/* * 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. */ #ifndef __GL_COMMON_H__ #define __GL_COMMON_H__ #include #include #include #include #include "glengine.h" #include "EGLImageWrapper.h" namespace sdm { struct GLRect { float left = 0.0f; float top = 0.0f; float right = 0.0f; float bottom = 0.0f; }; struct GLContext { EGLDisplay egl_display = EGL_NO_DISPLAY; EGLContext egl_context = EGL_NO_CONTEXT; EGLSurface egl_surface = EGL_NO_SURFACE; uint32_t program_id = 0; }; class GLCommon { public: virtual GLuint LoadProgram(int vertex_entries, const char **vertex, int fragment_entries, const char **fragment); virtual void DumpShaderLog(int shader); virtual void MakeCurrent(const GLContext *ctx); virtual void SetProgram(uint32_t id); virtual void SetDestinationBuffer(const private_handle_t *dst_hnd); virtual void SetSourceBuffer(const private_handle_t *src_hnd); virtual void DestroyContext(GLContext *ctx); virtual void DeleteProgram(uint32_t id); virtual int WaitOnInputFence(const std::vector> &in_fences); virtual int CreateOutputFence(shared_ptr *out_fence); virtual void ClearCache(); virtual void SetRealTimePriority(); virtual void SetViewport(const GLRect &dst_rect); protected: virtual ~GLCommon() { } private: EGLImageWrapper image_wrapper_; }; } // namespace sdm #endif // __GL_COMMON_H__