a0fef1c8bb
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
255 lines
8.5 KiB
C++
255 lines
8.5 KiB
C++
/*
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** Copyright 2007, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#ifndef ANDROID_EGL_DISPLAY_H
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#define ANDROID_EGL_DISPLAY_H
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#include <ctype.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <cutils/compiler.h>
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#include <utils/SortedVector.h>
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#include <utils/threads.h>
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#include <utils/String8.h>
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#include "egldefs.h"
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#include "hooks.h"
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// ----------------------------------------------------------------------------
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namespace android {
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// ----------------------------------------------------------------------------
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class egl_object_t;
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class egl_context_t;
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class egl_connection_t;
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// ----------------------------------------------------------------------------
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class EGLAPI egl_display_t { // marked as EGLAPI for testing purposes
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static egl_display_t sDisplay[NUM_DISPLAYS];
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EGLDisplay getDisplay(EGLNativeDisplayType display);
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void loseCurrentImpl(egl_context_t * cur_c);
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public:
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enum {
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NOT_INITIALIZED = 0,
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INITIALIZED = 1,
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TERMINATED = 2
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};
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egl_display_t();
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~egl_display_t();
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EGLBoolean initialize(EGLint *major, EGLint *minor);
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EGLBoolean terminate();
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// add object to this display's list
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void addObject(egl_object_t* object);
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// remove object from this display's list
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void removeObject(egl_object_t* object);
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// add reference to this object. returns true if this is a valid object.
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bool getObject(egl_object_t* object) const;
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// These notifications allow the display to keep track of how many window
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// surfaces exist, which it uses to decide whether to hibernate the
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// underlying EGL implementation. They can be called by any thread without
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// holding a lock, but must be called via egl_display_ptr to ensure
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// proper hibernate/wakeup sequencing. If a surface destruction triggers
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// hibernation, hibernation will be delayed at least until the calling
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// thread's egl_display_ptr is destroyed.
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void onWindowSurfaceCreated() {
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mHibernation.incWakeCount(HibernationMachine::STRONG);
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}
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void onWindowSurfaceDestroyed() {
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mHibernation.decWakeCount(HibernationMachine::STRONG);
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}
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static egl_display_t* get(EGLDisplay dpy);
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static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
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EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c,
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EGLSurface draw, EGLSurface read, EGLContext ctx,
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EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx);
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static void loseCurrent(egl_context_t * cur_c);
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inline bool isReady() const { return (refs > 0); }
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inline bool isValid() const { return magic == '_dpy'; }
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inline bool isAlive() const { return isValid(); }
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char const * getVendorString() const { return mVendorString.string(); }
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char const * getVersionString() const { return mVersionString.string(); }
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char const * getClientApiString() const { return mClientApiString.string(); }
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char const * getExtensionString() const { return mExtensionString.string(); }
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inline uint32_t getRefsCount() const { return refs; }
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struct strings_t {
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char const * vendor;
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char const * version;
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char const * clientApi;
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char const * extensions;
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};
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struct DisplayImpl {
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DisplayImpl() : dpy(EGL_NO_DISPLAY), state(NOT_INITIALIZED) { }
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EGLDisplay dpy;
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EGLint state;
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strings_t queryString;
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};
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private:
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uint32_t magic;
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public:
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DisplayImpl disp;
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bool finishOnSwap; // property: debug.egl.finish
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bool traceGpuCompletion; // property: debug.egl.traceGpuCompletion
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private:
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friend class egl_display_ptr;
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bool enter() { return mHibernation.incWakeCount(HibernationMachine::WEAK); }
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void leave() { return mHibernation.decWakeCount(HibernationMachine::WEAK); }
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uint32_t refs;
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mutable Mutex lock;
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SortedVector<egl_object_t*> objects;
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String8 mVendorString;
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String8 mVersionString;
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String8 mClientApiString;
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String8 mExtensionString;
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// HibernationMachine uses its own internal mutex to protect its own data.
