blob: 275b7a4888f9bfc648036fa2efea503a835e0465 [file] [log] [blame]
/*
* Copyright (C) 2018 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.
*/
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <cutils/compiler.h>
#include <gui/BufferItem.h>
#include <gui/BufferQueue.h>
#include <surfacetexture/EGLConsumer.h>
#include <surfacetexture/SurfaceTexture.h>
#include <inttypes.h>
#include <private/gui/SyncFeatures.h>
#include <utils/Log.h>
#include <utils/String8.h>
#include <utils/Trace.h>
#define PROT_CONTENT_EXT_STR "EGL_EXT_protected_content"
#define EGL_PROTECTED_CONTENT_EXT 0x32C0
namespace android {
// Macros for including the SurfaceTexture name in log messages
#define EGC_LOGV(x, ...) ALOGV("[%s] " x, st.mName.c_str(), ##__VA_ARGS__)
#define EGC_LOGD(x, ...) ALOGD("[%s] " x, st.mName.c_str(), ##__VA_ARGS__)
#define EGC_LOGW(x, ...) ALOGW("[%s] " x, st.mName.c_str(), ##__VA_ARGS__)
#define EGC_LOGE(x, ...) ALOGE("[%s] " x, st.mName.c_str(), ##__VA_ARGS__)
static const struct {
uint32_t width, height;
char const* bits;
} kDebugData = {15, 12,
"_______________"
"_______________"
"_____XX_XX_____"
"__X_X_____X_X__"
"__X_XXXXXXX_X__"
"__XXXXXXXXXXX__"
"___XX_XXX_XX___"
"____XXXXXXX____"
"_____X___X_____"
"____X_____X____"
"_______________"
"_______________"};
Mutex EGLConsumer::sStaticInitLock;
sp<GraphicBuffer> EGLConsumer::sReleasedTexImageBuffer;
static bool hasEglProtectedContentImpl() {
EGLDisplay dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
const char* exts = eglQueryString(dpy, EGL_EXTENSIONS);
size_t cropExtLen = strlen(PROT_CONTENT_EXT_STR);
size_t extsLen = strlen(exts);
bool equal = !strcmp(PROT_CONTENT_EXT_STR, exts);
bool atStart = !strncmp(PROT_CONTENT_EXT_STR " ", exts, cropExtLen + 1);
bool atEnd = (cropExtLen + 1) < extsLen &&
!strcmp(" " PROT_CONTENT_EXT_STR, exts + extsLen - (cropExtLen + 1));
bool inMiddle = strstr(exts, " " PROT_CONTENT_EXT_STR " ");
return equal || atStart || atEnd || inMiddle;
}
static bool hasEglProtectedContent() {
// Only compute whether the extension is present once the first time this
// function is called.
static bool hasIt = hasEglProtectedContentImpl();
return hasIt;
}
EGLConsumer::EGLConsumer() : mEglDisplay(EGL_NO_DISPLAY), mEglContext(EGL_NO_CONTEXT) {}
status_t EGLConsumer::updateTexImage(SurfaceTexture& st) {
// Make sure the EGL state is the same as in previous calls.
status_t err = checkAndUpdateEglStateLocked(st);
if (err != NO_ERROR) {
return err;
}
BufferItem item;
// Acquire the next buffer.
// In asynchronous mode the list is guaranteed to be one buffer
// deep, while in synchronous mode we use the oldest buffer.
err = st.acquireBufferLocked(&item, 0);
if (err != NO_ERROR) {
if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
// We always bind the texture even if we don't update its contents.
EGC_LOGV("updateTexImage: no buffers were available");
glBindTexture(st.mTexTarget, st.mTexName);
err = NO_ERROR;
} else {
EGC_LOGE("updateTexImage: acquire failed: %s (%d)", strerror(-err), err);
}
return err;
}
// Release the previous buffer.
err = updateAndReleaseLocked(item, nullptr, st);
if (err != NO_ERROR) {
// We always bind the texture.
glBindTexture(st.mTexTarget, st.mTexName);
return err;
}
// Bind the new buffer to the GL texture, and wait until it's ready.
return bindTextureImageLocked(st);
}
status_t EGLConsumer::releaseTexImage(SurfaceTexture& st) {
// Make sure the EGL state is the same as in previous calls.
