diff options
Diffstat (limited to 'opengl')
| -rw-r--r-- | opengl/include/EGL/eglext.h | 7 | ||||
| -rw-r--r-- | opengl/specs/EGL_ANDROID_recordable.txt | 35 | ||||
| -rw-r--r-- | opengl/tests/gl2_copyTexImage/Android.mk | 19 | ||||
| -rw-r--r-- | opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp | 467 |
4 files changed, 523 insertions, 5 deletions
diff --git a/opengl/include/EGL/eglext.h b/opengl/include/EGL/eglext.h index 1123e1673b..6a199db155 100644 --- a/opengl/include/EGL/eglext.h +++ b/opengl/include/EGL/eglext.h @@ -226,7 +226,7 @@ typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGL #ifndef EGL_ANDROID_image_native_buffer #define EGL_ANDROID_image_native_buffer 1 struct ANativeWindowBuffer; -#define EGL_NATIVE_BUFFER_ANDROID 0x3140 /* eglCreateImageKHR target */ +#define EGL_NATIVE_BUFFER_ANDROID 0x3140 /* eglCreateImageKHR target */ #endif #ifndef EGL_ANDROID_swap_rectangle @@ -237,6 +237,11 @@ EGLAPI EGLBoolean EGLAPIENTRY eglSetSwapRectangleANDROID (EGLDisplay dpy, EGLSur typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSWAPRECTANGLEANDROIDPROC) (EGLDisplay dpy, EGLSurface draw, EGLint left, EGLint top, EGLint width, EGLint height); #endif +#ifndef EGL_ANDROID_recordable +#define EGL_ANDROID_recordable 1 +#define EGL_RECORDABLE_ANDROID 0x3142 /* EGLConfig attribute */ +#endif + #ifdef __cplusplus } #endif diff --git a/opengl/specs/EGL_ANDROID_recordable.txt b/opengl/specs/EGL_ANDROID_recordable.txt index cf44465198..8dbd26fdff 100644 --- a/opengl/specs/EGL_ANDROID_recordable.txt +++ b/opengl/specs/EGL_ANDROID_recordable.txt @@ -55,7 +55,7 @@ New Tokens Accepted by the <attribute> parameter of eglGetConfigAttrib and the <attrib_list> parameter of eglChooseConfig: - EGL_RECORDABLE_ANDROID 0xXXXX + EGL_RECORDABLE_ANDROID 0x3142 Changes to Chapter 3 of the EGL 1.4 Specification (EGL Functions and Errors) @@ -103,11 +103,38 @@ Issues RESOLVED: It should not affect sorting. Some implementations may not have any drawback associated with using a recordable EGLConfig. Such - implementations should not have to double-up some of their configs to one sort earlier than . - Implementations that do have drawbacks can use the existing caveat - mechanism to report this drawback to the client. + implementations should not have to double-up some of their configs to one + sort earlier than . Implementations that do have drawbacks can use the + existing caveat mechanism to report this drawback to the client. + + 3. How is this extension expected to be implemented? + + RESPONSE: There are two basic approaches to implementing this extension + that were considered during its design. In both cases it is assumed that a + color space conversion must be performed at some point because most video + encoding formats use a YUV color space. The two approaches are + distinguished by the point at which this color space conversion is + performed. + + One approach involves performing the color space conversion as part of the + eglSwapBuffers call before queuing the rendered image to the ANativeWindow. + In this case, the VisualID of the EGLConfig would correspond to a YUV + Android HAL pixel format from which the video encoder can read. The + EGLConfig would likely have the EGL_SLOW_CONFIG caveat because using that + config to render normal window contents would result in an RGB -> YUV color + space conversion when rendering the frame as well as a YUV -> RGB + conversion when compositing the window. + + The other approach involves performing the color space conversion in the + video encoder. In this case, the VisualID of the EGLConfig would + correspond to an RGB HAL pixel format from which the video encoder can + read. The EGLConfig would likely not need to have any caveat set, as using + this config for normal window rendering would not have any added cost. Revision History +#2 (Jamie Gennis, July 15, 2011) + - Added issue 3. + #1 (Jamie Gennis, July 8, 2011) - Initial draft. diff --git a/opengl/tests/gl2_copyTexImage/Android.mk b/opengl/tests/gl2_copyTexImage/Android.mk new file mode 100644 index 0000000000..bef1f908b1 --- /dev/null +++ b/opengl/tests/gl2_copyTexImage/Android.mk @@ -0,0 +1,19 @@ +LOCAL_PATH:= $(call my-dir) +include $(CLEAR_VARS) + +LOCAL_SRC_FILES:= \ + gl2_copyTexImage.cpp + +LOCAL_SHARED_LIBRARIES := \ + libcutils \ + libEGL \ + libGLESv2 \ + libui + +LOCAL_MODULE:= test-opengl-gl2_copyTexImage + +LOCAL_MODULE_TAGS := optional + +LOCAL_CFLAGS := -DGL_GLEXT_PROTOTYPES + +include $(BUILD_EXECUTABLE) diff --git a/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp new file mode 100644 index 0000000000..c2bfdecfca --- /dev/null +++ b/opengl/tests/gl2_copyTexImage/gl2_copyTexImage.cpp @@ -0,0 +1,467 @@ +/* + * Copyright (C) 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. + */ + +#include <stdlib.h> +#include <stdio.h> +#include <time.h> +#include <sched.h> +#include <sys/resource.h> + +#include <EGL/egl.h> +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> + +#include <utils/Timers.h> + +#include <ui/FramebufferNativeWindow.h> +#include <ui/EGLUtils.h> + +using namespace android; + +static void printGLString(const char *name, GLenum s) { + // fprintf(stderr, "printGLString %s, %d\n", name, s); + const char *v = (const char *) glGetString(s); + // int error = glGetError(); + // fprintf(stderr, "glGetError() = %d, result of glGetString = %x\n", error, + // (unsigned int) v); + // if ((v < (const char*) 0) || (v > (const char*) 0x10000)) + // fprintf(stderr, "GL %s = %s\n", name, v); + // else + // fprintf(stderr, "GL %s = (null) 0x%08x\n", name, (unsigned int) v); + fprintf(stderr, "GL %s = %s\n", name, v); +} + +static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) { + if (returnVal != EGL_TRUE) { + fprintf(stderr, "%s() returned %d\n", op, returnVal); + } + + for (EGLint error = eglGetError(); error != EGL_SUCCESS; error + = eglGetError()) { + fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error), + error); + } +} + +static void checkGlError(const char* op) { + for (GLint error = glGetError(); error; error + = glGetError()) { + fprintf(stderr, "after %s() glError (0x%x)\n", op, error); + } +} + +static const char gVertexShader[] = "attribute vec4 vPosition;\n" + "void main() {\n" + " gl_Position = vPosition;\n" + "}\n"; + +static const char gFragmentShader[] = "precision mediump float;\n" + "void main() {\n" + " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.5);\n" + "}\n"; + +GLuint loadShader(GLenum shaderType, const char* pSource) { + GLuint shader = glCreateShader(shaderType); + if (shader) { + glShaderSource(shader, 1, &pSource, NULL); + glCompileShader(shader); + GLint compiled = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); + if (!compiled) { + GLint infoLen = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen) { + char* buf = (char*) malloc(infoLen); + if (buf) { + glGetShaderInfoLog(shader, infoLen, NULL, buf); + fprintf(stderr, "Could not compile shader %d:\n%s\n", + shaderType, buf); + free(buf); + } + glDeleteShader(shader); + shader = 0; + } + } + } + return shader; +} + +GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { + GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource); + if (!vertexShader) { + return 0; + } + + GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); + if (!pixelShader) { + return 0; + } + + GLuint program = glCreateProgram(); + if (program) { + glAttachShader(program, vertexShader); + checkGlError("glAttachShader"); + glAttachShader(program, pixelShader); + checkGlError("glAttachShader"); + glLinkProgram(program); + GLint linkStatus = GL_FALSE; + glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); + if (linkStatus != GL_TRUE) { + GLint bufLength = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); + if (bufLength) { + char* buf = (char*) malloc(bufLength); + if (buf) { + glGetProgramInfoLog(program, bufLength, NULL, buf); + fprintf(stderr, "Could not link program:\n%s\n", buf); + free(buf); + } + } + glDeleteProgram(program); + program = 0; + } + } + return program; +} + +GLuint gProgram; +GLuint gTextureProgram; +GLuint gvPositionHandle; +GLuint gvTexturePositionHandle; +GLuint gvTextureTexCoordsHandle; +GLuint gvTextureSamplerHandle; +GLuint gFbo; +GLuint gTexture; +GLuint gBufferTexture; + +static const char gSimpleVS[] = + "attribute vec4 position;\n" + "attribute vec2 texCoords;\n" + "varying vec2 outTexCoords;\n" + "\nvoid main(void) {\n" + " outTexCoords = texCoords;\n" + " gl_Position = position;\n" + "}\n\n"; +static const char gSimpleFS[] = + "precision mediump float;\n\n" + "varying