/** * Functions related to EGLDisplay. */ #include #include #include #include "eglcontext.h" #include "eglsurface.h" #include "egldisplay.h" #include "egldriver.h" #include "eglglobals.h" #include "eglhash.h" #include "eglstring.h" #include "eglmutex.h" #include "egllog.h" static _EGL_DECLARE_MUTEX(_eglDisplayInitMutex); static _EGLHashtable *_eglDisplayHash; /** * Finish display management. */ static void _eglFiniDisplay(void) { _eglLockMutex(&_eglDisplayInitMutex); if (_eglDisplayHash) { EGLuint key = _eglHashFirstEntry(_eglDisplayHash); while (key) { _EGLDisplay *dpy = (_EGLDisplay *) _eglHashLookup(_eglDisplayHash, key); assert(dpy); if (dpy->ContextList || dpy->SurfaceList) _eglLog(_EGL_DEBUG, "Display %u is destroyed with resources", key); free(dpy); key = _eglHashNextEntry(_eglDisplayHash, key); } _eglDeleteHashTable(_eglDisplayHash); _eglDisplayHash = NULL; } _eglUnlockMutex(&_eglDisplayInitMutex); } /* This can be avoided if hash table can be statically initialized */ static INLINE void _eglInitDisplay(void) { if (!_eglDisplayHash) { _eglLockMutex(&_eglDisplayInitMutex); /* check again after acquiring lock */ if (!_eglDisplayHash) { _eglDisplayHash = _eglNewHashTable(); _eglAddAtExitCall(_eglFiniDisplay); } _eglUnlockMutex(&_eglDisplayInitMutex); } } /** * Allocate a new _EGLDisplay object for the given nativeDisplay handle. * We'll also try to determine the device driver name at this time. * * Note that nativeDisplay may be an X Display ptr, or a string. */ _EGLDisplay * _eglNewDisplay(NativeDisplayType nativeDisplay) { _EGLDisplay *dpy = (_EGLDisplay *) calloc(1, sizeof(_EGLDisplay)); if (dpy) { dpy->NativeDisplay = nativeDisplay; #if defined(_EGL_PLATFORM_X) dpy->Xdpy = (Display *) nativeDisplay; #endif dpy->DriverName = _eglPreloadDriver(dpy); if (!dpy->DriverName) { free(dpy); return NULL; } } return dpy; } /** * Link a display to itself and return the handle of the link. * The handle can be passed to client directly. */ EGLDisplay _eglLinkDisplay(_EGLDisplay *dpy) { EGLuint key; _eglInitDisplay(); key = _eglHashGenKey(_eglDisplayHash); assert(key); /* "link" the display to the hash table */ _eglHashInsert(_eglDisplayHash, key, dpy); dpy->Handle = (EGLDisplay) _eglUIntToPointer(key); return dpy->Handle; } /** * Unlink a linked display from itself. * Accessing an unlinked display should generate EGL_BAD_DISPLAY error. */ void _eglUnlinkDisplay(_EGLDisplay *dpy) { EGLuint key = _eglPointerToUInt((void *) dpy->Handle); _eglInitDisplay(); _eglHashRemove(_eglDisplayHash, key); dpy->Handle = EGL_NO_DISPLAY; } /** * Return the handle of a linked display, or EGL_NO_DISPLAY. */ EGLDisplay _eglGetDisplayHandle(_EGLDisplay *display) { if (display) return display->Handle; else return EGL_NO_DISPLAY; } /** * Lookup a handle to find the linked display. * Return NULL if the handle has no corresponding linked display. */ _EGLDisplay * _eglLookupDisplay(EGLDisplay dpy) { EGLuint key = _eglPointerToUInt((void *) dpy); _eglInitDisplay(); return (_EGLDisplay *) _eglHashLookup(_eglDisplayHash, key); } /** * Find the display corresponding to the specified native display id in all * linked displays. */ _EGLDisplay * _eglFindDisplay(NativeDisplayType nativeDisplay) { EGLuint key; _eglInitDisplay(); /* Walk the hash table. Should switch to list if it is a problem. */ key = _eglHashFirstEntry(_eglDisplayHash); while (key) { _EGLDisplay *dpy = (_EGLDisplay *) _eglHashLookup(_eglDisplayHash, key); assert(dpy); if (dpy->NativeDisplay == nativeDisplay) return dpy; key = _eglHashNextEntry(_eglDisplayHash, key); } return NULL; } /** * Destroy the contexts and surfaces that are linked to the display. */ void _eglReleaseDisplayResources(_EGLDriver *drv, _EGLDisplay *display) { _EGLContext *contexts; _EGLSurface *surfaces; contexts = display->ContextList; surfaces = display->SurfaceList; while (contexts) { _EGLContext *ctx = contexts; contexts = contexts->Next; _eglUnlinkContext(ctx); drv->API.DestroyContext(drv, display, ctx); } assert(!display->ContextList); while (surfaces) { _EGLSurface *surf = surfaces; surfaces = surfaces->Next; _eglUnlinkSurface(surf); drv->API.DestroySurface(drv, display, surf); } assert(!display->SurfaceList); } /** * Free all the data hanging of an _EGLDisplay object, but not * the object itself. */ void _eglCleanupDisplay(_EGLDisplay *disp) { EGLint i; if (disp->Configs) { for (i = 0; i < disp->NumConfigs; i++) free(disp->Configs[i]); free(disp->Configs); disp->Configs = NULL; disp->NumConfigs = 0; } /* XXX incomplete */ } /** * Link a context to a display and return the handle of the link. * The handle can be passed to client directly. */ EGLContext _eglLinkContext(_EGLContext *ctx, _EGLDisplay *dpy) { ctx->Display = dpy; ctx->Next = dpy->ContextList; dpy->ContextList = ctx; return (EGLContext) ctx; } /** * Unlink a linked context from its display. * Accessing an unlinked context should generate EGL_BAD_CONTEXT error. */ void _eglUnlinkContext(_EGLContext *ctx) { _EGLContext *prev; prev = ctx->Display->ContextList; if (prev != ctx) { while (prev) { if (prev->Next == ctx) break; prev = prev->Next; } assert(prev); prev->Next = ctx->Next; } else { ctx->Display->ContextList = ctx->Next; } ctx->Next = NULL; ctx->Display = NULL; } /** * Return the handle of a linked context, or EGL_NO_CONTEXT. */ EGLContext _eglGetContextHandle(_EGLContext *ctx) { return (EGLContext) ((ctx && ctx->Display) ? ctx : EGL_NO_CONTEXT); } /** * Lookup a handle to find the linked context. * Return NULL if the handle has no corresponding linked context. */ _EGLContext * _eglLookupContext(EGLContext ctx, _EGLDisplay *dpy) { _EGLContext *context = (_EGLContext *) ctx; return (context && context->Display) ? context : NULL; } /** * Link a surface to a display and return the handle of the link. * The handle can be passed to client directly. */ EGLSurface _eglLinkSurface(_EGLSurface *surf, _EGLDisplay *dpy) { surf->Display = dpy; surf->Next = dpy->SurfaceList; dpy->SurfaceList = surf; return (EGLSurface) surf; } /** * Unlink a linked surface from its display. * Accessing an unlinked surface should generate EGL_BAD_SURFACE error. */ void _eglUnlinkSurface(_EGLSurface *surf) { _EGLSurface *prev; prev = surf->Display->SurfaceList; if (prev != surf) { while (prev) { if (prev->Next == surf) break; prev = prev->Next; } assert(prev); prev->Next = surf->Next; } else { prev = NULL; surf->Display->SurfaceList = surf->Next; } surf->Next = NULL; surf->Display = NULL; } /** * Return the handle of a linked surface, or EGL_NO_SURFACE. */ EGLSurface _eglGetSurfaceHandle(_EGLSurface *surf) { return (EGLSurface) ((surf && surf->Display) ? surf : EGL_NO_SURFACE); } /** * Lookup a handle to find the linked surface. * Return NULL if the handle has no corresponding linked surface. */ _EGLSurface * _eglLookupSurface(EGLSurface surface, _EGLDisplay *dpy) { _EGLSurface *surf = (_EGLSurface *) surface; return (surf && surf->Display) ? surf : NULL; }