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// The owning egl_display_t's lock may be but is not required to be held
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// when calling HibernationMachine methods. As a result, nothing in this
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// class may call back up to egl_display_t directly or indirectly.
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class HibernationMachine {
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public:
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// STRONG refs cancel (inc) or initiate (dec) a hibernation attempt
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// the next time the wakecount reaches zero. WEAK refs don't affect
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// whether a hibernation attempt will be made. Use STRONG refs only
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// for infrequent/heavy changes that are likely to indicate the
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// EGLDisplay is entering or leaving a long-term idle state.
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enum WakeRefStrength {
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WEAK = 0,
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STRONG = 1,
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};
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HibernationMachine(): mWakeCount(0), mHibernating(false),
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mAttemptHibernation(false), mDpyValid(false)
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{}
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~HibernationMachine() {}
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bool incWakeCount(WakeRefStrength strenth);
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void decWakeCount(WakeRefStrength strenth);
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void setDisplayValid(bool valid);
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private:
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Mutex mLock;
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int32_t mWakeCount;
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bool mHibernating;
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bool mAttemptHibernation;
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bool mDpyValid;
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};
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HibernationMachine mHibernation;
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};
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// ----------------------------------------------------------------------------
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// An egl_display_ptr is a kind of smart pointer for egl_display_t objects.
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// It doesn't refcount the egl_display_t, but does ensure that the underlying
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// EGL implementation is "awake" (not hibernating) and ready for use as long
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// as the egl_display_ptr exists.
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class egl_display_ptr {
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public:
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explicit egl_display_ptr(egl_display_t* dpy): mDpy(dpy) {
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if (mDpy) {
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if (CC_UNLIKELY(!mDpy->enter())) {
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mDpy = NULL;
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}
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}
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}
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// We only really need a C++11 move constructor, not a copy constructor.
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// A move constructor would save an enter()/leave() pair on every EGL API
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// call. But enabling -std=c++0x causes lots of errors elsewhere, so I
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// can't use a move constructor until those are cleaned up.
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//
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// egl_display_ptr(egl_display_ptr&& other) {
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// mDpy = other.mDpy;
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// other.mDpy = NULL;
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// }
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//
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egl_display_ptr(const egl_display_ptr& other): mDpy(other.mDpy) {
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if (mDpy) {
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mDpy->enter();
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}
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}
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~egl_display_ptr() {
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if (mDpy) {
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mDpy->leave();
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}
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}
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const egl_display_t* operator->() const { return mDpy; }
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egl_display_t* operator->() { return mDpy; }
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const egl_display_t* get() const { return mDpy; }
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egl_display_t* get() { return mDpy; }
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operator bool() const { return mDpy != NULL; }
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private:
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egl_display_t* mDpy;
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// non-assignable
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egl_display_ptr& operator=(const egl_display_ptr&);
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};
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// ----------------------------------------------------------------------------
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inline egl_display_ptr get_display(EGLDisplay dpy) {
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return egl_display_ptr(egl_display_t::get(dpy));
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}
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// Does not ensure EGL is unhibernated. Use with caution: calls into the
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// underlying EGL implementation are not safe.
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inline egl_display_t* get_display_nowake(EGLDisplay dpy) {
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return egl_display_t::get(dpy);
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}
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// ----------------------------------------------------------------------------
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egl_display_ptr validate_display(EGLDisplay dpy);
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egl_display_ptr validate_display_connection(EGLDisplay dpy,
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egl_connection_t*& cnx);
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EGLBoolean validate_display_context(EGLDisplay dpy, EGLContext ctx);
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EGLBoolean validate_display_surface(EGLDisplay dpy, EGLSurface surface);
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// ----------------------------------------------------------------------------
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}; // namespace android
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// ----------------------------------------------------------------------------
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#endif // ANDROID_EGL_DISPLAY_H
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