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/**
* Functions related to EGLDisplay.
*/
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "eglcontext.h"
#include "eglsurface.h"
#include "egldisplay.h"
#include "egldriver.h"
#include "eglglobals.h"
#include "eglmutex.h"
#include "egllog.h"
/**
* Return the native platform by parsing EGL_PLATFORM.
*/
static _EGLPlatformType
_eglGetNativePlatformFromEnv(void)
{
/* map --with-egl-platforms names to platform types */
static const struct {
_EGLPlatformType platform;
const char *name;
} egl_platforms[_EGL_NUM_PLATFORMS] = {
{ _EGL_PLATFORM_WINDOWS, "gdi" },
{ _EGL_PLATFORM_X11, "x11" },
{ _EGL_PLATFORM_DRM, "drm" },
{ _EGL_PLATFORM_FBDEV, "fbdev" }
};
_EGLPlatformType plat = _EGL_INVALID_PLATFORM;
const char *plat_name;
EGLint i;
plat_name = getenv("EGL_PLATFORM");
/* try deprecated env variable */
if (!plat_name || !plat_name[0])
plat_name = getenv("EGL_DISPLAY");
if (!plat_name || !plat_name[0])
return _EGL_INVALID_PLATFORM;
for (i = 0; i < _EGL_NUM_PLATFORMS; i++) {
if (strcmp(egl_platforms[i].name, plat_name) == 0) {
plat = egl_platforms[i].platform;
break;
}
}
return plat;
}
/**
* Return the native platform. It is the platform of the EGL native types.
*/
_EGLPlatformType
_eglGetNativePlatform(void)
{
static _EGLPlatformType native_platform = _EGL_INVALID_PLATFORM;
if (native_platform == _EGL_INVALID_PLATFORM) {
native_platform = _eglGetNativePlatformFromEnv();
if (native_platform == _EGL_INVALID_PLATFORM)
native_platform = _EGL_NATIVE_PLATFORM;
}
return native_platform;
}
/**
* Finish display management.
*/
void
_eglFiniDisplay(void)
{
_EGLDisplay *dpyList, *dpy;
/* atexit function is called with global mutex locked */
dpyList = _eglGlobal.DisplayList;
while (dpyList) {
EGLint i;
/* pop list head */
dpy = dpyList;
dpyList = dpyList->Next;
for (i = 0; i < _EGL_NUM_RESOURCES; i++) {
if (dpy->ResourceLists[i]) {
_eglLog(_EGL_DEBUG, "Display %p is destroyed with resources", dpy);
break;
}
}
free(dpy);
}
_eglGlobal.DisplayList = NULL;
}
/**
* Find the display corresponding to the specified native display, or create a
* new one.
*/
_EGLDisplay *
_eglFindDisplay(_EGLPlatformType plat, void *plat_dpy)
{
_EGLDisplay *dpy;
if (plat == _EGL_INVALID_PLATFORM)
return NULL;
_eglLockMutex(_eglGlobal.Mutex);
/* search the display list first */
dpy = _eglGlobal.DisplayList;
while (dpy) {
if (dpy->Platform == plat && dpy->PlatformDisplay == plat_dpy)
break;
dpy = dpy->Next;
}
/* create a new display */
if (!dpy) {
dpy = (_EGLDisplay *) calloc(1, sizeof(_EGLDisplay));
if (dpy) {
_eglInitMutex(&dpy->Mutex);
dpy->Platform = plat;
dpy->PlatformDisplay = plat_dpy;
/* add to the display list */
dpy->Next = _eglGlobal.DisplayList;
_eglGlobal.DisplayList = dpy;
}
}
_eglUnlockMutex(_eglGlobal.Mutex);
return dpy;
}
/**
* Destroy the contexts and surfaces that are linked to the display.
*/
void
_eglReleaseDisplayResources(_EGLDriver *drv, _EGLDisplay *display)
{
_EGLResource *list;
list = display->ResourceLists[_EGL_RESOURCE_CONTEXT];
while (list) {
_EGLContext *ctx = (_EGLContext *) list;
list = list->Next;
_eglUnlinkContext(ctx);
drv->API.DestroyContext(drv, display, ctx);
}
assert(!display->ResourceLists[_EGL_RESOURCE_CONTEXT]);
list = display->ResourceLists[_EGL_RESOURCE_SURFACE];
while (list) {
_EGLSurface *surf = (_EGLSurface *) list;
list = list->Next;
_eglUnlinkSurface(surf);
drv->API.DestroySurface(drv, display, surf);
}
assert(!display->ResourceLists[_EGL_RESOURCE_SURFACE]);
}
/**
* Free all the data hanging of an _EGLDisplay object, but not
* the object itself.
*/
void
_eglCleanupDisplay(_EGLDisplay *disp)
{
if (disp->Configs) {
_eglDestroyArray(disp->Configs, free);
disp->Configs = NULL;
}
/* XXX incomplete */
}
/**
* Return EGL_TRUE if the given handle is a valid handle to a display.
*/
EGLBoolean
_eglCheckDisplayHandle(EGLDisplay dpy)
{
_EGLDisplay *cur;
_eglLockMutex(_eglGlobal.Mutex);
cur = _eglGlobal.DisplayList;
while (cur) {
if (cur == (_EGLDisplay *) dpy)
break;
cur = cur->Next;
}
_eglUnlockMutex(_eglGlobal.Mutex);
return (cur != NULL);
}
/**
* Return EGL_TRUE if the given resource is valid. That is, the display does
* own the resource.
*/
EGLBoolean
_eglCheckResource(void *res, _EGLResourceType type, _EGLDisplay *dpy)
{
_EGLResource *list = dpy->ResourceLists[type];
if (!res)
return EGL_FALSE;
while (list) {
if (res == (void *) list) {
assert(list->Display == dpy);
break;
}
list = list->Next;
}
return (list != NULL);
}
/**
* Initialize a display resource.
*/
void
_eglInitResource(_EGLResource *res, EGLint size, _EGLDisplay *dpy)
{
memset(res, 0, size);
res->Display = dpy;
res->RefCount = 1;
}
/**
* Increment reference count for the resource.
*/
void
_eglGetResource(_EGLResource *res)
{
assert(res && res->RefCount > 0);
/* hopefully a resource is always manipulated with its display locked */
res->RefCount++;
}
/**
* Decrement reference count for the resource.
*/
EGLBoolean
_eglPutResource(_EGLResource *res)
{
assert(res && res->RefCount > 0);
res->RefCount--;
return (!res->RefCount);
}
/**
* Link a resource to its display.
*/
void
_eglLinkResource(_EGLResource *res, _EGLResourceType type)
{
assert(res->Display);
res->IsLinked = EGL_TRUE;
res->Next = res->Display->ResourceLists[type];
res->Display->ResourceLists[type] = res;
_eglGetResource(res);
}
/**
* Unlink a linked resource from its display.
*/
void
_eglUnlinkResource(_EGLResource *res, _EGLResourceType type)
{
_EGLResource *prev;
prev = res->Display->ResourceLists[type];
if (prev != res) {
while (prev) {
if (prev->Next == res)
break;
prev = prev->Next;
}
assert(prev);
prev->Next = res->Next;
}
else {
res->Display->ResourceLists[type] = res->Next;
}
res->Next = NULL;
res->IsLinked = EGL_FALSE;
_eglPutResource(res);
/* We always unlink before destroy. The driver still owns a reference */
assert(res->RefCount);
}
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