replicant-frameworks_native/opengl/libs/EGL/egl_display.h
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

142 lines
4.5 KiB
C++

/*
** Copyright 2007, The Android Open Source Project
**
** Licensed under the Apache License, Version 2.0 (the "License");
** you may not use this file except in compliance with the License.
** You may obtain a copy of the License at
**
** http://www.apache.org/licenses/LICENSE-2.0
**
** Unless required by applicable law or agreed to in writing, software
** distributed under the License is distributed on an "AS IS" BASIS,
** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
** See the License for the specific language governing permissions and
** limitations under the License.
*/
#ifndef ANDROID_EGL_DISPLAY_H
#define ANDROID_EGL_DISPLAY_H
#include <ctype.h>
#include <stdint.h>
#include <stdlib.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <utils/SortedVector.h>
#include <utils/threads.h>
#include <utils/String8.h>
#include "egldefs.h"
#include "hooks.h"
// ----------------------------------------------------------------------------
namespace android {
// ----------------------------------------------------------------------------
class egl_object_t;
class egl_context_t;
class egl_connection_t;
// ----------------------------------------------------------------------------
class EGLAPI egl_display_t { // marked as EGLAPI for testing purposes
static egl_display_t sDisplay[NUM_DISPLAYS];
EGLDisplay getDisplay(EGLNativeDisplayType display);
void loseCurrentImpl(egl_context_t * cur_c);
public:
enum {
NOT_INITIALIZED = 0,
INITIALIZED = 1,
TERMINATED = 2
};
egl_display_t();
~egl_display_t();
EGLBoolean initialize(EGLint *major, EGLint *minor);
EGLBoolean terminate();
// add object to this display's list
void addObject(egl_object_t* object);
// remove object from this display's list
void removeObject(egl_object_t* object);
// add reference to this object. returns true if this is a valid object.
bool getObject(egl_object_t* object) const;
static egl_display_t* get(EGLDisplay dpy);
static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c,
EGLSurface draw, EGLSurface read, EGLContext ctx,
EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx);
static void loseCurrent(egl_context_t * cur_c);
inline bool isReady() const { return (refs > 0); }
inline bool isValid() const { return magic == '_dpy'; }
inline bool isAlive() const { return isValid(); }
char const * getVendorString() const { return mVendorString.string(); }
char const * getVersionString() const { return mVersionString.string(); }
char const * getClientApiString() const { return mClientApiString.string(); }
char const * getExtensionString() const { return mExtensionString.string(); }
inline uint32_t getRefsCount() const { return refs; }
struct strings_t {
char const * vendor;
char const * version;
char const * clientApi;
char const * extensions;
};
struct DisplayImpl {
DisplayImpl() : dpy(EGL_NO_DISPLAY), state(NOT_INITIALIZED) { }
EGLDisplay dpy;
EGLint state;
strings_t queryString;
};
private:
uint32_t magic;
public:
DisplayImpl disp;
bool finishOnSwap; // property: debug.egl.finish
bool traceGpuCompletion; // property: debug.egl.traceGpuCompletion
private:
uint32_t refs;
mutable Mutex lock;
SortedVector<egl_object_t*> objects;
String8 mVendorString;
String8 mVersionString;
String8 mClientApiString;
String8 mExtensionString;
};
// ----------------------------------------------------------------------------
inline egl_display_t* get_display(EGLDisplay dpy) {
return egl_display_t::get(dpy);
}
// ----------------------------------------------------------------------------
egl_display_t* validate_display(EGLDisplay dpy);
egl_connection_t* validate_display_config(EGLDisplay dpy,
EGLConfig config, egl_display_t const*& dp);
EGLBoolean validate_display_context(EGLDisplay dpy, EGLContext ctx);
EGLBoolean validate_display_surface(EGLDisplay dpy, EGLSurface surface);
// ----------------------------------------------------------------------------
}; // namespace android
// ----------------------------------------------------------------------------
#endif // ANDROID_EGL_DISPLAY_H