Android OpenGL support( for tegra gpu's )

This commit is contained in:
nillerusr 2021-10-26 21:30:11 +03:00
parent 6e5ef80a0e
commit 7a69af7b00

View file

@ -19,6 +19,7 @@
#include "tier1/utllinkedlist.h"
#include "tier1/convar.h"
#include <EGL/egl.h>
// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
#include "tier0/memdbgon.h"
@ -57,8 +58,14 @@ COpenGLEntryPoints *gGL = NULL;
const int kBogusSwapInterval = INT_MAX;
#ifdef ANDROID
static void *gl4es = NULL;
void *(*_glGetProcAddress)( const char * );
static void *l_gl4es = NULL;
static void *l_egl = NULL;
typedef void *(*t_glGetProcAddress)( const char * );
t_glGetProcAddress _glGetProcAddress;
typedef EGLBoolean (*t_eglBindAPI)(EGLenum api);
t_eglBindAPI _eglBindAPI;
#endif
/*
@ -238,7 +245,7 @@ public:
virtual void IncWindowRefCount();
virtual void DecWindowRefCount();
// Get the next N events. The function returns the number of events that were filled into your array.
virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false );
#ifdef LINUX
@ -374,7 +381,7 @@ private:
Uint32 m_MouseButtonDownTimeStamp;
int m_MouseButtonDownX;
int m_MouseButtonDownY;
double m_flPrevGLSwapWindowTime;
};
@ -544,23 +551,51 @@ InitReturnVal_t CSDLMgr::Init()
m_MouseButtonDownTimeStamp = 0;
m_MouseButtonDownX = 0;
m_MouseButtonDownY = 0;
m_bExpectSyntheticMouseMotion = false;
m_nMouseTargetX = 0;
m_nMouseTargetY = 0;
m_nWarpDelta = 0;
m_bRawInput = false;
m_flPrevGLSwapWindowTime = 0.0f;
memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
int *attCursor = m_pixelFormatAttribs;
#define SET_GL_ATTR(key,value) \
*(attCursor++) = (int) (key); \
*(attCursor++) = (int) (value);
#define SET_GL_ATTR(key,value) \
*(attCursor++) = (int) (key); \
*(attCursor++) = (int) (value);
#ifdef ANDROID
bool m_bOGL = false;
l_egl = dlopen("libEGL.so", RTLD_LAZY);
if( l_egl )
{
_eglBindAPI = (t_eglBindAPI)dlsym(l_egl, "eglBindAPI");
if( _eglBindAPI && _eglBindAPI(EGL_OPENGL_API) )
{
Msg("OpenGL support found!\n");
m_bOGL = true;
}
}
if( m_bOGL )
{
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_egl, "eglGetProcAddress");
SET_GL_ATTR(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
else
{
l_gl4es = dlopen("libgl4es.so", RTLD_LAZY);
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_gl4es, "gl4es_glGetProcAddress");
}
#endif
SET_GL_ATTR(SDL_GL_RED_SIZE, 8);
SET_GL_ATTR(SDL_GL_GREEN_SIZE, 8);
SET_GL_ATTR(SDL_GL_BLUE_SIZE, 8);
@ -586,9 +621,9 @@ InitReturnVal_t CSDLMgr::Init()
// to really actually make a window, we just resize the one we built here.
if ( !CreateHiddenGameWindow( "", 640, 480 ) )
Error( "CreateGameWindow failed" );
SDL_HideWindow( m_Window );
return INIT_OK;
}
@ -724,7 +759,7 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
#if defined( DX_TO_GL_ABSTRACTION )
flags |= SDL_WINDOW_OPENGL;
#endif
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
if (m_Window == NULL)
Error( "Failed to create SDL window: %s", SDL_GetError() );
@ -760,13 +795,11 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
SDL_GL_MakeCurrent(m_Window, m_GLContext);
#ifdef ANDROID
gl4es = dlopen("libgl4es.so", RTLD_LAZY);
if( gl4es )
if( l_gl4es )
{
_glGetProcAddress = dlsym(gl4es, "gl4es_GetProcAddress" );
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_gl4es, "gl4es_GetProcAddress" );
void (*initialize_gl4es)( );
initialize_gl4es = dlsym(gl4es, "initialize_gl4es" );
initialize_gl4es = (void(*)())dlsym(l_gl4es, "initialize_gl4es" );
initialize_gl4es();
}
#endif