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* Add support for EGL_KHR_gl_colorspaceJesse Hall2013-08-131-0/+2
| | | | Change-Id: I684d0b8556cd6c84ee4b4d67e1bb95c3b96fccfb
* fix local include pathsMathias Agopian2013-04-041-1/+1
| | | | Change-Id: Icb921fa796ec08612dbb2feb7e7161bcb0cf4a99
* Add ES3 support to libGLESv2 and tracing toolsJesse Hall2013-02-121-11/+9
| | | | | | | | 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
* Disable EGL hibernation due to jankJesse Hall2012-05-041-6/+12
| | | | | | | | | | 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
* Fix deadlock when cleaning objects in eglTerminateJesse Hall2012-04-171-7/+43
| | | | | | | | | | | | | | | | | | 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
* Hibernate the EGL implementation when idleJesse Hall2012-04-091-1/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Increment/decrement a counter around EGL callsJesse Hall2012-04-091-4/+64
| | | | | | | | | | | | 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
* EGL: add GPU frame completion tracingJamie Gennis2012-04-061-1/+2
| | | | | | | 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
* debug.egl.finish can be used to force a glFinish() when eglSwapBuffers() is ↵Mathias Agopian2012-03-251-0/+1
| | | | | | | | called this debug property is evaludated at eglInitialize() time. Change-Id: Ie439e4aac87f7fdc6ab2add86183d6d042f3ee8b
* EGLConfig is now not remaped to an internal EGLConfigMathias Agopian2012-02-131-20/+1
| | | | | | | this is possible now that we support only a single EGL implementation. this allows a large code simplification. Change-Id: I7a6b9db4c5d60f4407c6061e7a68729af63d5242
* remove multiplexing of multiple EGL implementationMathias Agopian2012-02-131-6/+3
| | | | | | | | | | from now on, the system can only have one EGL implementation. this means the software and h/w renderer cannot be used at the same time on a device. Of course, the h/w renderer is always prefered; in its absence we default to the software renderer. Change-Id: Ib579f58055dd0ce4c4a99144131efa11c16ca3d3
* fix a dead-lock in eglMakeCurrentMathias Agopian2012-02-031-0/+1
| | | | | | | | | | this was introduced in a recent change. eglMakeCurrent can end up calling eglDestroyImageKHR via ANativewWindow::disconnect when the consumer is in the same process. we make sure we don't hold the lock while this is happening. Change-Id: Id17fe4fd76eecf5f962cefb9aa32be41fc1b042d
* fix a race condition in eglMakeCurrent()Mathias Agopian2012-01-301-1/+6
| | | | | | | | | | | | | | it would happen when a context was made non-current, in this case we would call the implementation's eglMakeCurrent() which would succeed, if we're rescheduled at that point, another eglMakeCurrent() could make that context current to another thread, however, when we came back to the original call we would overwrite egl_context_t internal state. this is fixed by moving the critical section under egl_display_t's lock. Change-Id: I743c85696e13263d3a9570824940263df0caacdc
* rework a bit how we manage EGL extensionsMathias Agopian2011-11-141-0/+10
| | | | | | | | | | | | | - don't advertise extensions that are not supported by any implementation - remove EGL_ANDROID_swap_rectangle which is not implemented by anybody and confuses people - add some comments about mandatory extensions Bug: 5428001 Change-Id: Id8dc48116ac1d1eb79ec9ef55d03e29d4257c1f3
* fix crash when validating an invalid EGL objectsMathias Agopian2011-11-141-4/+4
| | | | | | | | | | | | the code that validated EGL objects dereferenced the object to access its EGLDisplay -- needed for validation (!). This was wrong for two reasons, first we dereferenced the object before validating it (potentially leading to a crash), secondly we didn't validate that the object existed in the right EGLDisplay. We now use the EGLDisplay passed by the user API. Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
* Terminate EGL when an app goes in the backgroundRomain Guy2011-11-101-0/+2
| | | | | | | | This does not happen on high end gfx devices. This happens only if only one EGL context is initialized in the current process. Change-Id: Ibd1737efdf84eef8a84108b05795440d1ae9964e
* EGL: implement loading and saving the cacheJamie Gennis2011-11-081-2/+1
| | | | | | | This change adds support for saving and loading the contents of the EGL cache. It also adds some simple tests for the EGL cache. Change-Id: I18e5e789e0897a0783d29d1c1e64d26de2dd44c4
* fix x86 buildMathias Agopian2011-05-231-0/+1
| | | | Change-Id: I03cfbfeaeb8b13842248856b14b4a23711036e10
* eglTerminate() now actually frees up all active egl objectsMathias Agopian2011-05-161-3/+3
| | | | | | | | as specified by the EGL specification, terminated objects's handles become invalid, the objects themselves are destroyed when they're not current to some thread. Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
* refactor EGL source codeMathias Agopian2011-05-161-0/+143
no changes is functionality. split various objects into their own files. make egl_display objec's lock internal.