/* * Copyright (c) 2019-2020, The Linux Foundation. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of The Linux Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR * BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include #include "gl_common.h" #define __CLASS__ "GLCommon" namespace sdm { GLuint GLCommon::LoadProgram(int vertex_entries, const char **vertex, int fragment_entries, const char **fragment) { GLuint prog_id = glCreateProgram(); int vert_id = glCreateShader(GL_VERTEX_SHADER); int frag_id = glCreateShader(GL_FRAGMENT_SHADER); GL(glShaderSource(vert_id, vertex_entries, vertex, 0)); GL(glCompileShader(vert_id)); DumpShaderLog(vert_id); GL(glShaderSource(frag_id, fragment_entries, fragment, 0)); GL(glCompileShader(frag_id)); DumpShaderLog(frag_id); GL(glAttachShader(prog_id, vert_id)); GL(glAttachShader(prog_id, frag_id)); GL(glLinkProgram(prog_id)); GL(glDetachShader(prog_id, vert_id)); GL(glDetachShader(prog_id, frag_id)); GL(glDeleteShader(vert_id)); GL(glDeleteShader(frag_id)); return prog_id; } void GLCommon::DumpShaderLog(int shader) { int success = 0; GLchar infoLog[512]; GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); if (!success) { glGetShaderInfoLog(shader, 512, NULL, infoLog); DLOGI("Shader Failed to compile: %s\n", infoLog); } } void GLCommon::MakeCurrent(const GLContext* ctx) { DTRACE_SCOPED(); EGL(eglMakeCurrent(ctx->egl_display, ctx->egl_surface, ctx->egl_surface, ctx->egl_context)); } void GLCommon::SetProgram(uint32_t id) { DTRACE_SCOPED(); GL(glUseProgram(id)); } void GLCommon::DeleteProgram(uint32_t id) { DTRACE_SCOPED(); GL(glDeleteProgram(id)); } void GLCommon::SetSourceBuffer(const private_handle_t *src_hnd) { DTRACE_SCOPED(); EGLImageBuffer *src_buffer = image_wrapper_.wrap(reinterpret_cast(src_hnd)); GL(glActiveTexture(GL_TEXTURE0)); if (src_buffer) { GL(glBindTexture(GL_TEXTURE_2D, src_buffer->getTexture(GL_TEXTURE_2D))); } } void GLCommon::SetDestinationBuffer(const private_handle_t *dst_hnd) { DTRACE_SCOPED(); EGLImageBuffer *dst_buffer = image_wrapper_.wrap(reinterpret_cast(dst_hnd)); if (dst_buffer) { GL(glBindFramebuffer(GL_FRAMEBUFFER, dst_buffer->getFramebuffer())); } } int GLCommon::WaitOnInputFence(const std::vector> &in_fences) { DTRACE_SCOPED(); shared_ptr in_fence = Fence::Merge(in_fences, true /* ignore signaled*/); if (in_fence == nullptr) { return 0; } int fd = Fence::Dup(in_fence); EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fd, EGL_NONE}; EGLSyncKHR sync = eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_NATIVE_FENCE_ANDROID, attribs); if (sync == EGL_NO_SYNC_KHR) { DLOGE("Failed to create sync from source fd: %s", Fence::GetStr(in_fence).c_str()); close(fd); return -1; } EGL(eglWaitSyncKHR(eglGetCurrentDisplay(), sync, 0)); EGL(eglDestroySyncKHR(eglGetCurrentDisplay(), sync)); return 0; } int GLCommon::CreateOutputFence(shared_ptr *out_fence) { DTRACE_SCOPED(); EGLSyncKHR sync = eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_NATIVE_FENCE_ANDROID, NULL); // Swap buffer. GL(glFlush()); if (sync == EGL_NO_SYNC_KHR) { DLOGE("Failed to create egl sync fence"); return -1; } int status = 0; int fd = eglDupNativeFenceFDANDROID(eglGetCurrentDisplay(), sync); if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID) { status = -1; DLOGE("Failed to dup sync"); } else { *out_fence = Fence::Create(fd, "gl_out_fence"); } EGL(eglDestroySyncKHR(eglGetCurrentDisplay(), sync)); return status; } void GLCommon::DestroyContext(GLContext* ctx) { DTRACE_SCOPED(); // Clear egl image buffers. image_wrapper_.Deinit(); EGL(DeleteProgram(ctx->program_id)); EGL(eglMakeCurrent(ctx->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)); EGL(eglDestroySurface(ctx->egl_display, ctx->egl_surface)); EGL(eglDestroyContext(ctx->egl_display, ctx->egl_context)); EGL(eglTerminate(ctx->egl_display)); } void GLCommon::ClearCache() { // Clear cached handles. image_wrapper_.Deinit(); image_wrapper_.Init(); } void GLCommon::SetRealTimePriority() { // same as composer thread struct sched_param param = {0}; param.sched_priority = 2; if (sched_setscheduler(0, SCHED_FIFO | SCHED_RESET_ON_FORK, ¶m) != 0) { DLOGE("Couldn't set SCHED_FIFO: %d", errno); } } void GLCommon::SetViewport(const GLRect &dst_rect) { DTRACE_SCOPED(); float width = dst_rect.right - dst_rect.left; float height = dst_rect.bottom - dst_rect.top; GL(glViewport(dst_rect.left, dst_rect.top, width, height)); } } // namespace sdm