Commit Graph

21 Commits

Author SHA1 Message Date
Michael Lentine 54466bc441 Remove lock around ref count check in terminate.
Replace the global lock in terminate for the ref count check with atomics and a
local lock.

Bug: 19072064

Change-Id: I0cfd6564e227a75b8387a8788b16381d5bc2cc88
2015-01-28 11:54:15 -08:00
Jesse Hall c2e41222bf Add support for EGL_KHR_gl_colorspace
Change-Id: I684d0b8556cd6c84ee4b4d67e1bb95c3b96fccfb
2013-08-13 12:10:51 -07:00
Mathias Agopian 39c24a20bb fix local include paths
Change-Id: Icb921fa796ec08612dbb2feb7e7161bcb0cf4a99
2013-04-04 23:30:18 -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 201f3b2da5 Disable EGL hibernation due to jank
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
2012-05-04 15:21:35 -07:00
Jesse Hall a0fef1c8bb Fix deadlock when cleaning objects in eglTerminate
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
2012-04-17 14:52:13 -07:00
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
Jamie Gennis 28ef8d7911 EGL: add GPU frame completion tracing
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
2012-04-06 09:23:13 -07:00
Mathias Agopian 7db993a98b debug.egl.finish can be used to force a glFinish() when eglSwapBuffers() is called
this debug property is evaludated at eglInitialize() time.

Change-Id: Ie439e4aac87f7fdc6ab2add86183d6d042f3ee8b
2012-03-25 00:49:46 -07:00
Mathias Agopian 7773c435bc EGLConfig is now not remaped to an internal EGLConfig
this is possible now that we support only a single
EGL implementation. this allows a large code simplification.

Change-Id: I7a6b9db4c5d60f4407c6061e7a68729af63d5242
2012-02-13 20:23:15 -08:00
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 a4b2c04182 fix a dead-lock in eglMakeCurrent
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
2012-02-03 15:24:51 -08:00
Mathias Agopian fb87e54a9a fix a race condition in eglMakeCurrent()
it would happen when a context was made non-current, in this
case we would call the implementation's eglMakeCurrent() which
would succeed, if we're rescheduled at that point, another
eglMakeCurrent() could make that context current to another thread,
however, when we came back to the original call we would
overwrite egl_context_t internal state.

this is fixed by moving the critical section under
egl_display_t's lock.

Change-Id: I743c85696e13263d3a9570824940263df0caacdc
2012-01-30 18:20:52 -08:00
Mathias Agopian 4b9511c161 rework a bit how we manage EGL extensions
- don't advertise extensions that are not supported
  by any implementation

- remove EGL_ANDROID_swap_rectangle which is not
  implemented by anybody and confuses people

- add some comments about mandatory extensions

Bug: 5428001
Change-Id: Id8dc48116ac1d1eb79ec9ef55d03e29d4257c1f3
2011-11-14 19:05:45 -08:00
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
Romain Guy 4725e2ca80 Terminate EGL when an app goes in the background
This does not happen on high end gfx devices. This happens
only if only one EGL context is initialized in the current
process.

Change-Id: Ibd1737efdf84eef8a84108b05795440d1ae9964e
2011-11-10 16:44:49 -08:00
Jamie Gennis 98c6383580 EGL: implement loading and saving the cache
This change adds support for saving and loading the contents of the EGL
cache.  It also adds some simple tests for the EGL cache.

Change-Id: I18e5e789e0897a0783d29d1c1e64d26de2dd44c4
2011-11-08 15:54:36 -08:00
Mathias Agopian 1cadb25da1 fix x86 build
Change-Id: I03cfbfeaeb8b13842248856b14b4a23711036e10
2011-05-23 17:48:36 -07:00
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