status_t err = NO_ERROR;
// if we're detached, no need to validate EGL's state -- we won't use it.
if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) {
err = checkAndUpdateEglStateLocked(st, true);
if (err != NO_ERROR) {
return err;
}
}
// Update the EGLConsumer state.
int buf = st.mCurrentTexture;
if (buf != BufferQueue::INVALID_BUFFER_SLOT) {
EGC_LOGV("releaseTexImage: (slot=%d, mOpMode=%d)", buf, (int)st.mOpMode);
// if we're detached, we just use the fence that was created in
// detachFromContext() so... basically, nothing more to do here.
if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) {
// Do whatever sync ops we need to do before releasing the slot.
err = syncForReleaseLocked(mEglDisplay, st);
if (err != NO_ERROR) {
EGC_LOGE("syncForReleaseLocked failed (slot=%d), err=%d", buf, err);
return err;
}
}
err = st.releaseBufferLocked(buf, st.mSlots[buf].mGraphicBuffer, mEglDisplay,
EGL_NO_SYNC_KHR);
if (err < NO_ERROR) {
EGC_LOGE("releaseTexImage: failed to release buffer: %s (%d)", strerror(-err), err);
return err;
}
if (mReleasedTexImage == nullptr) {
mReleasedTexImage = new EglImage(getDebugTexImageBuffer());
}
st.mCurrentTexture = BufferQueue::INVALID_BUFFER_SLOT;
mCurrentTextureImage = mReleasedTexImage;
st.mCurrentCrop.makeInvalid();
st.mCurrentTransform = 0;
st.mCurrentTimestamp = 0;
st.mCurrentDataSpace = HAL_DATASPACE_UNKNOWN;
st.mCurrentFence = Fence::NO_FENCE;
st.mCurrentFenceTime = FenceTime::NO_FENCE;
// detached, don't touch the texture (and we may not even have an
// EGLDisplay here.
if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) {
// This binds a dummy buffer (mReleasedTexImage).
status_t result = bindTextureImageLocked(st);
if (result != NO_ERROR) {
return result;
}
}
}
return NO_ERROR;
}
sp<GraphicBuffer> EGLConsumer::getDebugTexImageBuffer() {
Mutex::Autolock _l(sStaticInitLock);
if (CC_UNLIKELY(sReleasedTexImageBuffer == nullptr)) {
// The first time, create the debug texture in case the application
// continues to use it.
sp<GraphicBuffer> buffer =
new GraphicBuffer(kDebugData.width, kDebugData.height, PIXEL_FORMAT_RGBA_8888,
DEFAULT_USAGE_FLAGS | GraphicBuffer::USAGE_SW_WRITE_RARELY,
"[EGLConsumer debug texture]");
uint32_t* bits;
buffer->lock(GraphicBuffer::USAGE_SW_WRITE_RARELY, reinterpret_cast<void**>(&bits));
uint32_t stride = buffer->getStride();
uint32_t height = buffer->getHeight();
memset(bits, 0, stride * height * 4);
for (uint32_t y = 0; y < kDebugData.height; y++) {
for (uint32_t x = 0; x < kDebugData.width; x++) {
bits[x] = (kDebugData.bits[y + kDebugData.width + x] == 'X') ? 0xFF000000
: 0xFFFFFFFF;
}
bits += stride;
}
buffer->unlock();
sReleasedTexImageBuffer = buffer;
}
return sReleasedTexImageBuffer;
}
void EGLConsumer::onAcquireBufferLocked(BufferItem* item, SurfaceTexture& st) {
// If item->mGraphicBuffer is not null, this buffer has not been acquired
// before, so any prior EglImage created is using a stale buffer. This
// replaces any old EglImage with a new one (using the new buffer).
int slot = item->mSlot;
if (item->mGraphicBuffer != nullptr || mEglSlots[slot].mEglImage.get() == nullptr) {
mEglSlots[slot].mEglImage = new EglImage(st.mSlots[slot].mGraphicBuffer);
}
}
void EGLConsumer::onReleaseBufferLocked(int buf) {
mEglSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
}
status_t EGLConsumer::updateAndReleaseLocked(const BufferItem& item, PendingRelease* pendingRelease,
SurfaceTexture& st) {
status_t err = NO_ERROR;
int slot = item.mSlot;
if (st.mOpMode != SurfaceTexture::OpMode::attachedToGL) {
EGC_LOGE("updateAndRelease: EGLConsumer is not attached to an OpenGL "
"ES context");
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
return INVALID_OPERATION;
}
// Confirm state.
err = checkAndUpdateEglStateLocked(st);
if (err != NO_ERROR) {
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
return err;
}
// Ensure we have a valid EglImageKHR for the slot, creating an EglImage
// if nessessary, for the gralloc buffer currently in the slot in
// ConsumerBase.
