Example #1
0
func Initialize(window egl.NativeWindowType, configAttr, contextAttr []int32) *platform.EGLState {
	var (
		config        egl.Config
		numConfig     int32
		visualId      int32
		width, height int32
	)
	display := egl.GetDisplay(egl.DEFAULT_DISPLAY)
	if ok := egl.Initialize(display, nil, nil); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.ChooseConfig(display, configAttr, &config, 1, &numConfig); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.GetConfigAttrib(display, config, egl.NATIVE_VISUAL_ID, &visualId); !ok {
		egl.LogError(egl.GetError())
	}
	egl.BindAPI(egl.OPENGL_ES_API)
	context := egl.CreateContext(display, config, egl.NO_CONTEXT, &contextAttr[0])
	surface := egl.CreateWindowSurface(display, config, window, nil)

	var val int32
	if ok := egl.QuerySurface(display, surface, egl.WIDTH, &width); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.QuerySurface(display, surface, egl.HEIGHT, &height); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.GetConfigAttrib(display, config, egl.SURFACE_TYPE, &val); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.GetConfigAttrib(display, config, egl.SURFACE_TYPE, &val); !ok {
		egl.LogError(egl.GetError())
	}
	if (val & egl.WINDOW_BIT) == 0 {
		panic("No WINDOW_BIT")
	}
	return &platform.EGLState{
		Display:           display,
		Config:            config,
		Context:           context,
		Surface:           surface,
		NumConfig:         numConfig,
		VisualId:          visualId,
		ContextAttributes: contextAttr,
		ConfigAttributes:  configAttr,
		SurfaceWidth:      int(width),
		SurfaceHeight:     int(height),
	}
}
Example #2
0
func (t *testCreateEGLContextSuite) TestWindowSurface() {
	egl.BindAPI(egl.OPENGL_ES_API)
	egl.CreateContext(
		t.display,
		t.config,
		egl.NO_CONTEXT,
		&contextAttr[0])
	surface := egl.CreateWindowSurface(
		t.display,
		t.config,
		testWin,
		nil)
	t.True(surface != egl.NO_SURFACE)
}
Example #3
0
func (t *testCreateEGLContextSuite) TestCreateContext() {
	context := egl.CreateContext(
		t.display,
		t.config,
		egl.NO_CONTEXT,
		&contextAttr[0])
	t.True(context != egl.NO_CONTEXT)
	t.True(context != egl.BAD_MATCH)
	t.True(context != egl.BAD_DISPLAY)
	t.True(context != egl.NOT_INITIALIZED)
	t.True(context != egl.BAD_CONFIG)
	t.True(context != egl.BAD_CONTEXT)
	t.True(context != egl.BAD_ATTRIBUTE)
	t.True(context != egl.BAD_ALLOC)
}
Example #4
0
func Initialize(win unsafe.Pointer, configAttr, contextAttr []int32) *platform.EGLState {
	eglState := new(platform.EGLState)
	eglState.Display = getEGLDisp(egl.DEFAULT_DISPLAY)
	eglState.Config = chooseEGLConfig(eglState.Display, configAttr)
	eglState.VisualId = getEGLNativeVisualId(eglState.Display, eglState.Config)
	C.ANativeWindow_setBuffersGeometry((*[0]byte)(win), 0, 0, C.int32_t(eglState.VisualId))
	eglState.Surface = EGLCreateWindowSurface(eglState.Display, eglState.Config, egl.NativeWindowType(win))

	egl.BindAPI(egl.OPENGL_ES_API)
	eglState.Context = egl.CreateContext(eglState.Display, eglState.Config, egl.NO_CONTEXT, &contextAttr[0])

	eglState.SurfaceWidth = int(C.ANativeWindow_getWidth((*C.ANativeWindow)(win)))
	eglState.SurfaceHeight = int(C.ANativeWindow_getHeight((*C.ANativeWindow)(win)))