vec2 outTexCoords;\n" + "uniform sampler2D texture;\n" + "\nvoid main(void) {\n" + " gl_FragColor = texture2D(texture, outTexCoords);\n" + "}\n\n"; + +bool setupGraphics(int w, int h) { + gProgram = createProgram(gVertexShader, gFragmentShader); + if (!gProgram) { + return false; + } + gvPositionHandle = glGetAttribLocation(gProgram, "vPosition"); + checkGlError("glGetAttribLocation"); + fprintf(stderr, "glGetAttribLocation(\"vPosition\") = %d\n", gvPositionHandle); + + gTextureProgram = createProgram(gSimpleVS, gSimpleFS); + if (!gTextureProgram) { + return false; + } + gvTexturePositionHandle = glGetAttribLocation(gTextureProgram, "position"); + checkGlError("glGetAttribLocation"); + gvTextureTexCoordsHandle = glGetAttribLocation(gTextureProgram, "texCoords"); + checkGlError("glGetAttribLocation"); + gvTextureSamplerHandle = glGetUniformLocation(gTextureProgram, "texture"); + checkGlError("glGetAttribLocation"); + + glActiveTexture(GL_TEXTURE0); + + glGenTextures(1, &gTexture); + glBindTexture(GL_TEXTURE_2D, gTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glGenTextures(1, &gBufferTexture); + glBindTexture(GL_TEXTURE_2D, gBufferTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glGenFramebuffers(1, &gFbo); + glBindFramebuffer(GL_FRAMEBUFFER, gFbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gTexture, 0); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glViewport(0, 0, w, h); + checkGlError("glViewport"); + return true; +} + +const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f, + 0.5f, -0.5f }; + +const GLint FLOAT_SIZE_BYTES = 4; +const GLint TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; +const GLfloat gTriangleVerticesData[] = { + // X, Y, Z, U, V + -1.0f, -1.0f, 0, 0.f, 0.f, + 1.0f, -1.0f, 0, 1.f, 0.f, + -1.0f, 1.0f, 0, 0.f, 1.f, + 1.0f, 1.0f, 0, 1.f, 1.f, +}; + +void renderFrame(GLint w, GLint h) { + glClearColor(1.0f, 0.0f, 0.0f, 1.0f); + checkGlError("glClearColor"); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); + checkGlError("glClear"); + + // Bind FBO and draw into it + glBindFramebuffer(GL_FRAMEBUFFER, gFbo); + checkGlError("glBindFramebuffer"); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + checkGlError("glClearColor"); + glClear(GL_COLOR_BUFFER_BIT); + checkGlError("glClear"); + + glUseProgram(gProgram); + checkGlError("glUseProgram"); + + glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); + checkGlError("glVertexAttribPointer"); + glEnableVertexAttribArray(gvPositionHandle); + checkGlError("glEnableVertexAttribArray"); + glDrawArrays(GL_TRIANGLES, 0, 3); + checkGlError("glDrawArrays"); + + // Copy content of FBO into a texture + glBindTexture(GL_TEXTURE_2D, gBufferTexture); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w / 2, h / 2); + checkGlError("glCopyTexSubImage2D"); + + // Back to the display + glBindFramebuffer(GL_FRAMEBUFFER, 0); + checkGlError("glBindFramebuffer"); + + // Draw copied content on the screen + glUseProgram(gTextureProgram); + checkGlError("glUseProgram"); + + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + + glVertexAttribPointer(gvTexturePositionHandle, 3, GL_FLOAT, GL_FALSE, + TRIANGLE_VERTICES_DATA_STRIDE_BYTES, gTriangleVerticesData); + checkGlError("glVertexAttribPointer"); + glVertexAttribPointer(gvTextureTexCoordsHandle, 2, GL_FLOAT, GL_FALSE, + TRIANGLE_VERTICES_DATA_STRIDE_BYTES, &gTriangleVerticesData[3]); + checkGlError("glVertexAttribPointer"); + glEnableVertexAttribArray(gvTexturePositionHandle); + glEnableVertexAttribArray(gvTextureTexCoordsHandle); + checkGlError("glEnableVertexAttribArray"); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + checkGlError("glDrawArrays"); +} + +void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) { + +#define X(VAL) {VAL, #VAL} + struct {EGLint attribute; const char* name;} names[] = { + X(EGL_BUFFER_SIZE), + X(EGL_ALPHA_SIZE), + X(EGL_BLUE_SIZE), + X(EGL_GREEN_SIZE), + X(EGL_RED_SIZE), + X(EGL_DEPTH_SIZE), + X(EGL_STENCIL_SIZE), + X(EGL_CONFIG_CAVEAT), + X(EGL_CONFIG_ID), + X(EGL_LEVEL), + X(EGL_MAX_PBUFFER_HEIGHT), + X(EGL_MAX_PBUFFER_PIXELS), + X(EGL_MAX_PBUFFER_WIDTH), + X(EGL_NATIVE_RENDERABLE), + X(EGL_NATIVE_VISUAL_ID), + X(EGL_NATIVE_VISUAL_TYPE), + X(EGL_SAMPLES), + X(EGL_SAMPLE_BUFFERS), + X(EGL_SURFACE_TYPE), + X(EGL_TRANSPARENT_TYPE), + X(EGL_TRANSPARENT_RED_VALUE), + X(EGL_TRANSPARENT_GREEN_VALUE), + X(EGL_TRANSPARENT_BLUE_VALUE), + X(EGL_BIND_TO_TEXTURE_RGB), + X(EGL_BIND_TO_TEXTURE_RGBA), + X(EGL_MIN_SWAP_INTERVAL), + X(EGL_MAX_SWAP_INTERVAL), + X(EGL_LUMINANCE_SIZE), + X(EGL_ALPHA_MASK_SIZE), + X(EGL_COLOR_BUFFER_TYPE), + X(EGL_RENDERABLE_TYPE), + X(EGL_CONFORMANT), + }; +#undef