- move all the code related to EGL extensions in one place
- add missing extension strings:
EGL_KHR_lock_surface
EGL_KHR_reusable_sync
- add public extensions strings and entry-points
EGL_ANDROID_wait_sync
EGL_ANDROID_presentation_time
- add missing entry-points for EGL_KHR_reusable_sync
Change-Id: Ifd98966b549e8efd8ef5385eba0efde8c4cbc77b
- added a ctor that updates and dumps the stack immediately
- added a "logtag" parameter to dump()
Change-Id: Ie51c256071d282591752243bdb4f68cf9ff8829d
Added EGL extension to set a timestamp on a surface.
Also, fix JNI encoding of "long" in glgen.
Bug 8191230
Change-Id: I38b7334bade3f8ff02bffe600bb74469ef22c164
* changes:
Symlink /system/lib/libGLESv3.so -> libGLESv2.so
Add ES3 support to libGLESv2 and tracing tools
Import OpenGL ES 3.0 headers from Khronos SVN
The platform has a unified GLES2/GLES3 wrapper in libGLESv2.so, which
is what bundled binaries should link against. The NDK will have
separate GLES2 and GLES3 libraries so that applications will get a
link error if they accidentally use GLES3 entry points in a GLES2
application. This symlink allows GLES3 NDK apps to load using the
unified wrapper.
Change-Id: Ic344ef63c334047fccebb55b7cb2fb23a4c2d61b
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
This change has been made in Khronos SVN for GLES2 already, however it
is mildly controversial and discussion is on-going.
This change is necessary for Android because otherwise applications
cannot include both GLES2/gl2.h and GLES3/gl3.h as the glShaderSource()
prototype mismatches. Native programs may include framework headers
(which now include GLES3 headers only) but already have included GLES2
headers, creating an incompatibility.
Change-Id: I70a4075e079ee063e76cef5a227abb0ae70aebb4
Avoids irrelevant output differences based on the user's locale. The
current output files were generated with a C or POSIX locale, and sort
differently under en_US.UTF-8.
Change-Id: I0dd85475e9ee2d58e7fa9fe2a4f86ad5c8142e00
# By luliuhui
# Via Android Git Automerger (1) and others
* commit '873ab60e94811488caea1906eb98133329a3e28f':
Gfx-3d: fix GetProcAddress in egl extention
This patch can fix issue when Proc address return NULL.
Glbench10, egl-ext and conformance test need this patch to run pass.
Change-Id: I275c7cb6f77cb334c3ee7fa23cd696bba1c5a458
Author: Liuhui Lu <liuhui.lu@intel.com>
Signed-off-by: Shuo Gao <shuo.gao@intel.com>
Signed-off-by: Bruce Beare <bruce.j.beare@intel.com>
Signed-off-by: Jack Ren <jack.ren@intel.com>
Author-tracking-BZ: 52622
Currently, to activate OpenGL tracing, an application has to be
start with --opengl-trace option (or have a debug prop set).
This CL adds support for tracing an application which may already
be running. This is implemented as follows:
- DDMS initiates a JDWP message to the VM indicating that
opengl traces be enabled.
- When that message is received, a flag is set that indicates
that tracing should be enabled.
- The trace flag is checked during every eglSwap() operation,
and if it finds that tracing should be active and it isn't,
then it starts the tracing component.
Change-Id: I3347fe89fc06c7404d7aa9360f4b21e5bf36ebcb
The shell property debug.egl.trace can now be set to:
0
disables tracing
1
logs all GL calls
error
checks glGetError after every GL call, logs a stack trace on error
systrace
logs each GL call to systrace
Change-Id: I34a2a2d4e19c373fd9eaa1b0cd93e67c87378996
The debugging and tracing levels are initialized both during
early_egl_init and egl_display_t::initialize(). For apps this has
no effect since early_egl_init is called in the context of zygote.
This CL removes the unnecessary call from early_egl_init.
Change-Id: Ibc55c26228cd197f2e2623fbfb2d1a63d0722401
This change fixes a bug where initializing EGL multiple times (eglTerminate
followed by eglInitialize) would cause extensions to show up in the extension
string multiple times.
Change-Id: I707a3da62ed30ef13835087167f84a08bc6addd7
This change adds support for the EGL_ANDROID_native_fence_sync extension to the
Android EGL layer. It also fixes a couple minor issues with the extension spec.
Change-Id: Ic8829d21f37b701f33aa9c72c3d25e88e03fa3cd
eglGetRenderBufferANDROID was removed as it had no users. This commit
reintroduces this extensions as it's used by Qualcomm graphics HAL.
Change-Id: I493306830a0d4f8722a42bcc84fb49236afdabeb
Certain apps (e.g. chrome) seem to create contexts which are unused
for long periods of time. If tracing is stopped before those contexts
are used, then the debugger never gets to know that these contexts
were created. Flushing the trace after these calls ensures that
the debugger knows about all created/used contexts.
