/* * Exercise EGL API functions */ #define EGL_EGLEXT_PROTOTYPES #include #include #include #include #include #include #include #include /*#define FRONTBUFFER*/ static void _subset_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat r, GLfloat g, GLfloat b) { GLfloat v[4][2], c[4][4]; int i; v[0][0] = x1; v[0][1] = y1; v[1][0] = x2; v[1][1] = y1; v[2][0] = x2; v[2][1] = y2; v[3][0] = x1; v[3][1] = y2; for (i = 0; i < 4; i++) { c[i][0] = r; c[i][1] = g; c[i][2] = b; c[i][3] = 1.0; } glVertexPointer(2, GL_FLOAT, 0, v); glColorPointer(4, GL_FLOAT, 0, v); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } static void redraw(EGLDisplay dpy, EGLSurface surf, int rot) { GLfloat r, g, b; printf("Redraw event\n"); glClearColor( rand()/(float)RAND_MAX, rand()/(float)RAND_MAX, rand()/(float)RAND_MAX, 1); glClear( GL_COLOR_BUFFER_BIT ); r = rand()/(float)RAND_MAX; g = rand()/(float)RAND_MAX; b = rand()/(float)RAND_MAX; glPushMatrix(); glRotatef(rot, 0, 0, 1); glScalef(.5, .5, .5); _subset_Rectf( -1, -1, 1, 1, r, g, b ); glPopMatrix(); #ifdef FRONTBUFFER glFlush(); #else eglSwapBuffers( dpy, surf ); #endif glFinish(); } /** * Test EGL_MESA_screen_surface functions */ static void TestScreens(EGLDisplay dpy) { #define MAX 8 EGLScreenMESA screens[MAX]; EGLint numScreens; EGLint i; eglGetScreensMESA(dpy, screens, MAX, &numScreens); printf("Found %d screens\n", numScreens); for (i = 0; i < numScreens; i++) { printf(" Screen %d handle: %d\n", i, (int) screens[i]); } } int main(int argc, char *argv[]) { int maj, min; EGLContext ctx; EGLSurface pbuffer, screen_surf; EGLConfig configs[10]; EGLint numConfigs, i; EGLBoolean b; const EGLint pbufAttribs[] = { EGL_WIDTH, 500, EGL_HEIGHT, 500, EGL_NONE }; EGLint screenAttribs[32]; EGLModeMESA mode; EGLScreenMESA screen; EGLint count; EGLDisplay d = eglGetDisplay(EGL_DEFAULT_DISPLAY); assert(d); if (!eglInitialize(d, &maj, &min)) { printf("demo: eglInitialize failed\n"); exit(1); } printf("EGL version = %d.%d\n", maj, min); printf("EGL_VENDOR = %s\n", eglQueryString(d, EGL_VENDOR)); if (!strstr(eglQueryString(d, EGL_EXTENSIONS), "EGL_MESA_screen_surface")) { printf("EGL_MESA_screen_surface is not supported\n"); exit(1); } eglGetConfigs(d, configs, 10, &numConfigs); printf("Got %d EGL configs:\n", numConfigs); for (i = 0; i < numConfigs; i++) { EGLint id, red, depth; eglGetConfigAttrib(d, configs[i], EGL_CONFIG_ID, &id); eglGetConfigAttrib(d, configs[i], EGL_RED_SIZE, &red); eglGetConfigAttrib(d, configs[i], EGL_DEPTH_SIZE, &depth); printf("%2d: Red Size = %d Depth Size = %d\n", id, red, depth); } eglGetScreensMESA(d, &screen, 1, &count); eglGetModesMESA(d, screen, &mode, 1, &count); eglBindAPI(EGL_OPENGL_API); ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL); if (ctx == EGL_NO_CONTEXT) { printf("failed to create context\n"); return 0; } pbuffer = eglCreatePbufferSurface(d, configs[0], pbufAttribs); if (pbuffer == EGL_NO_SURFACE) { printf("failed to create pbuffer\n"); return 0; } b = eglMakeCurrent(d, pbuffer, pbuffer, ctx); if (!b) { printf("make current failed\n"); return 0; } b = eglMakeCurrent(d, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); i = 0; screenAttribs[i++] = EGL_WIDTH; eglGetModeAttribMESA(d, mode, EGL_WIDTH, &screenAttribs[i++]); screenAttribs[i++] = EGL_HEIGHT; eglGetModeAttribMESA(d, mode, EGL_HEIGHT, &screenAttribs[i++]); screenAttribs[i] = EGL_NONE; screen_surf = eglCreateScreenSurfaceMESA(d, configs[0], screenAttribs); if (screen_surf == EGL_NO_SURFACE) { printf("failed to create screen surface\n"); return 0; } eglShowScreenSurfaceMESA(d, screen, screen_surf, mode); b = eglMakeCurrent(d, screen_surf, screen_surf, ctx); if (!b) { printf("make current failed\n"); return 0; } glViewport(0, 0, 1024, 768); glClearColor( 0, 1.0, 0, 1); glClear( GL_COLOR_BUFFER_BIT ); TestScreens(d); glShadeModel( GL_FLAT ); for (i = 0; i < 6; i++) { redraw(d, screen_surf, i*10 ); printf("sleep(1)\n"); sleep(1); } eglDestroySurface(d, pbuffer); eglDestroyContext(d, ctx); eglTerminate(d); return 0; }