+
+ if (!ret)
+ {
+ if (!sfc) free(sfc);
+ }
+ return ret;
}
static int
current_evgl_ctx->current_fbo = 0;
current_evgl_ctx->current_sfc = NULL;
}
-
+
// Clear direct rendering flag
gl_direct_enabled = 0;
if (sfc->rb_stencil)
glDeleteRenderbuffers(1, &sfc->rb_stencil);
+ if (sfc->rb_depth_stencil)
+ glDeleteRenderbuffers(1, &sfc->rb_depth_stencil);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// Delete the FBO
if (ctx->context_fbo)
- glDeleteFramebuffers(1, &ctx->context_fbo);
+ glDeleteFramebuffers(1, &ctx->context_fbo);
// Destroy the Context
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
sfc = (Render_Engine_GL_Surface*)surface;
ctx = (Render_Engine_GL_Context*)context;
+ current_engine = re;
+
// Unset surface/context
if ((!sfc) || (!ctx))
{
}
// Check if direct rendering is possible:
- // It's possible when direct_fb_opt is on and either current image
- // object is valid or gl_direct_override is on. Override allows
- // rendering outside of pixel getter but it doesn't guarantee
+ // It's possible when direct_fb_opt is on and either current image
+ // object is valid or gl_direct_override is on. Override allows
+ // rendering outside of pixel getter but it doesn't guarantee
// correct rendering.
if ((sfc->direct_fb_opt) && (gl_direct_img_obj || gl_direct_override))
gl_direct_enabled = 1;
if (gl_direct_enabled)
{
+ int curr_fbo = 0;
+
// Do a make current only if it's not already current
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- if ((eglGetCurrentContext() != ctx->context) ||
+ if ((eglGetCurrentContext() != ctx->context) ||
(eglGetCurrentSurface(EGL_READ) != sfc->direct_sfc) ||
- (eglGetCurrentSurface(EGL_DRAW) != sfc->direct_sfc) )
+ (eglGetCurrentSurface(EGL_DRAW) != sfc->direct_sfc) )
{
- int curr_fbo = 0;
DBG("Rendering Directly to the window\n");
// Flush remainder of what's in Evas' pipeline
- if (re->win) eng_window_use(NULL);
+ eng_window_use(NULL);
// Do a make current
ret = eglMakeCurrent(re->win->egl_disp, sfc->direct_sfc,
//ERR("xxxMakeCurrent() failed!");
return 0;
}
-
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, &curr_fbo);
- if (ctx->context_fbo == curr_fbo)
- {
- ctx->current_fbo = 0;
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
}
#else
if ((glXGetCurrentContext() != ctx->context))
{
// Flush remainder of what's in Evas' pipeline
- if (re->win) eng_window_use(NULL);
+ eng_window_use(NULL);
// Do a make current
ret = glXMakeCurrent(re->info->info.display, sfc->direct_sfc, ctx->context);
- if (!ret)
+ if (!ret)
{
ERR("xxxMakeCurrent() failed!");
return 0;
}
}
#endif
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &curr_fbo);
+ if (ctx->context_fbo == curr_fbo)
+ {
+ ctx->current_fbo = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
}
else
{
// Do a make current only if it's not already current
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
- if ((rsc = eina_tls_get(resource_key)) == EINA_FALSE) return 0;
+ if (eina_main_loop_is())
+ {
+ if ((eglGetCurrentContext() != ctx->context) ||
+ (eglGetCurrentSurface(EGL_READ) != re->win->egl_surface[0]) ||
+ (eglGetCurrentSurface(EGL_DRAW) != re->win->egl_surface[0]) )
+ {
- if ((eglGetCurrentContext() != ctx->context) ||
- (eglGetCurrentSurface(EGL_READ) != rsc->surface) ||
- (eglGetCurrentSurface(EGL_DRAW) != rsc->surface) )
+ // Flush remainder of what's in Evas' pipeline
+ eng_window_use(NULL);
+
+ // Do a make current
+ ret = eglMakeCurrent(re->win->egl_disp, re->win->egl_surface[0],
+ re->win->egl_surface[0], ctx->context);
+ if (!ret)
+ {
+ ERR("xxxMakeCurrent() failed! code=%#x", eglGetError());
+ return 0;
+ }
+ }
+ }
+ else
{
- // Flush remainder of what's in Evas' pipeline
- if (re->win) eng_window_use(NULL);
+ if ((rsc = eina_tls_get(resource_key)) == EINA_FALSE) return 0;
- // Do a make current
- ret = eglMakeCurrent(re->win->egl_disp, rsc->surface,
- rsc->surface, ctx->context);