// We may have to do this even when item.mGraphicBuffer == NULL (which
// means the buffer was previously acquired).
err = mEglSlots[slot].mEglImage->createIfNeeded(mEglDisplay);
if (err != NO_ERROR) {
EGC_LOGW("updateAndRelease: unable to createImage on display=%p slot=%d", mEglDisplay,
slot);
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR);
return UNKNOWN_ERROR;
}
// Do whatever sync ops we need to do before releasing the old slot.
if (slot != st.mCurrentTexture) {
err = syncForReleaseLocked(mEglDisplay, st);
if (err != NO_ERROR) {
// Release the buffer we just acquired. It's not safe to
// release the old buffer, so instead we just drop the new frame.
// As we are still under lock since acquireBuffer, it is safe to
// release by slot.
st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay,
EGL_NO_SYNC_KHR);
return err;
}
}
EGC_LOGV("updateAndRelease: (slot=%d buf=%p) -> (slot=%d buf=%p)", st.mCurrentTexture,
mCurrentTextureImage != nullptr ? mCurrentTextureImage->graphicBufferHandle()
: nullptr,
slot, st.mSlots[slot].mGraphicBuffer->handle);
// Hang onto the pointer so that it isn't freed in the call to
// releaseBufferLocked() if we're in shared buffer mode and both buffers are
// the same.
sp<EglImage> nextTextureImage = mEglSlots[slot].mEglImage;
// release old buffer
if (st.mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
if (pendingRelease == nullptr) {
status_t status =
st.releaseBufferLocked(st.mCurrentTexture,
mCurrentTextureImage->graphicBuffer(), mEglDisplay,
mEglSlots[st.mCurrentTexture].mEglFence);
if (status < NO_ERROR) {
EGC_LOGE("updateAndRelease: failed to release buffer: %s (%d)", strerror(-status),
status);
err = status;
// keep going, with error raised [?]
}
} else {
pendingRelease->currentTexture = st.mCurrentTexture;
pendingRelease->graphicBuffer = mCurrentTextureImage->graphicBuffer();
pendingRelease->display = mEglDisplay;
pendingRelease->fence = mEglSlots[st.mCurrentTexture].mEglFence;
pendingRelease->isPending = true;
}
}
// Update the EGLConsumer state.
st.mCurrentTexture = slot;
mCurrentTextureImage = nextTextureImage;
st.mCurrentCrop = item.mCrop;
st.mCurrentTransform = item.mTransform;
st.mCurrentScalingMode = item.mScalingMode;
st.mCurrentTimestamp = item.mTimestamp;
st.mCurrentDataSpace = item.mDataSpace;
st.mCurrentFence = item.mFence;
st.mCurrentFenceTime = item.mFenceTime;
st.mCurrentFrameNumber = item.mFrameNumber;
st.computeCurrentTransformMatrixLocked();
return err;
}
status_t EGLConsumer::bindTextureImageLocked(SurfaceTexture& st) {
if (mEglDisplay == EGL_NO_DISPLAY) {
ALOGE("bindTextureImage: invalid display");
return INVALID_OPERATION;
}
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
EGC_LOGW("bindTextureImage: clearing GL error: %#04x", error);
}
glBindTexture(st.mTexTarget, st.mTexName);
if (st.mCurrentTexture == BufferQueue::INVALID_BUFFER_SLOT && mCurrentTextureImage == nullptr) {
EGC_LOGE("bindTextureImage: no currently-bound texture");
return NO_INIT;
}
status_t err = mCurrentTextureImage->createIfNeeded(mEglDisplay);
if (err != NO_ERROR) {
EGC_LOGW("bindTextureImage: can't create image on display=%p slot=%d", mEglDisplay,
st.mCurrentTexture);
return UNKNOWN_ERROR;
}
mCurrentTextureImage->bindToTextureTarget(st.mTexTarget);
// In the rare case that the display is terminated and then initialized
// again, we can't detect that the display changed (it didn't), but the
// image is invalid. In this case, repeat the exact same steps while
// forcing the creation of a new image.
