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/*
** Copyright 2007, The Android Open Source Project
**
** Licensed under the Apache License, Version 2.0 (the "License");
** you may not use this file except in compliance with the License.
** You may obtain a copy of the License at
**
** http://www.apache.org/licenses/LICENSE-2.0
**
** Unless required by applicable law or agreed to in writing, software
** distributed under the License is distributed on an "AS IS" BASIS,
** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
** See the License for the specific language governing permissions and
** limitations under the License.
*/
#ifndef ANDROID_EGL_OBJECT_H
#define ANDROID_EGL_OBJECT_H
#include <atomic>
#include <stdint.h>
#include <stddef.h>
#include <string>
#include <vector>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <system/window.h>
#include <log/log.h>
#include "egl_display.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
class egl_display_t;
class egl_object_t {
egl_display_t *display;
mutable std::atomic_size_t count;
protected:
virtual ~egl_object_t();
virtual void terminate();
public:
explicit egl_object_t(egl_display_t* display);
void destroy();
inline void incRef() { count.fetch_add(1, std::memory_order_relaxed); }
inline size_t decRef() { return count.fetch_sub(1, std::memory_order_acq_rel); }
inline egl_display_t* getDisplay() const { return display; }
private:
static bool get(egl_display_t const* display, egl_object_t* object);
public:
template <typename N, typename T>
class LocalRef {
egl_object_t* ref;
LocalRef() = delete;
LocalRef(const LocalRef* rhs) = delete;
public:
~LocalRef();
explicit LocalRef(egl_object_t* rhs);
explicit LocalRef(egl_display_t const* display, T o) : ref(0) {
egl_object_t* native = reinterpret_cast<N*>(o);
if (o && egl_object_t::get(display, native)) {
ref = native;
}
}
inline N* get() {
return static_cast<N*>(ref);
}
void acquire() const;
void release() const;
void terminate();
};
template <typename N, typename T>
friend class LocalRef;
};
template<typename N, typename T>
egl_object_t::LocalRef<N, T>::LocalRef(egl_object_t* rhs) : ref(rhs) {
if (ref) {
ref->incRef();
}
}
template <typename N, typename T>
egl_object_t::LocalRef<N,T>::~LocalRef() {
if (ref) {
ref->destroy();
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::acquire() const {
if (ref) {
ref->incRef();
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::release() const {
if (ref) {
if (ref->decRef() == 1) {
// shouldn't happen because this is called from LocalRef
ALOGE("LocalRef::release() removed the last reference!");
}
}
}
template <typename N, typename T>
void egl_object_t::LocalRef<N,T>::terminate() {
if (ref) {
ref->terminate();
}
}
// ----------------------------------------------------------------------------
class egl_surface_t : public egl_object_t {
protected:
~egl_surface_t();
void terminate() override;
public:
typedef egl_object_t::LocalRef<egl_surface_t, EGLSurface> Ref;
egl_surface_t(egl_display_t* dpy, EGLConfig config,
EGLNativeWindowType win, EGLSurface surface,
egl_connection_t const* cnx);
ANativeWindow* getNativeWindow() { return win; }
ANativeWindow* getNativeWindow() const { return win; }
// Try to keep the order of these fields and size unchanged. It's not public API, but
// it's not hard to imagine native games accessing them.
EGLSurface surface;
EGLConfig config;
private:
ANativeWindow* win;
public:
egl_connection_t const* cnx;
private:
bool connected;
void disconnect();
};
class egl_context_t: public egl_object_t {
protected:
~egl_context_t() {}
public:
typedef egl_object_t::LocalRef<egl_context_t, EGLContext> Ref;
egl_context_t(EGLDisplay dpy, EGLContext context, EGLConfig config,
egl_connection_t const* cnx, int version);
void onLooseCurrent();
void onMakeCurrent(EGLSurface draw, EGLSurface read);
EGLDisplay dpy;
EGLContext context;
EGLConfig config;
EGLSurface read;
EGLSurface draw;
egl_connection_t const* cnx;
int version;
std::string gl_extensions;
std::vector<std::string> tokenized_gl_extensions;
};
// ----------------------------------------------------------------------------
typedef egl_surface_t::Ref SurfaceRef;
typedef egl_context_t::Ref ContextRef;
// ----------------------------------------------------------------------------
template<typename NATIVE, typename EGL>
static inline NATIVE* egl_to_native_cast(EGL arg) {
return reinterpret_cast<NATIVE*>(arg);
}
static inline
egl_surface_t* get_surface(EGLSurface surface) {
return egl_to_native_cast<egl_surface_t>(surface);
}
static inline
egl_context_t* get_context(EGLContext context) {
return egl_to_native_cast<egl_context_t>(context);
}
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
#endif // ANDROID_EGL_OBJECT_H