1 /*
2 * Copyright (c) 2019-2020, The Linux Foundation. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 * Redistributions of source code must retain the above copyright
8 notice, this list of conditions and the following disclaimer.
9 * Redistributions in binary form must reproduce the above
10 copyright notice, this list of conditions and the following
11 disclaimer in the documentation and/or other materials provided
12 with the distribution.
13 * Neither the name of The Linux Foundation nor the names of its
14 contributors may be used to endorse or promote products derived
15 from this software without specific prior written permission.
16
17 * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED
18 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT
20 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
21 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
24 * BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
25 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
26 * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
27 * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28 */
29
30 #include "gl_common.h"
31
32 #define __CLASS__ "GLCommon"
33
34 namespace sdm {
35
LoadProgram(int vertex_entries,const char ** vertex,int fragment_entries,const char ** fragment)36 GLuint GLCommon::LoadProgram(int vertex_entries, const char **vertex, int fragment_entries,
37 const char **fragment) {
38 GLuint prog_id = glCreateProgram();
39
40 int vert_id = glCreateShader(GL_VERTEX_SHADER);
41 int frag_id = glCreateShader(GL_FRAGMENT_SHADER);
42
43 GL(glShaderSource(vert_id, vertex_entries, vertex, 0));
44 GL(glCompileShader(vert_id));
45 DumpShaderLog(vert_id);
46
47 GL(glShaderSource(frag_id, fragment_entries, fragment, 0));
48 GL(glCompileShader(frag_id));
49 DumpShaderLog(frag_id);
50
51 GL(glAttachShader(prog_id, vert_id));
52 GL(glAttachShader(prog_id, frag_id));
53
54 GL(glLinkProgram(prog_id));
55
56 GL(glDetachShader(prog_id, vert_id));
57 GL(glDetachShader(prog_id, frag_id));
58
59 GL(glDeleteShader(vert_id));
60 GL(glDeleteShader(frag_id));
61
62 return prog_id;
63 }
64
DumpShaderLog(int shader)65 void GLCommon::DumpShaderLog(int shader) {
66 int success = 0;
67 GLchar infoLog[512];
68 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success));
69 if (!success) {
70 glGetShaderInfoLog(shader, 512, NULL, infoLog);
71 DLOGI("Shader Failed to compile: %s\n", infoLog);
72 }
73 }
74
MakeCurrent(const GLContext * ctx)75 void GLCommon::MakeCurrent(const GLContext* ctx) {
76 DTRACE_SCOPED();
77 EGL(eglMakeCurrent(ctx->egl_display, ctx->egl_surface, ctx->egl_surface, ctx->egl_context));
78 }
79
SetProgram(uint32_t id)80 void GLCommon::SetProgram(uint32_t id) {
81 DTRACE_SCOPED();
82 GL(glUseProgram(id));
83 }
84
DeleteProgram(uint32_t id)85 void GLCommon::DeleteProgram(uint32_t id) {
86 DTRACE_SCOPED();
87 GL(glDeleteProgram(id));
88 }
89
SetSourceBuffer(const private_handle_t * src_hnd)90 void GLCommon::SetSourceBuffer(const private_handle_t *src_hnd) {
91 DTRACE_SCOPED();
92 EGLImageBuffer *src_buffer = image_wrapper_.wrap(reinterpret_cast<const void *>(src_hnd));
93
94 GL(glActiveTexture(GL_TEXTURE0));
95 if (src_buffer) {
96 GL(glBindTexture(GL_TEXTURE_2D, src_buffer->getTexture(GL_TEXTURE_2D)));
97 }
98 }
99
SetDestinationBuffer(const private_handle_t * dst_hnd,const GLRect & dst_rect)100 void GLCommon::SetDestinationBuffer(const private_handle_t *dst_hnd, const GLRect &dst_rect) {
101 DTRACE_SCOPED();
102 EGLImageBuffer *dst_buffer = image_wrapper_.wrap(reinterpret_cast<const void *>(dst_hnd));
103
104 if (dst_buffer) {
105 GL(glBindFramebuffer(GL_FRAMEBUFFER, dst_buffer->getFramebuffer()));
106 float width = dst_rect.right - dst_rect.left;
107 float height = dst_rect.bottom - dst_rect.top;
108 GL(glViewport(dst_rect.left, dst_rect.top, width, height));
109 }
110 }
111
WaitOnInputFence(const shared_ptr<Fence> & in_fence)112 int GLCommon::WaitOnInputFence(const shared_ptr<Fence> &in_fence) {
113 DTRACE_SCOPED();
114
115 int fd = Fence::Dup(in_fence);
116 EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fd, EGL_NONE};
117 EGLSyncKHR sync = eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_NATIVE_FENCE_ANDROID,
118 attribs);
119
120 if (sync == EGL_NO_SYNC_KHR) {
121 DLOGE("Failed to create sync from source fd: %s", Fence::GetStr(in_fence).c_str());
122 close(fd);
123 return -1;
124 }
125
126 EGL(eglWaitSyncKHR(eglGetCurrentDisplay(), sync, 0));
127 EGL(eglDestroySyncKHR(eglGetCurrentDisplay(), sync));
128
129 return 0;
130 }
131
CreateOutputFence(shared_ptr<Fence> * out_fence)132 int GLCommon::CreateOutputFence(shared_ptr<Fence> *out_fence) {
133 DTRACE_SCOPED();
134 EGLSyncKHR sync = eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_NATIVE_FENCE_ANDROID, NULL);
135
136 // Swap buffer.
137 GL(glFlush());
138
139 if (sync == EGL_NO_SYNC_KHR) {
140 DLOGE("Failed to create egl sync fence");
141 return -1;
142 }
143
144 int status = 0;
145 int fd = eglDupNativeFenceFDANDROID(eglGetCurrentDisplay(), sync);
146 if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
147 status = -1;
148 DLOGE("Failed to dup sync");
149 } else {
150 *out_fence = Fence::Create(fd, "gl_out_fence");
151 }
152 EGL(eglDestroySyncKHR(eglGetCurrentDisplay(), sync));
153
154 return status;
155 }
156
DestroyContext(GLContext * ctx)157 void GLCommon::DestroyContext(GLContext* ctx) {
158 DTRACE_SCOPED();
159
160 // Clear egl image buffers.
161 image_wrapper_.Deinit();
162
163 EGL(DeleteProgram(ctx->program_id));
164 EGL(eglMakeCurrent(ctx->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
165 EGL(eglDestroySurface(ctx->egl_display, ctx->egl_surface));
166 EGL(eglDestroyContext(ctx->egl_display, ctx->egl_context));
167 EGL(eglTerminate(ctx->egl_display));
168 }
169
ClearCache()170 void GLCommon::ClearCache() {
171 // Clear cached handles.
172 image_wrapper_.Deinit();
173 image_wrapper_.Init();
174 }
175
SetRealTimePriority()176 void GLCommon::SetRealTimePriority() {
177 // same as composer thread
178 struct sched_param param = {0};
179 param.sched_priority = 2;
180 if (sched_setscheduler(0, SCHED_FIFO | SCHED_RESET_ON_FORK, ¶m) != 0) {
181 DLOGE("Couldn't set SCHED_FIFO: %d", errno);
182 }
183 }
184
185 } // namespace sdm
186
187