if ((error = glGetError()) != GL_NO_ERROR) {
glBindTexture(st.mTexTarget, st.mTexName);
status_t result = mCurrentTextureImage->createIfNeeded(mEglDisplay, true);
if (result != NO_ERROR) {
EGC_LOGW("bindTextureImage: can't create image on display=%p slot=%d", mEglDisplay,
st.mCurrentTexture);
return UNKNOWN_ERROR;
}
mCurrentTextureImage->bindToTextureTarget(st.mTexTarget);
if ((error = glGetError()) != GL_NO_ERROR) {
EGC_LOGE("bindTextureImage: error binding external image: %#04x", error);
return UNKNOWN_ERROR;
}
}
// Wait for the new buffer to be ready.
return doGLFenceWaitLocked(st);
}
status_t EGLConsumer::checkAndUpdateEglStateLocked(SurfaceTexture& st, bool contextCheck) {
EGLDisplay dpy = eglGetCurrentDisplay();
EGLContext ctx = eglGetCurrentContext();
if (!contextCheck) {
// if this is the first time we're called, mEglDisplay/mEglContext have
// never been set, so don't error out (below).
if (mEglDisplay == EGL_NO_DISPLAY) {
mEglDisplay = dpy;
}
if (mEglContext == EGL_NO_CONTEXT) {
mEglContext = ctx;
}
}
if (mEglDisplay != dpy || dpy == EGL_NO_DISPLAY) {
EGC_LOGE("checkAndUpdateEglState: invalid current EGLDisplay");
return INVALID_OPERATION;
}
if (mEglContext != ctx || ctx == EGL_NO_CONTEXT) {
EGC_LOGE("checkAndUpdateEglState: invalid current EGLContext");
return INVALID_OPERATION;
}
mEglDisplay = dpy;
mEglContext = ctx;
return NO_ERROR;
}
status_t EGLConsumer::detachFromContext(SurfaceTexture& st) {
EGLDisplay dpy = eglGetCurrentDisplay();
EGLContext ctx = eglGetCurrentContext();
if (mEglDisplay != dpy && mEglDisplay != EGL_NO_DISPLAY) {
EGC_LOGE("detachFromContext: invalid current EGLDisplay");
return INVALID_OPERATION;
}
if (mEglContext != ctx && mEglContext != EGL_NO_CONTEXT) {
EGC_LOGE("detachFromContext: invalid current EGLContext");
return INVALID_OPERATION;
}
if (dpy != EGL_NO_DISPLAY && ctx != EGL_NO_CONTEXT) {
status_t err = syncForReleaseLocked(dpy, st);
if (err != OK) {
return err;
}
glDeleteTextures(1, &st.mTexName);
}
mEglDisplay = EGL_NO_DISPLAY;
mEglContext = EGL_NO_CONTEXT;
return OK;
}
status_t EGLConsumer::attachToContext(uint32_t tex, SurfaceTexture& st) {
// Initialize mCurrentTextureImage if there is a current buffer from past
// attached state.
int slot = st.mCurrentTexture;
if (slot != BufferItem::INVALID_BUFFER_SLOT) {
if (!mEglSlots[slot].mEglImage.get()) {
mEglSlots[slot].mEglImage = new EglImage(st.mSlots[slot].mGraphicBuffer);
}
mCurrentTextureImage = mEglSlots[slot].mEglImage;
}
EGLDisplay dpy = eglGetCurrentDisplay();
EGLContext ctx = eglGetCurrentContext();
if (dpy == EGL_NO_DISPLAY) {
EGC_LOGE("attachToContext: invalid current EGLDisplay");
return INVALID_OPERATION;
}
if (ctx == EGL_NO_CONTEXT) {
EGC_LOGE("attachToContext: invalid current EGLContext");
return INVALID_OPERATION;
}
// We need to bind the texture regardless of whether there's a current
// buffer.
glBindTexture(st.mTexTarget, GLuint(tex));
mEglDisplay = dpy;
mEglContext = ctx;
st.mTexName = tex;
st.mOpMode = SurfaceTexture::OpMode::attachedToGL;
if (mCurrentTextureImage != nullptr) {
// This may wait for a buffer a second time. This is likely required if
// this is a different context, since otherwise the wait could be skipped
// by bouncing through another context. For the same context the extra
// wait is redundant.
