Commit Graph

197 Commits

Author SHA1 Message Date
Andy McFadden
7284145d56 Add eglPresentationTimeANDROID
Added EGL extension to set a timestamp on a surface.

Also, fix JNI encoding of "long" in glgen.

Bug 8191230

Change-Id: I38b7334bade3f8ff02bffe600bb74469ef22c164
2013-03-05 10:10:59 -08:00
Jesse Hall
f5c7cb316c Merge changes Ic344ef63,If9bb02be,Ic8f94634
* 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
2013-02-24 00:18:56 +00:00
Elliott Hughes
bbb7322c36 am 45b0e435: Merge "Simplify OpenGL TLS access on ARM."
# Via Elliott Hughes (1) and Gerrit Code Review (1)
* commit '45b0e4350d3404bd194edc569e36ecca017c3d76':
  Simplify OpenGL TLS access on ARM.
2013-02-14 11:42:06 -08:00
Elliott Hughes
288870ebc3 Simplify OpenGL TLS access on ARM.
bionic now assumes the TLS register is available, so OpenGL can too.

Change-Id: If2b56a4c08de9f887759b78f70022026a181dc47
2013-02-13 17:30:54 -08:00
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
519191670e am 873ab60e: am 75b83e4d: Merge "Gfx-3d: fix GetProcAddress in egl extention"
# By luliuhui
# Via Android Git Automerger (1) and others
* commit '873ab60e94811488caea1906eb98133329a3e28f':
  Gfx-3d: fix GetProcAddress in egl extention
2013-02-01 14:26:21 -08:00
Jesse Hall
873ab60e94 am 75b83e4d: Merge "Gfx-3d: fix GetProcAddress in egl extention"
# By luliuhui
# Via Gerrit Code Review (1) and Shuo Gao (1)
* commit '75b83e4dc7d8055a70e590f868f7307fdaf656a7':
  Gfx-3d: fix GetProcAddress in egl extention
2013-02-01 12:37:25 -08:00
luliuhui
69d100762c 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
2013-01-22 15:14:34 +08:00
Siva Velusamy
a73a97728b gltrace: Add support for tracing running applications.
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
2012-12-20 10:38:47 -08:00
Siva Velusamy
0e34af6284 am c859084c: am a9a4cd48: gltrace: Make sure device is debuggable.
* commit 'c859084ca303ca1ab69bdc78f864d39c9c81ab0b':
  gltrace: Make sure device is debuggable.
2012-11-20 20:01:30 -08:00
Siva Velusamy
a9a4cd4806 gltrace: Make sure device is debuggable.
(cherry picked from commit 6482fa4db0)

Change-Id: I205aabcab1932025c12e7ba3d1b3cf94684f6758
2012-11-20 15:55:35 -08:00
Siva Velusamy
6482fa4db0 gltrace: Make sure device is debuggable.
Change-Id: Icc22ff823a2f56733b232b927dd1fa494e9e1e81
2012-11-20 13:39:57 -08:00
Romain Guy
d991b40739 am f58475b5: am 60393d45: Merge "Add runtime debugging capabilities to OpenGL" into jb-mr1-dev
* commit 'f58475b5ae4ccb3a31c05c79da8b2914c62a3510':
  Add runtime debugging capabilities to OpenGL
2012-10-18 17:39:13 -07:00
Romain Guy
f58475b5ae am 60393d45: Merge "Add runtime debugging capabilities to OpenGL" into jb-mr1-dev
* commit '60393d45207b6548e1f61ca104fa59aecee87d30':
  Add runtime debugging capabilities to OpenGL
2012-10-18 17:37:54 -07:00
Romain Guy
16928bfeca Add runtime debugging capabilities to OpenGL
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
2012-10-18 16:16:10 -07:00
Romain Guy
4d0aec67c4 am 23bcd8d2: am 825a9a2d: Merge "Update comments to reflect what the code actually does" into jb-mr1-dev
* commit '23bcd8d298597659622919027c9ea921d5eed513':
  Update comments to reflect what the code actually does
2012-10-16 09:50:35 -07:00
Romain Guy
23bcd8d298 am 825a9a2d: Merge "Update comments to reflect what the code actually does" into jb-mr1-dev
* commit '825a9a2dcd1b3e139dd0677ff46f966fb23f963c':
  Update comments to reflect what the code actually does
2012-10-16 09:47:38 -07:00
Romain Guy
1ba2f61d75 am 49fe8add: am b96fe085: Merge "Add new debug option to force 4x MSAA in OpenGL ES 2.0 apps" into jb-mr1-dev
* commit '49fe8addbfe52bf9a3e69e6250e462a70332235c':
  Add new debug option to force 4x MSAA in OpenGL ES 2.0 apps
2012-10-15 20:26:14 -07:00
Romain Guy
49fe8addbf am b96fe085: Merge "Add new debug option to force 4x MSAA in OpenGL ES 2.0 apps" into jb-mr1-dev
* commit 'b96fe08540dcf7e90be56919ea9863f687da779c':
  Add new debug option to force 4x MSAA in OpenGL ES 2.0 apps
2012-10-15 20:19:18 -07:00
Romain Guy
be3c3e4eca Update comments to reflect what the code actually does
Change-Id: I2613aa32c29eddc52a00090656c1bd11f9f5732b
2012-10-15 19:25:18 -07:00
Romain Guy
1cffc80f97 Add new debug option to force 4x MSAA in OpenGL ES 2.0 apps
Change-Id: I53ac91a9ce07b5dd5f2ee0e3cc5b65b6402f9229
2012-10-15 18:13:05 -07:00
Siva Velusamy
2e080904ab gltrace: Do not start gltrace from early_egl_init.
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
2012-10-10 10:35:41 -07:00
Mathias Agopian
2ac4194854 am 1e83690c: Merge "assert -eng builds when calling a GL function without a context" into jb-mr1-dev
* commit '1e83690c6030b33c7776fa65cb57132d5e2d0b40':
  assert -eng builds when calling a GL function without a context
2012-09-26 18:50:13 -07:00
Mathias Agopian
455e360149 assert -eng builds when calling a GL function without a context
Bug: 7241626

