| /* |
| * Copyright (C) 2013 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 <android/native_window.h> |
| |
| #include <stdlib.h> |
| |
| #include <EGL/egl.h> |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| #include "ContextSwitchRenderer.h" |
| #include <graphics/GLUtils.h> |
| |
| #include <Trace.h> |
| |
| static const EGLint contextAttribs[] = { |
| EGL_CONTEXT_CLIENT_VERSION, 2, |
| EGL_NONE }; |
| |
| static const int NUM_WORKER_CONTEXTS = 7; |
| |
| static const int CS_TEXTURE_SIZE = 64; |
| |
| static const int CS_NUM_VERTICES = 6; |
| |
| static const float CS_VERTICES[CS_NUM_VERTICES * 3] = { |
| 0.1f, 0.1f, -0.1f, |
| -0.1f, 0.1f, -0.1f, |
| -0.1f, -0.1f, -0.1f, |
| -0.1f, -0.1f, -0.1f, |
| 0.1f, -0.1f, -0.1f, |
| 0.1f, 0.1f, -0.1f }; |
| |
| static const float CS_TEX_COORDS[CS_NUM_VERTICES * 2] = { |
| 1.0f, 1.0f, |
| 0.0f, 1.0f, |
| 0.0f, 0.0f, |
| 0.0f, 0.0f, |
| 1.0f, 0.0f, |
| 1.0f, 1.0f }; |
| |
| static const char* CS_VERTEX = |
| "attribute vec4 a_Position;" |
| "attribute vec2 a_TexCoord;" |
| "uniform float u_Translate;" |
| "varying vec2 v_TexCoord;" |
| "void main() {" |
| " v_TexCoord = a_TexCoord;" |
| " gl_Position = a_Position;" |
| " gl_Position.x = a_Position.x + u_Translate;" |
| "}"; |
| |
| static const char* CS_FRAGMENT = |
| "precision mediump float;" |
| "uniform sampler2D u_Texture;" |
| "varying vec2 v_TexCoord;" |
| "void main() {" |
| " gl_FragColor = texture2D(u_Texture, v_TexCoord);" |
| "}"; |
| |
| ContextSwitchRenderer::ContextSwitchRenderer(ANativeWindow* window, bool offscreen, int workload) : |
| Renderer(window, offscreen, workload), mContexts(NULL) { |
| } |
| |
| bool ContextSwitchRenderer::setUp() { |
| SCOPED_TRACE(); |
| if (!Renderer::setUp()) { |
| return false; |
| } |
| |
| // Setup texture. |
| mTextureId = GLUtils::genTexture(CS_TEXTURE_SIZE, CS_TEXTURE_SIZE, GLUtils::RANDOM_FILL); |
| if (mTextureId == 0) { |
| return false; |
| } |
| |
| // Create program. |
| mProgramId = GLUtils::createProgram(&CS_VERTEX, &CS_FRAGMENT); |
| if (mProgramId == 0) { |
| return false; |
| } |
| // Bind attributes. |
| mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture"); |
| mTranslateUniformHandle = glGetUniformLocation(mProgramId, "u_Translate"); |
| mPositionHandle = glGetAttribLocation(mProgramId, "a_Position"); |
| mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord"); |
| |
| mContexts = new EGLContext[NUM_WORKER_CONTEXTS]; |
| for (int i = 0; i < NUM_WORKER_CONTEXTS; i++) { |
| // Create the contexts, they share data with the main one. |
| mContexts[i] = eglCreateContext(mEglDisplay, mGlConfig, mEglContext, contextAttribs); |
| if (EGL_NO_CONTEXT == mContexts[i] || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| |
| if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mContexts[i]) |
| || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ContextSwitchRenderer::tearDown() { |
| SCOPED_TRACE(); |
| if (mContexts) { |
| // Destroy the contexts, the main one will be handled by Renderer::tearDown(). |
| for (int i = 0; i < NUM_WORKER_CONTEXTS; i++) { |
| eglDestroyContext(mEglDisplay, mContexts[i]); |
| } |
| delete[] mContexts; |
| } |
| if (mTextureId != 0) { |
| glDeleteTextures(1, &mTextureId); |
| mTextureId = 0; |
| } |
| if (!Renderer::tearDown()) { |
| return false; |
| } |
| return true; |
| } |
| |
| bool ContextSwitchRenderer::draw() { |
| SCOPED_TRACE(); |
| |
| if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext) |
| || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| |
| if (mOffscreen) { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFboId); |
| } |
| |
| // Set the background clear color to black. |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| // No culling of back faces |
| glDisable(GL_CULL_FACE); |
| // No depth testing |
| glDisable(GL_DEPTH_TEST); |
| |
| const int TOTAL_NUM_CONTEXTS = NUM_WORKER_CONTEXTS + 1; |
| const float TRANSLATION = 0.9f - (TOTAL_NUM_CONTEXTS * 0.2f); |
| for (int i = 0; i < TOTAL_NUM_CONTEXTS; i++) { |
| glUseProgram(mProgramId); |
| |
| glActiveTexture (GL_TEXTURE0); |
| // Bind the texture to this unit. |
| glBindTexture(GL_TEXTURE_2D, mTextureId); |
| |
| // Tell the texture uniform sampler to use this texture in the shader by binding to texture |
| // unit 0. |
| glUniform1i(mTextureUniformHandle, 0); |
| |
| // Set the x translate. |
| glUniform1f(mTranslateUniformHandle, (i * 0.2f) + TRANSLATION); |
| |
| glEnableVertexAttribArray(mPositionHandle); |
| glEnableVertexAttribArray(mTexCoordHandle); |
| glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, CS_VERTICES); |
| glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, CS_TEX_COORDS); |
| |
| glDrawArrays(GL_TRIANGLES, 0, CS_NUM_VERTICES); |
| |
| // Switch to next context. |
| if (i < (mWorkload - 1)) { |
| if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mContexts[i]) |
| || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| } |
| } |
| |
| if (mOffscreen) { |
| // Need to switch back to the main context so the renderer can do the read back. |
| if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext) |
| || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| } |
| |
| return Renderer::draw(); |
| } |