Change-Id: I01baa11aa56ac89eddce3c2851e4bf01076984d1
- Process is killed by system with SIGBUS signal if it writes
data to mapped sparse file on full filesystem.
- Allocate space using write() function instead of ftruncate()
to avoid creation of sparse files on full filesystem.
Catch write() errors to handle out-of-space case during allocation.
Bug: http://code.google.com/p/android/issues/detail?id=35376
Change-Id: Ifc366454f34e71a43a0973eda4f591a920ea3a14
Signed-off-by: Kirill Artamonov <kartamonov@nvidia.com>
this allows us to enable h/w acceleration on low-end
devices while keeping memory usage down.
Bug: 6557760
Change-Id: I8af2de3038dc2579360b8b73aa452cb7a0e506a9
Currently, gltrace offers very few trace collection options. As a
result, these options are encoded in a single integer. The trace
control task simply receives integers and interprets them as
commands.
This patch changes the control protocol to first receive the
command length followed by the actual command itself. This allows
for future flexibility to provide enable other commands.
Change-Id: Id5f56c80a025bbbe7613ab4457e092732e7d9dc9
Hibernating EGL takes a long time (>100 ms) and blocks all other
rendering. During window animations, the outgoing activity begins
hibernation before the animation stops, causing visible stutter.
Hibernation is still available by setting 'BOARD_ALLOW_EGL_HIBERNATION
:= true' in the devices BoardConfig.mk
Change-Id: Iab4e00723a1adcd97481e81b2efdc821b3e9712f
When eglTerminate() is called with a window surface still exists, a
deadlock would occur since egl_display_t::terminate() holds a lock
while destroying the window surface, which calls
onWindowSurfaceDestroyed() which attempts to take the same lock.
This change refactors the hibernation code and data into a separate
object with its own lock, separate from the egl_display_t lock. This
avoids the deadlock and better encapsulates the hibernation logic.
The change also fixes a bug discovered incidentally while debugging:
hibernating after calling eglTerminate() succeeds, but will cause
awakens from subsequent eglInitialize() to fail. We will no longer
hibernate a terminated display.
Change-Id: If55e5bb603d4f8953babc439ffc8d8a60af103d9
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
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
This change adds a debug option to EGL to use an EGLSyncKHR each frame to
determine when the GPU finishes rendering the frame.
Change-Id: I09ce071db904b44f07ca814c586c291c8b59385a
This patch adds a function setGlDebugLevel() to libEGL to enable
GL tracing. This will be used by the Java layer to add an option
to "am start" that can enable tracing for a particular application.
Change-Id: Ie1dbdd550f502df8633553595cb33ee9d9ae44e1
This patch enables tracing of vertex attribute data that
is specified using glVertexAttribPointer().
At the time the glVertexAttribPointer() call is made, we
only receive a pointer in client space, without any indication
of the size (# of attributes). This size is known only at
the time of the glDraw() call.
This patch generates a new message glVertexAttribPointerData()
when a draw call is issued that contains the vertex attribute
data.
A glDrawArrays() call directly gives the size of data to copy.
A glDrawElements() call gives the indices to copy. In such a
case, all data between the min & max indices drawn are copied
and sent to the host. To support glDrawElements() with an
element array buffer, this patch also adds state that maintains
a copy of all element array buffers.
Change-Id: I434da794a0aa9ada8e7474e219ffb1d79b183ecf
Currently, the trace API passes the pointers that need to be
patched up via 32 bit integers. Such code will not be 64 bit safe.
This patch sends all pointers in a separate array of pointers
for the fixup calls to read from.
Change-Id: If975333f11a6f6f9a74fba57de328affaed452a5
this simplify our EGL wrapper implementation a lot.
This wrapping is no longer needed now that we can only
support a single underlaying EGL implementation.
Change-Id: I8213df7ac69daac447f1fe6e37044b78aac4e9a9
This patch updates the trace information for all glUniform*() calls
to have the right data (the actual uniforms that are passed).
In addition, as soon as a program is linked, information regarding
all the active attributes and uniforms is passed on to the debugger.
Change-Id: Icfbc6722789b42c413a845cf546577fa6de7da2b
this is possible now that we support only a single
EGL implementation. this allows a large code simplification.
Change-Id: I7a6b9db4c5d60f4407c6061e7a68729af63d5242
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
this was introduced in a recent change. eglMakeCurrent can
end up calling eglDestroyImageKHR via ANativewWindow::disconnect
when the consumer is in the same process.
we make sure we don't hold the lock while this is happening.
Change-Id: Id17fe4fd76eecf5f962cefb9aa32be41fc1b042d