X + + for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) { + EGLint value = -1; + EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value); + EGLint error = eglGetError(); + if (returnVal && error == EGL_SUCCESS) { + printf(" %s: ", names[j].name); + printf("%d (0x%x)", value, value); + } + } + printf("\n"); +} + +int printEGLConfigurations(EGLDisplay dpy) { + EGLint numConfig = 0; + EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig); + checkEglError("eglGetConfigs", returnVal); + if (!returnVal) { + return false; + } + + printf("Number of EGL configuration: %d\n", numConfig); + + EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig); + if (! configs) { + printf("Could not allocate configs.\n"); + return false; + } + + returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig); + checkEglError("eglGetConfigs", returnVal); + if (!returnVal) { + free(configs); + return false; + } + + for(int i = 0; i < numConfig; i++) { + printf("Configuration %d\n", i); + printEGLConfiguration(dpy, configs[i]); + } + + free(configs); + return true; +} + +int main(int argc, char** argv) { + EGLBoolean returnValue; + EGLConfig myConfig = {0}; + + EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; + EGLint s_configAttribs[] = { + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, + EGL_RED_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_BLUE_SIZE, 8, + EGL_ALPHA_SIZE, 8, + EGL_NONE }; + EGLint majorVersion; + EGLint minorVersion; + EGLContext context; + EGLSurface surface; + EGLint w, h; + + EGLDisplay dpy; + + checkEglError("<init>"); + dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY); + checkEglError("eglGetDisplay"); + if (dpy == EGL_NO_DISPLAY) { + printf("eglGetDisplay returned EGL_NO_DISPLAY.\n"); + return 0; + } + + returnValue = eglInitialize(dpy, &majorVersion, &minorVersion); + checkEglError("eglInitialize", returnValue); + fprintf(stderr, "EGL version %d.%d\n", majorVersion, minorVersion); + if (returnValue != EGL_TRUE) { + printf("eglInitialize failed\n"); + return 0; + } + + if (!printEGLConfigurations(dpy)) { + printf("printEGLConfigurations failed\n"); + return 0; + } + + checkEglError("printEGLConfigurations"); + + EGLNativeWindowType window = android_createDisplaySurface(); + EGLint numConfigs = -1, n = 0; + eglChooseConfig(dpy, s_configAttribs, 0, 0, &numConfigs); + if (numConfigs) { + EGLConfig* const configs = new EGLConfig[numConfigs]; + eglChooseConfig(dpy, s_configAttribs, configs, numConfigs, &n); + myConfig = configs[0]; + delete[] configs; + } + + checkEglError("EGLUtils::selectConfigForNativeWindow"); + + printf("Chose this configuration:\n"); + printEGLConfiguration(dpy, myConfig); + + surface = eglCreateWindowSurface(dpy, myConfig, window, NULL); + checkEglError("eglCreateWindowSurface"); + if (surface == EGL_NO_SURFACE) { + printf("gelCreateWindowSurface failed.\n"); + return 0; + } + + context = eglCreateContext(dpy, myConfig, EGL_NO_CONTEXT, context_attribs); + checkEglError("eglCreateContext"); + if (context == EGL_NO_CONTEXT) { + printf("eglCreateContext failed\n"); + return 0; + } + returnValue = eglMakeCurrent(dpy, surface, surface, context); + checkEglError("eglMakeCurrent", returnValue); + if (returnValue != EGL_TRUE) { + return 0; + } + eglQuerySurface(dpy, surface, EGL_WIDTH, &w); + checkEglError("eglQuerySurface"); + eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); + checkEglError("eglQuerySurface"); + GLint dim = w < h ? w : h; + + fprintf(stderr, "Window dimensions: %d x %d\n", w, h); + + printGLString("Version", GL_VERSION); + printGLString("Vendor", GL_VENDOR); + printGLString("Renderer", GL_RENDERER); + printGLString("Extensions", GL_EXTENSIONS); + + if(!setupGraphics(w, h)) { + fprintf(stderr, "Could not set up graphics.\n"); + return 0; + } + + for (;;) { + renderFrame(w, h); + eglSwapBuffers(dpy, surface); + checkEglError("eglSwapBuffers"); + } + + return 0; +} |