Commit Graph

11 Commits

Author SHA1 Message Date
Michael Lentine
e2fc6f87be Fix parsing of extension string
Previously the parsing found the next space and then added the the difference
between the current position and space to the set of tokens. This improperly
generated empty strings if there were consecutive spaces or if spaces existed at
the beginning or end of strings. To fix this, the parse is modified to use
simple stringstream parsing.

Bug: 22709246

Change-Id: I9e32c07bbf984eadccdadf1dc34437fa0c46088b
2015-07-31 09:26:58 -07:00
Alistair Strachan
89301eaf21 Fix EGL shim extension injection for GL ES 3 drivers.
The Android EGL shim injects GL_EXT_debug_marker into the ES driver
EXTENSIONS string for the OpenGL ES 1.x and 2.0/3.0/3.1 drivers if
the extension is not already provided. This feature is used by
GLES_trace.

In Open GL ES 3.0 it became possible to query an indexed version of
the EXTENSIONS string via GetStringi(). NUM_EXTENSIONS Gets were
also added to the specification (taken from Open GL).

If the shim does not have to inject the extension, then there is no
problem, as glGetString() and glGetStringi() / NUM_EXTENSIONS will
be consistent. However, if the Android EGL shim injects the
extension, NUM_EXTENSIONS and GetStringi() will report one less
extension than is really available.

Consistency between these methods is tested by the dEQP framework
with the dEQP-GLES3.functional.state_query.string.extensions test.
If the driver does not provide GL_EXT_debug_marker, this test
fails.

This change wraps all of the affected entry points so that the
wrapped driver extensions are never visible directly to dEQP,
eliminating the inconsistency.
2015-05-28 15:34:31 -07:00
Jesse Hall
4774338bd0 Add ES3 support to libGLESv2 and tracing tools
Since ES3 is backwards compatible with ES2, a new wrapper isn't
necessary, and the Khronos implementation guidelines recommend
supporting both versions with the same library.

Change-Id: If9bb02be60ce01cc5fe25d1f40c4e7f37244ebf6
2013-02-12 16:36:53 -08:00
Jesse Hall
258385978c Hibernate the EGL implementation when idle
If the EGL implementation supports the EGL_IMG_hibernate_process
extension, use it to hibernate (and hopefully release memory or other
resources) when the process isn't actively using EGL or OpenGL ES. The
idleness heuristic used in this change is:

(a) Wake up when entering any EGL API call, and remain awake for the
    duration of the call.
(b) Do not hibernate when any window surface exists; this means the
    application is very likely in the foreground.
(c) Do not hibernate while any context is made current to a thread.
    The app may be using a client API without the EGL layer knowing,
    so it is not safe to hibernate.
(d) Only check these conditions and attempt to hibernate after a
    window surface is destroyed or a thread's context is detached. By
    not attempting to hibernate at the end of every EGL call, we avoid
    some transient wakeups/hibernate cycles when the app is mostly idle,
    or is starting to become active but hasn't created its window
    surface yet.

On a Galaxy Nexus, hibernating frees 1567 VM pages from the process.
Both hibernating and waking can take anywhere from 30ms to over 100ms
-- measurements have been very inconsistent.

Change-Id: Ib555f5d9d069aefccca06e8173a89625b5f32d7e
2012-04-09 21:36:17 -07:00
Jesse Hall
b29e5e8c26 Increment/decrement a counter around EGL calls
This is in preparation for a change that will hibernate the underlying
EGL when idle. Instead of a bare egl_display_t*, get_display() now
returns a egl_display_ptr, which acts like a smart pointer. The
"wakecount" counter managed by the smart pointer isn't used for
anything in this change. It will be used to make sure we don't
hibernate when any thread is in an EGL call, without having to hold a
mutex for the duration of the call.

Change-Id: Iee52f3549a51162efc3800e1195d3f76bba2f2ce
2012-04-09 21:35:17 -07:00
Mathias Agopian
ada798b7ca remove multiplexing of multiple EGL implementation
from now on, the system can only have one EGL
implementation. this means the software and h/w renderer
cannot be used at the same time on a device. Of course, the
h/w renderer is always prefered; in its absence we
default to the software renderer.

Change-Id: Ib579f58055dd0ce4c4a99144131efa11c16ca3d3
2012-02-13 18:11:42 -08:00
Mathias Agopian
48d438d05f add support for GL_EXT_debug_marker
This extension is always added to the GL_EXTENSIONS
extension string for the current GL context, regardless
of if it's supported by the h/w driver.

The extension itself will be handled by GLES_trace (eventually),
when GLES_trace is not enabled, it'll result to a no-op.

If the h/w implementation has this extension, we'll call that version
instead of our dummy version.

Change-Id: Ie5dd3387c4d45cd5ed5f03b73bda6045620a96bc
2012-01-29 22:22:09 -08:00
Steve Block
e6f43ddce7 Rename (IF_)LOGE(_IF) to (IF_)ALOGE(_IF) DO NOT MERGE
See https://android-git.corp.google.com/g/#/c/157220

Bug: 5449033
Change-Id: Ic9c19d30693bd56755f55906127cd6bd7126096c
2012-01-08 13:19:13 +00:00
Mathias Agopian
f0480de374 fix crash when validating an invalid EGL objects
the code that validated EGL objects dereferenced the object
to access its EGLDisplay -- needed for validation (!).
This was wrong for two reasons, first we dereferenced the object
before validating it (potentially leading to a crash), secondly
we didn't validate that the object existed in the right EGLDisplay.

We now use the EGLDisplay passed by the user API.

Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
2011-11-14 17:40:21 -08:00
Mathias Agopian
5b287a6ea8 eglTerminate() now actually frees up all active egl objects
as specified by the EGL specification, terminated objects's
handles become invalid, the objects themselves are destroyed
when they're not current to some thread.

Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
2011-05-16 19:03:33 -07:00
Mathias Agopian
518ec112f4 refactor EGL source code
no changes is functionality. split various objects into their own files.
make egl_display objec's lock internal.
2011-05-16 19:02:45 -07:00