	return eglState
}
Example #5
0
func (t *testCreateEGLContextSuite) TestMakeCurrent() {
	egl.BindAPI(egl.OPENGL_ES_API)
	context := egl.CreateContext(
		t.display,
		t.config,
		egl.NO_CONTEXT,
		&contextAttr[0])
	surface := egl.CreateWindowSurface(
		t.display,
		t.config,
		testWin,
		nil)
	t.True(egl.MakeCurrent(
		t.display,
		surface,
		surface,
		context,
	))
}
Example #6
0
func (m *mainLoop) frame() {
	var timeout C.int = 0
	if !m.isRunning() {
		timeout = -1
	}
	ident := C.ALooper_pollAll(timeout, nil, nil, nil)
	switch ident {
	case LOOPER_ID_INPUT:
		if m.inputQ != nil {
			m.processInput(m.inputQ)
		}
	case C.ALOOPER_POLL_ERROR:
		log.Fatalf("ALooper_pollAll returned ALOOPER_POLL_ERROR\n")
	}
	if m.isRunning() {
		m.checkSize()
		createCtx := m.renderState.ctx == egl.Context(unsafe.Pointer(nil))
		if createCtx {
			log.Printf("Creating context\n")
			ctx_attribs := [...]int32{
				egl.CONTEXT_CLIENT_VERSION, 2,
				egl.NONE,
			}

			m.renderState.ctx = egl.CreateContext(m.renderState.disp, m.renderState.conf, egl.NO_CONTEXT, &ctx_attribs[0])
			if m.renderState.ctx == egl.Context(unsafe.Pointer(nil)) {
				panic("Error: eglCreateContext failed\n")
			}
		}

		if !egl.MakeCurrent(m.renderState.disp, m.renderState.surf, m.renderState.surf, m.renderState.ctx) {
			panic("Error: eglMakeCurrent() failed\n")
		}
		if createCtx {
			m.game.initGL()
		}
		m.game.drawFrame()
		egl.SwapBuffers(m.renderState.disp, m.renderState.surf)
	}
}
Example #7
0
func Initialize(configAttr, contextAttr []int32) *platform.EGLState {
	var (
		config           egl.Config
		numConfig        int32
		visualId         int32
		width, height    int32
		dstRect, srcRect egl.VCRect
		nativeWindow     egl.EGLDispmanxWindow
	)
	display := egl.GetDisplay(egl.DEFAULT_DISPLAY)
	if ok := egl.Initialize(egl.Display, nil, nil); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.ChooseConfig(display, configAttr, &config, 1, &numConfig); !ok {
		egl.LogError(egl.GetError())
	}
	if ok := egl.GetConfigAttrib(display, config, egl.NATIVE_VISUAL_ID, &visualId); !ok {
		egl.LogError(egl.GetError())
	}
	egl.BindAPI(egl.OPENGL_ES_API)
	context := egl.CreateContext(display, config, egl.NO_CONTEXT, &contextAttr[0])

	width, height = egl.GraphicsGetDisplaySize(0)

	dstRect.X = 0
	dstRect.Y = 0
	dstRect.Width = int32(width)
	dstRect.Height = int32(height)

	srcRect.X = 0
	srcRect.Y = 0
	srcRect.Width = int32(width << 16)
	srcRect.Height = int32(height << 16)

	dispman_display := egl.VCDispmanxDisplayOpen(0)
	dispman_update := egl.VCDispmanxUpdateStart(0)
	dispman_element := egl.VCDispmanxElementAdd(
		dispman_update,
		dispman_display,
		0, /*layer */
		&dstRect,
		0, /*src */
		&srcRect,
		egl.DISPMANX_PROTECTION_NONE,
		nil, /*alpha */
		nil, /*clamp */
		0 /*transform */)

	nativeWindow.Element = dispman_element
	nativeWindow.Width = int(width)
	nativeWindow.Height = int(height)
	egl.VCDispmanxUpdateSubmitSync(dispman_update)

	surface := egl.CreateWindowSurface(
		display,
		config,
		egl.NativeWindowType(unsafe.Pointer(&nativeWindow)),
		nil)

	if surface == egl.NO_SURFACE {
		panic("Error in creating EGL surface")
	}

	return &platform.EGLState{
		Display:           display,
		Config:            config,
		Context:           context,
		Surface:           surface,
		NumConfig:         numConfig,
		VisualId:          visualId,
		ContextAttributes: contextAttr,
		ConfigAttributes:  configAttr,
		SurfaceWidth:      int(width),
		SurfaceHeight:     int(height),
	}
}