1*d57664e9SAndroid Build Coastguard Worker /* 2*d57664e9SAndroid Build Coastguard Worker * Copyright (C) 2014 The Android Open Source Project 3*d57664e9SAndroid Build Coastguard Worker * 4*d57664e9SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*d57664e9SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*d57664e9SAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*d57664e9SAndroid Build Coastguard Worker * 8*d57664e9SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*d57664e9SAndroid Build Coastguard Worker * 10*d57664e9SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*d57664e9SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*d57664e9SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*d57664e9SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*d57664e9SAndroid Build Coastguard Worker * limitations under the License. 15*d57664e9SAndroid Build Coastguard Worker */ 16*d57664e9SAndroid Build Coastguard Worker #ifndef GLUTILS_H 17*d57664e9SAndroid Build Coastguard Worker #define GLUTILS_H 18*d57664e9SAndroid Build Coastguard Worker 19*d57664e9SAndroid Build Coastguard Worker #include "Debug.h" 20*d57664e9SAndroid Build Coastguard Worker 21*d57664e9SAndroid Build Coastguard Worker #include <log/log.h> 22*d57664e9SAndroid Build Coastguard Worker 23*d57664e9SAndroid Build Coastguard Worker #include <EGL/egl.h> 24*d57664e9SAndroid Build Coastguard Worker #include <EGL/eglext.h> 25*d57664e9SAndroid Build Coastguard Worker #include <GLES2/gl2.h> 26*d57664e9SAndroid Build Coastguard Worker #include <GLES2/gl2ext.h> 27*d57664e9SAndroid Build Coastguard Worker #include <GLES3/gl3.h> 28*d57664e9SAndroid Build Coastguard Worker 29*d57664e9SAndroid Build Coastguard Worker namespace android { 30*d57664e9SAndroid Build Coastguard Worker namespace uirenderer { 31*d57664e9SAndroid Build Coastguard Worker 32*d57664e9SAndroid Build Coastguard Worker #if DEBUG_OPENGL 33*d57664e9SAndroid Build Coastguard Worker #define GL_CHECKPOINT(LEVEL) \ 34*d57664e9SAndroid Build Coastguard Worker do { \ 35*d57664e9SAndroid Build Coastguard Worker if (DEBUG_OPENGL >= DEBUG_LEVEL_##LEVEL) { \ 36*d57664e9SAndroid Build Coastguard Worker LOG_ALWAYS_FATAL_IF(android::uirenderer::GLUtils::dumpGLErrors(), "GL errors! %s:%d", \ 37*d57664e9SAndroid Build Coastguard Worker __FILE__, __LINE__); \ 38*d57664e9SAndroid Build Coastguard Worker } \ 39*d57664e9SAndroid Build Coastguard Worker } while (0) 40*d57664e9SAndroid Build Coastguard Worker #else 41*d57664e9SAndroid Build Coastguard Worker #define GL_CHECKPOINT(LEVEL) 42*d57664e9SAndroid Build Coastguard Worker #endif 43*d57664e9SAndroid Build Coastguard Worker 44*d57664e9SAndroid Build Coastguard Worker class GLUtils { 45*d57664e9SAndroid Build Coastguard Worker public: 46*d57664e9SAndroid Build Coastguard Worker /** 47*d57664e9SAndroid Build Coastguard Worker * Print out any GL errors with ALOGE, returns true if any errors were found. 