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// Copyright 2024 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/opengl/SharedTextureMemoryEGL.h"
#include <utility>
#include "dawn/native/opengl/DeviceGL.h"
#include "dawn/native/opengl/TextureGL.h"
#if DAWN_PLATFORM_IS(ANDROID)
#include <android/hardware_buffer.h>
#include "dawn/native/AHBFunctions.h"
#endif // DAWN_PLATFORM_IS(ANDROID)
namespace dawn::native::opengl {
ResultOrError<Ref<SharedTextureMemory>> SharedTextureMemoryEGL::Create(
Device* device,
StringView label,
const SharedTextureMemoryAHardwareBufferDescriptor* descriptor) {
#if DAWN_PLATFORM_IS(ANDROID)
const EGLFunctions& egl = device->GetEGL(false);
DAWN_ASSERT(egl.HasExt(EGLExt::ImageNativeBuffer) && egl.HasExt(EGLExt::GetNativeClientBuffer));
::AHardwareBuffer* aHardwareBuffer = static_cast<struct AHardwareBuffer*>(descriptor->handle);
DAWN_INVALID_IF(aHardwareBuffer == nullptr, "AHardwareBuffer is missing.");
// Reflect the properties of the AHardwareBuffer.
SharedTextureMemoryProperties properties =
GetAHBSharedTextureMemoryProperties(device->GetOrLoadAHBFunctions(), aHardwareBuffer);
DAWN_INVALID_IF(properties.format == wgpu::TextureFormat::Undefined,
"Unknown AHardwareBuffer format cannot be imported.");
// If the format of the AHB is unknown due to not having an equivalent wgpu::TextureFormat or
// being an unknowable Android video format, disable all usages except sampling.
if (properties.format == wgpu::TextureFormat::External) {
properties.usage &= wgpu::TextureUsage::TextureBinding;
}
const EGLAttrib attribs[] = {
EGL_NONE,
};
EGLClientBuffer clientBuffer = egl.GetNativeClientBuffer(aHardwareBuffer);
::EGLImage image = egl.CreateImage(device->GetEGLDisplay(), EGL_NO_CONTEXT,
EGL_NATIVE_BUFFER_ANDROID, clientBuffer, attribs);
DAWN_INVALID_IF(image == nullptr, "EGLImage creation failed, 0x%X", egl.GetError());
auto result = AcquireRef(new SharedTextureMemoryEGL(device, label, properties, image));
result->Initialize();
return result;
#else
DAWN_UNREACHABLE();
#endif // DAWN_PLATFORM_IS(ANDROID)
}
SharedTextureMemoryEGL::SharedTextureMemoryEGL(Device* device,
StringView label,
const SharedTextureMemoryProperties& properties,
::EGLImage image)
: SharedTextureMemory(device, label, properties), mEGLImage(image) {}
void SharedTextureMemoryEGL::DestroyImpl() {
if (mEGLImage) {
Device* device = ToBackend(GetDevice());
const EGLFunctions& egl = device->GetEGL(false);
egl.DestroyImage(device->GetEGLDisplay(), mEGLImage);
mEGLImage = nullptr;
}
}
GLuint SharedTextureMemoryEGL::GenerateGLTexture() {
Device* device = ToBackend(GetDevice());
const OpenGLFunctions& gl = device->GetGL();
GLuint tex;
gl.GenTextures(1, &tex);
gl.BindTexture(GL_TEXTURE_2D, tex);
gl.EGLImageTargetTexture2DOES(GL_TEXTURE_2D, mEGLImage);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
return tex;
}
} // namespace dawn::native::opengl