status_t err = bindTextureImageLocked(st);
if (err != NO_ERROR) {
return err;
}
}
return OK;
}
status_t EGLConsumer::syncForReleaseLocked(EGLDisplay dpy, SurfaceTexture& st) {
EGC_LOGV("syncForReleaseLocked");
if (st.mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
if (SyncFeatures::getInstance().useNativeFenceSync()) {
EGLSyncKHR sync = eglCreateSyncKHR(dpy, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
if (sync == EGL_NO_SYNC_KHR) {
EGC_LOGE("syncForReleaseLocked: error creating EGL fence: %#x", eglGetError());
return UNKNOWN_ERROR;
}
glFlush();
int fenceFd = eglDupNativeFenceFDANDROID(dpy, sync);
eglDestroySyncKHR(dpy, sync);
if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
EGC_LOGE("syncForReleaseLocked: error dup'ing native fence "
"fd: %#x",
eglGetError());
return UNKNOWN_ERROR;
}
sp<Fence> fence(new Fence(fenceFd));
status_t err = st.addReleaseFenceLocked(st.mCurrentTexture,
mCurrentTextureImage->graphicBuffer(), fence);
if (err != OK) {
EGC_LOGE("syncForReleaseLocked: error adding release fence: "
"%s (%d)",
strerror(-err), err);
return err;
}
} else if (st.mUseFenceSync && SyncFeatures::getInstance().useFenceSync()) {
EGLSyncKHR fence = mEglSlots[st.mCurrentTexture].mEglFence;
if (fence != EGL_NO_SYNC_KHR) {
// There is already a fence for the current slot. We need to
// wait on that before replacing it with another fence to
// ensure that all outstanding buffer accesses have completed
// before the producer accesses it.
EGLint result = eglClientWaitSyncKHR(dpy, fence, 0, 1000000000);
if (result == EGL_FALSE) {
EGC_LOGE("syncForReleaseLocked: error waiting for previous "
"fence: %#x",
eglGetError());
return UNKNOWN_ERROR;
} else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
EGC_LOGE("syncForReleaseLocked: timeout waiting for previous "
"fence");
return TIMED_OUT;
}
eglDestroySyncKHR(dpy, fence);
}
// Create a fence for the outstanding accesses in the current
// OpenGL ES context.
fence = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr);
if (fence == EGL_NO_SYNC_KHR) {
EGC_LOGE("syncForReleaseLocked: error creating fence: %#x", eglGetError());
return UNKNOWN_ERROR;
}
glFlush();
mEglSlots[st.mCurrentTexture].mEglFence = fence;
}
}
return OK;
}
status_t EGLConsumer::doGLFenceWaitLocked(SurfaceTexture& st) const {
EGLDisplay dpy = eglGetCurrentDisplay();
EGLContext ctx = eglGetCurrentContext();
if (mEglDisplay != dpy || mEglDisplay == EGL_NO_DISPLAY) {
EGC_LOGE("doGLFenceWait: invalid current EGLDisplay");
return INVALID_OPERATION;
}
if (mEglContext != ctx || mEglContext == EGL_NO_CONTEXT) {
EGC_LOGE("doGLFenceWait: invalid current EGLContext");
return INVALID_OPERATION;
}
if (st.mCurrentFence->isValid()) {
if (SyncFeatures::getInstance().useWaitSync() &&
SyncFeatures::getInstance().useNativeFenceSync()) {
// Create an EGLSyncKHR from the current fence.
int fenceFd = st.mCurrentFence->dup();
if (fenceFd == -1) {
EGC_LOGE("doGLFenceWait: error dup'ing fence fd: %d", errno);
return -errno;
}
EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd, EGL_NONE};
EGLSyncKHR sync = eglCreateSyncKHR(dpy, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
if (sync == EGL_NO_SYNC_KHR) {
close(fenceFd);
EGC_LOGE("doGLFenceWait: error creating EGL fence: %#x", eglGetError());
return UNKNOWN_ERROR;
}
// XXX: The spec draft is inconsistent as to whether this should
// return an EGLint or void. Ignore the return value for now, as
// it's not strictly needed.
