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The Android backend provides basic EGL/GLES2 graphics, where everything is always composited. Overlays are not used. Input is stubbed, therefore there is no input yet. This adds the first C++ source file into Weston compositor. The Android gralloc and fb HAL glue code to the Android EGL library is in C++, and there is no way to access it from plain C. We have a simple wrapper to the required C++ class API. Android forces the C++ file name extension to .cpp. The android backend is compiled by default. However, all Android specific calls are protected with #ifdef ANDROID, so it will build also without Android headers. The binary produced without the Android build system is useless, but allows build-testing generic Weston changes. Therefore the android backend is not installed. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
/*
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* Copyright © 2012 Collabora, Ltd.
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of the copyright holders not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission. The copyright holders make
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* no representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
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* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
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* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
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* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include <cstdlib>
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#include "android-framebuffer.h"
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#ifdef ANDROID
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#include <ui/FramebufferNativeWindow.h>
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class AndroidFramebuffer {
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public:
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int init();
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struct android_framebuffer fb_;
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private:
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android::sp<android::FramebufferNativeWindow> nativefb_;
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};
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int AndroidFramebuffer::init()
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{
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struct ANativeWindow *window;
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const framebuffer_device_t *fbdev;
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int ret1, ret2, ret3;
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nativefb_ = new android::FramebufferNativeWindow();
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fbdev = nativefb_->getDevice();
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if (!fbdev)
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return -1;
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fb_.priv = this;
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window = nativefb_.get();
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ret1 = window->query(window, NATIVE_WINDOW_WIDTH, &fb_.width);
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ret2 = window->query(window, NATIVE_WINDOW_HEIGHT, &fb_.height);
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ret3 = window->query(window, NATIVE_WINDOW_FORMAT, &fb_.format);
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fb_.xdpi = window->xdpi;
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fb_.ydpi = window->ydpi;
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fb_.refresh_rate = fbdev->fps;
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if (ret1 != android::NO_ERROR ||
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ret2 != android::NO_ERROR ||
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ret3 != android::NO_ERROR)
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return -1;
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fb_.native_window = reinterpret_cast<EGLNativeWindowType>(window);
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return 0;
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}
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void
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android_framebuffer_destroy(struct android_framebuffer *fb)
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{
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AndroidFramebuffer *afb = static_cast<AndroidFramebuffer*>(fb->priv);
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delete afb;
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}
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struct android_framebuffer *
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android_framebuffer_create(void)
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{
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AndroidFramebuffer *afb = new AndroidFramebuffer;
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if (afb->init() < 0) {
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delete afb;
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return NULL;
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}
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return &afb->fb_;
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}
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#endif /* ANDROID */
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