Instead of using a different function pointer table for ES 1.x and ES 2.x,
we use a single one that is the union (sort|uniq) of both tables. Two
instances of this table are initialized with pointers to GL ES 1.x and GL ES 2.x
entry-points.
When a context is created, we store its version number and when it is bound to a
thread we set the approruiate table based on the stored version.
This introduce no penalty while dispatching gl calls to the right API version.
[Pending Dr No approval for MR1]
When EGLImage extension is not available, SurfaceFlinger will fallback to using
glTexImage2D and glTexSubImage2D instead, which requires 50% more memory and an
extra copy. However this code path has never been exercised and had some bugs
which this patch fix.
Mainly the scale factor wasn't computed right when falling back on glDrawElements.
We also fallback to this mode of operation if a buffer doesn't have the adequate
usage bits for EGLImage usage.
This changes only code that is currently not executed. Some refactoring was needed to
keep the change clean. This doesn't change anything functionaly.
Use EGLUtils::selectConfigForNativeWindow to select a legitimate
configuration. (Before now we had been selecting an incorrect
configuration, but the older drivers let us get away with it.)
Converted the source to C++ so we can call selectConfigForNativeWindow.
this change fixes the lifetime mgt of EGLSurface, EGLContext and EGLImageKHR in the EGL wrapper.
EGLDisplay is still somewhat bogus and libagl's EGL is still incorrect.
The idea of the change is that EGL objects are put in a list when created and removed when destroyed.
Before each use, we first verify if the object is in the list and if so a reference is taken and kept
for the scope of the whole EGL API being called, if not, an error is returned.
Upon object destruction, the object is simply marked as "terminated" (this is not protected by a lock
because it doesn't really matter). This flag is only used to deny access to the object by other APIs
while it's still valid (for instance current or being used by another function in another thread).
A reference is also removed and the object can then actually be destroyed when going out of scope.
refactored the code so that:
- EGL APIs that can be called before or after eglInitialize() will work by loading the drivers first
- make eglGetDisplay() a lot more efficient
- make sure that EGL drivers are loaded in a thread-safe way
- don't unload the drivers upon calling eglTerminate(), they're now never unloaded, since there is no safe way to do it (some thread could be running)
- updated our EGL version to 1.4
- return better error codes if errors happen during initialization
* changes:
Revert "SurfaceFlinger will now allocate buffers based on the usage specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."
This change makes SurfaceHolder.setType(GPU) obsolete (it's now ignored).
Added an API to android_native_window_t to allow extending the functionality without ever breaking binary compatibility. This is used to implement the new set_usage() API. This API needs to be called by software renderers because the default is to use usage flags suitable for h/w.