eglWaitSyncKHR(dpy, sync, 0);
EGLint eglErr = eglGetError();
eglDestroySyncKHR(dpy, sync);
if (eglErr != EGL_SUCCESS) {
EGC_LOGE("doGLFenceWait: error waiting for EGL fence: %#x", eglErr);
return UNKNOWN_ERROR;
}
} else {
status_t err = st.mCurrentFence->waitForever("EGLConsumer::doGLFenceWaitLocked");
if (err != NO_ERROR) {
EGC_LOGE("doGLFenceWait: error waiting for fence: %d", err);
return err;
}
}
}
return NO_ERROR;
}
void EGLConsumer::onFreeBufferLocked(int slotIndex) {
if (mEglSlots[slotIndex].mEglImage != nullptr &&
mEglSlots[slotIndex].mEglImage == mCurrentTextureImage) {
mCurrentTextureImage.clear();
}
mEglSlots[slotIndex].mEglImage.clear();
}
void EGLConsumer::onAbandonLocked() {
mCurrentTextureImage.clear();
}
EGLConsumer::EglImage::EglImage(sp<GraphicBuffer> graphicBuffer)
: mGraphicBuffer(graphicBuffer), mEglImage(EGL_NO_IMAGE_KHR), mEglDisplay(EGL_NO_DISPLAY) {}
EGLConsumer::EglImage::~EglImage() {
if (mEglImage != EGL_NO_IMAGE_KHR) {
if (!eglDestroyImageKHR(mEglDisplay, mEglImage)) {
ALOGE("~EglImage: eglDestroyImageKHR failed");
}
eglTerminate(mEglDisplay);
}
}
status_t EGLConsumer::EglImage::createIfNeeded(EGLDisplay eglDisplay, bool forceCreation) {
// If there's an image and it's no longer valid, destroy it.
bool haveImage = mEglImage != EGL_NO_IMAGE_KHR;
bool displayInvalid = mEglDisplay != eglDisplay;
if (haveImage && (displayInvalid || forceCreation)) {
if (!eglDestroyImageKHR(mEglDisplay, mEglImage)) {
ALOGE("createIfNeeded: eglDestroyImageKHR failed");
}
eglTerminate(mEglDisplay);
mEglImage = EGL_NO_IMAGE_KHR;
mEglDisplay = EGL_NO_DISPLAY;
}
// If there's no image, create one.
if (mEglImage == EGL_NO_IMAGE_KHR) {
mEglDisplay = eglDisplay;
mEglImage = createImage(mEglDisplay, mGraphicBuffer);
}
// Fail if we can't create a valid image.
if (mEglImage == EGL_NO_IMAGE_KHR) {
mEglDisplay = EGL_NO_DISPLAY;
const sp<GraphicBuffer>& buffer = mGraphicBuffer;
ALOGE("Failed to create image. size=%ux%u st=%u usage=%#" PRIx64 " fmt=%d",
buffer->getWidth(), buffer->getHeight(), buffer->getStride(), buffer->getUsage(),
buffer->getPixelFormat());
return UNKNOWN_ERROR;
}
return OK;
}
void EGLConsumer::EglImage::bindToTextureTarget(uint32_t texTarget) {
glEGLImageTargetTexture2DOES(texTarget, static_cast<GLeglImageOES>(mEglImage));
}
EGLImageKHR EGLConsumer::EglImage::createImage(EGLDisplay dpy,
const sp<GraphicBuffer>& graphicBuffer) {
EGLClientBuffer cbuf = static_cast<EGLClientBuffer>(graphicBuffer->getNativeBuffer());
const bool createProtectedImage =
(graphicBuffer->getUsage() & GRALLOC_USAGE_PROTECTED) && hasEglProtectedContent();
EGLint attrs[] = {
EGL_IMAGE_PRESERVED_KHR,
EGL_TRUE,
createProtectedImage ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE,
createProtectedImage ? EGL_TRUE : EGL_NONE,
EGL_NONE,
};
eglInitialize(dpy, nullptr, nullptr);
EGLImageKHR image =
eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, cbuf, attrs);
if (image == EGL_NO_IMAGE_KHR) {
EGLint error = eglGetError();
ALOGE("error creating EGLImage: %#x", error);
eglTerminate(dpy);
}
return image;
}
} // namespace android