103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef GLUTILS_H
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#define GLUTILS_H
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#include "Debug.h"
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#include <log/log.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <GLES3/gl3.h>
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namespace android {
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namespace uirenderer {
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#if DEBUG_OPENGL
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#define GL_CHECKPOINT(LEVEL) \
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do { \
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if (DEBUG_OPENGL >= DEBUG_LEVEL_##LEVEL) { \
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LOG_ALWAYS_FATAL_IF(android::uirenderer::GLUtils::dumpGLErrors(), "GL errors! %s:%d", \
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__FILE__, __LINE__); \
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} \
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} while (0)
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#else
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#define GL_CHECKPOINT(LEVEL)
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#endif
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class GLUtils {
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public:
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/**
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* Print out any GL errors with ALOGE, returns true if any errors were found.
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* You probably want to use GL_CHECKPOINT(LEVEL) instead of calling this directly
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*/
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static bool dumpGLErrors();
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static const char* getGLFramebufferError();
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}; // class GLUtils
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class AutoEglImage {
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public:
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AutoEglImage(EGLDisplay display, EGLClientBuffer clientBuffer) : mDisplay(display) {
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EGLint imageAttrs[] = {EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE};
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image = eglCreateImageKHR(display, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, clientBuffer,
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imageAttrs);
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}
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~AutoEglImage() {
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if (image != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(mDisplay, image);
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}
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}
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EGLImageKHR image = EGL_NO_IMAGE_KHR;
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private:
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EGLDisplay mDisplay = EGL_NO_DISPLAY;
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};
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class AutoSkiaGlTexture {
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public:
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AutoSkiaGlTexture() {
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glGenTextures(1, &mTexture);
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glBindTexture(GL_TEXTURE_2D, mTexture);
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}
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~AutoSkiaGlTexture() { glDeleteTextures(1, &mTexture); }
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GLuint mTexture = 0;
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};
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class AutoGLFramebuffer {
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public:
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AutoGLFramebuffer() {
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glGenFramebuffers(1, &mFb);
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glBindFramebuffer(GL_FRAMEBUFFER, mFb);
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}
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~AutoGLFramebuffer() { glDeleteFramebuffers(1, &mFb); }
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GLuint mFb;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* GLUTILS_H */
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