48*d57664e9SAndroid Build Coastguard Worker * You probably want to use GL_CHECKPOINT(LEVEL) instead of calling this directly 49*d57664e9SAndroid Build Coastguard Worker */ 50*d57664e9SAndroid Build Coastguard Worker static bool dumpGLErrors(); 51*d57664e9SAndroid Build Coastguard Worker 52*d57664e9SAndroid Build Coastguard Worker static const char* getGLFramebufferError(); 53*d57664e9SAndroid Build Coastguard Worker }; // class GLUtils 54*d57664e9SAndroid Build Coastguard Worker 55*d57664e9SAndroid Build Coastguard Worker class AutoEglImage { 56*d57664e9SAndroid Build Coastguard Worker public: AutoEglImage(EGLDisplay display,EGLClientBuffer clientBuffer)57*d57664e9SAndroid Build Coastguard Worker AutoEglImage(EGLDisplay display, EGLClientBuffer clientBuffer) : mDisplay(display) { 58*d57664e9SAndroid Build Coastguard Worker EGLint imageAttrs[] = {EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE}; 59*d57664e9SAndroid Build Coastguard Worker image = eglCreateImageKHR(display, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, clientBuffer, 60*d57664e9SAndroid Build Coastguard Worker imageAttrs); 61*d57664e9SAndroid Build Coastguard Worker } 62*d57664e9SAndroid Build Coastguard Worker ~AutoEglImage()63*d57664e9SAndroid Build Coastguard Worker ~AutoEglImage() { 64*d57664e9SAndroid Build Coastguard Worker if (image != EGL_NO_IMAGE_KHR) { 65*d57664e9SAndroid Build Coastguard Worker eglDestroyImageKHR(mDisplay, image); 66*d57664e9SAndroid Build Coastguard Worker } 67*d57664e9SAndroid Build Coastguard Worker } 68*d57664e9SAndroid Build Coastguard Worker 69*d57664e9SAndroid Build Coastguard Worker EGLImageKHR image = EGL_NO_IMAGE_KHR; 70*d57664e9SAndroid Build Coastguard Worker 71*d57664e9SAndroid Build Coastguard Worker private: 72*d57664e9SAndroid Build Coastguard Worker EGLDisplay mDisplay = EGL_NO_DISPLAY; 73*d57664e9SAndroid Build Coastguard Worker }; 74*d57664e9SAndroid Build Coastguard Worker 75*d57664e9SAndroid Build Coastguard Worker class AutoSkiaGlTexture { 76*d57664e9SAndroid Build Coastguard Worker public: AutoSkiaGlTexture()77*d57664e9SAndroid Build Coastguard Worker AutoSkiaGlTexture() { 78*d57664e9SAndroid Build Coastguard Worker glGenTextures(1, &mTexture); 79*d57664e9SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTexture); 80*d57664e9SAndroid Build Coastguard Worker } 81*d57664e9SAndroid Build Coastguard Worker ~AutoSkiaGlTexture()82*d57664e9SAndroid Build Coastguard Worker ~AutoSkiaGlTexture() { glDeleteTextures(1, &mTexture); } 83*d57664e9SAndroid Build Coastguard Worker 84*d57664e9SAndroid Build Coastguard Worker GLuint mTexture = 0; 85*d57664e9SAndroid Build Coastguard Worker }; 86*d57664e9SAndroid Build Coastguard Worker 87*d57664e9SAndroid Build Coastguard Worker class AutoGLFramebuffer { 88*d57664e9SAndroid Build Coastguard Worker public: AutoGLFramebuffer()89*d57664e9SAndroid Build Coastguard Worker AutoGLFramebuffer() { 90*d57664e9SAndroid Build Coastguard Worker glGenFramebuffers(1, &mFb); 91*d57664e9SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFb); 92*d57664e9SAndroid Build Coastguard Worker } 93*d57664e9SAndroid Build Coastguard Worker ~AutoGLFramebuffer()94*d57664e9SAndroid Build Coastguard Worker ~AutoGLFramebuffer() { glDeleteFramebuffers(1, &mFb); } 95*d57664e9SAndroid Build Coastguard Worker 96*d57664e9SAndroid Build Coastguard Worker GLuint mFb; 97*d57664e9SAndroid Build Coastguard Worker }; 98*d57664e9SAndroid Build Coastguard Worker 99*d57664e9SAndroid Build Coastguard Worker } /* namespace uirenderer */ 100*d57664e9SAndroid Build Coastguard Worker } /* namespace android */ 101*d57664e9SAndroid Build Coastguard Worker 102*d57664e9SAndroid Build Coastguard Worker #endif /* GLUTILS_H */ 103