- if (!ret)
+ if ((eglGetCurrentContext() != ctx->context) ||
+ (eglGetCurrentSurface(EGL_READ) != rsc->surface) ||
+ (eglGetCurrentSurface(EGL_DRAW) != rsc->surface) )
{
- ERR("xxxMakeCurrent() failed!");
- return 0;
+ // Flush remainder of what's in Evas' pipeline
+ eng_window_use(NULL);
+
+ // Do a make current
+ ret = eglMakeCurrent(re->win->egl_disp, rsc->surface,
+ rsc->surface, ctx->context);
+ if (!ret)
+ {
+ ERR("xxxMakeCurrent() failed!");
+ return 0;
+ }
}
}
#else
(glXGetCurrentDrawable() != re->win->win) )
{
// Flush remainder of what's in Evas' pipeline
- if (re->win) eng_window_use(NULL);
+ eng_window_use(NULL);
// Do a make current
ret = glXMakeCurrent(re->info->info.display, re->win->win, ctx->context);
ctx->current_sfc = sfc;
sfc->current_ctx = ctx;
current_evgl_ctx = ctx;
+ current_engine = re;
return 1;
}
}
static int
-eng_gl_native_surface_get(void *data, void *surface, void *native_surface)
+eng_gl_native_surface_get(void *data __UNUSED__, void *surface, void *native_surface)
{
- Render_Engine *re;
Render_Engine_GL_Surface *sfc;
Evas_Native_Surface *ns;
- re = (Render_Engine *)data;
sfc = (Render_Engine_GL_Surface*)surface;
ns = (Evas_Native_Surface*)native_surface;
evgl_glGetString(GLenum name)
{
if (name == GL_EXTENSIONS)
- return (GLubyte *)_gl_ext_string; //glGetString(GL_EXTENSIONS);
+ return (GLubyte *)_gl_ext_string; //glGetString(GL_EXTENSIONS);
else
return glGetString(name);
}
// returns: oc[4] original image object dimension in gl coord
// returns: nc[4] tranformed (x, y, width, heigth) in gl coord
static void
-compute_gl_coordinates(Evas_Object *obj, int rot, int clip,
- int x, int y, int width, int height,
+compute_gl_coordinates(Evas_Object *obj, int rot, int clip,
+ int x, int y, int width, int height,
int imgc[4], int objc[4])
{
if (rot == 0)
{
// oringinal image object coordinate in gl coordinate
- imgc[0] = obj->cur.geometry.x;
+ imgc[0] = obj->cur.geometry.x;
imgc[1] = obj->layer->evas->output.h - obj->cur.geometry.y - obj->cur.geometry.h;
imgc[2] = imgc[0] + obj->cur.geometry.w;
imgc[3] = imgc[1] + obj->cur.geometry.h;
static void
evgl_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
- current_engine->df_clear_color[0] = red;
- current_engine->df_clear_color[1] = green;
- current_engine->df_clear_color[2] = blue;
- current_engine->df_clear_color[3] = alpha;
+ Render_Engine_GL_Context *ctx = current_evgl_ctx;
+
+ current_evgl_ctx->df_clear_color[0] = red;
+ current_evgl_ctx->df_clear_color[1] = green;
+ current_evgl_ctx->df_clear_color[2] = blue;
+ current_evgl_ctx->df_clear_color[3] = alpha;
glClearColor(red, green, blue, alpha);
}
-static void
+static void
evgl_glEnable(GLenum cap)
{
Render_Engine_GL_Context *ctx = current_evgl_ctx;
precision[0] = 24; // floor(-log2((1.0/16777218.0)));
}
return;
- shadertype = precisiontype = 0;
#endif
}
gl_direct_img_obj = NULL;
// Normally direct rendering isn't allowed if alpha is on and
- // rotation is not 0. BUT, if override is on, allow it.
- if ((has_alpha) || (re->win->gl_context->rot!=0))
+ // rotation is not 0. BUT, if override is on, allow it.
+ if ((has_alpha) || (re->win->gl_context->rot!=0))
{
if (gl_direct_override)
gl_direct_img_obj = image;
}
- else
- gl_direct_img_obj = image;
+ else
+ gl_direct_img_obj = image;
}
static int
return 0;
}
/* Allow alpha for evas gl direct rendering */
- if (getenv("EVAS_GL_DIRECT_OVERRIDE")) gl_direct_override = 1;
+ if (getenv("EVAS_GL_DIRECT_OVERRIDE"))
+ {
+ gl_direct_override = 1;
+ DBG("########################################################");
+ DBG("######### [Evas] Direct overriding is enabled ##########");
+ DBG("########################################################");
+ }
/* store it for later use */
func = pfunc;
module_close(Evas_Module *em __UNUSED__)
{
eina_log_domain_unregister(_evas_engine_GL_X11_log_dom);
-/*
+/*
if (xrdb_user.db)
{
XrmDestroyDatabase(xrdb_user.db);