Change-Id: I0f1f9361e75e9186af8cff8d98a7d2224b266765
2012-09-26 17:37:53 -07:00
Jamie Gennis
483ab74243 am 2f45d746: Merge "EGL: add the EGL_ANDROID_framebuffer_target enum" into jb-mr1-dev
* commit '2f45d7464a55d7a91da6fcd6f8cf1b11e395d029':
  EGL: add the EGL_ANDROID_framebuffer_target enum
2012-09-24 18:23:05 -07:00
Jamie Gennis
ca5f79c2bb am 363847d4: Merge "EGL: expose the EXT_create_context_robustness ext" into jb-mr1-dev
* commit '363847d498bffe0e2d8e7b8aba693bb402513413':
  EGL: expose the EXT_create_context_robustness ext
2012-09-24 18:23:04 -07:00
Jamie Gennis
2f45d7464a Merge "EGL: add the EGL_ANDROID_framebuffer_target enum" into jb-mr1-dev 2012-09-24 18:21:14 -07:00
Jamie Gennis
363847d498 Merge "EGL: expose the EXT_create_context_robustness ext" into jb-mr1-dev 2012-09-24 18:20:51 -07:00
Mathias Agopian
0d45d71197 am 500407a2: log an error when eglCreateContext() fails in an inconsistant way
* commit '500407a2c07ced40c36e7356574a47bcec9c2fd9':
  log an error when eglCreateContext() fails in an inconsistant way
2012-09-24 18:09:21 -07:00
Mathias Agopian
500407a2c0 log an error when eglCreateContext() fails in an inconsistant way
this will help debugging bug: 7216919

Change-Id: I54ac65f20c5ed55cc93a5cbc5350fadfb0fcb804
2012-09-24 17:57:48 -07:00
Mathias Agopian
81b316aa53 am 98838aa0: am 77af25b6: Merge "Return back-end result from eglDestroyImageKHR"
* commit '98838aa0836518b7397cbfe763f34305e3387a5f':
  Return back-end result from eglDestroyImageKHR
2012-09-24 15:43:54 -07:00
Jamie Gennis
3ff48e5e69 EGL: add the EGL_ANDROID_framebuffer_target enum
Change-Id: Id8b1b114e2a7a88956b857c63a0429e9b33fdb5c
2012-09-24 13:45:33 -07:00
Jamie Gennis
09b11432b6 EGL: expose the EXT_create_context_robustness ext
Change-Id: I1db43e96aa5e9e91a6176a4a3e5aa9d1f3ee4a7e
2012-09-24 13:45:32 -07:00
Jamie Gennis
a08cf6e3a4 EGL: fix an extension string bug
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
2012-09-17 17:23:29 -07:00
Steven Holte
646a5c593f Return back-end result from eglDestroyImageKHR
Change-Id: I0e972b778f9802c28f52092bb9af087285833e0b
2012-09-12 15:14:55 -07:00
Jamie Gennis
f478e6d18c EGL: make max cache key size BoardConfig-able
This change makes the maximum EGL blob cache key size configurable via a
BoardConfig.

Change-Id: Ic669cd25fc743662bd4f13aab62354fc3d54560c
2012-09-12 11:59:24 -07:00
Jamie Gennis
010dd4fb89 EGL: Add the EGL_ANDROID_wait_sync extension
Change-Id: Ie9a78e07fcaf27c5c13797141ad3c692217607fb
2012-09-09 17:52:18 -07:00
Jamie Gennis
331841b96b EGL: add the native_fence_sync extension
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
2012-09-06 16:11:37 -07:00
Jean-Baptiste Queru
0adc8f2600 am 6e820eec: am 6f89ebde: Merge "EGL: do not use sparse files for shader"
* commit '6e820eec21917f8e25c40dbc8b972468535af0e8':
  EGL: do not use sparse files for shader
2012-08-20 09:42:32 -07:00
vijay gupta
a30cc7db8d EGL: do not use sparse files for shader
- 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>
2012-07-23 14:26:57 +03:00
Mathias Agopian
fe6102f07c Merge "don't error out when eglTerminate()ing an already terminated display" 2012-06-13 16:27:54 -07:00
Mathias Agopian
fe98127eaa don't error out when eglTerminate()ing an already terminated display
so says the EGL specification, section 3.2

Change-Id: Ice60530f8f6e47b4e14e06d2ab8eba799a7688a6
2012-06-13 15:21:21 -07:00
Mathias Agopian
d75f84d641 reduce PB size from 2MB to 512KB
this allows us to enable h/w acceleration on low-end
devices while keeping memory usage down.

Bug: 6557760
Change-Id: I8af2de3038dc2579360b8b73aa452cb7a0e506a9
2012-06-05 21:44:43 -07:00
Mathias Agopian
cc2b1560e8 fix EGL_CLIENT_STRING
it should read OpenGL_ES (with an underscore)

Bug: 6529643

Change-Id: I7caf07793bffe5a8dcceaff496a222077486fc87
2012-05-21 14:02:53 -07:00
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