/* * Copyright (c) 2016, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 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. * * Neither the name of NVIDIA CORPORATION 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 ``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 OWNER 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. */ /** * @file * NVIDIA Multimedia API: EGL Renderer API * * @b Description: This file declares the NvEgl Renderer API. */ #ifndef __NV_EGL_RENDERER_H__ #define __NV_EGL_RENDERER_H__ #include "NvElement.h" #include #include #include #include #include /** * @defgroup l4t_mm_nveglrenderer_group Rendering API * * The \c %NvEglRenderer API provides EGL and Open GL ES 2.0 rendering * functionality. * * @ingroup aa_framework_api_group * @{ */ /** * * @c %NvEglRenderer is a helper class for rendering using EGL and OpenGL * ES 2.0. The renderer requires the file descriptor (FD) of a buffer * as an input. The rendering rate, in frames per second (fps), is * configurable. * * The renderer creates an X Window of its own. The width, height, * horizontal offset, and vertical offset of the window are * configurable. * * All EGL calls must be made through one thread only. This class * internally creates a thread which performs all EGL/GL * initializations, gets @c EGLImage objects from FD, renders the @c * EGLImage objects, and then deinitializes all the EGL/GL structures. * */ class NvEglRenderer:public NvElement { public: /** * Creates a new EGL-based renderer named @a name. * * This method creates a new X window for rendering, of size @a * width and @a height, that is offset by @a x_offset and @a * y_offset. If @a width or @a height is zero, a full screen * window is created with @a x_offset and @a y_offset set to zero. * * It internally initializes EGL, creates an @c eglContext, an * @c eglSurface, a GL texture, and shaders for rendering. * * * @param[in] name Specifies a pointer to a unique name to identity the * element instance. * @param[in] width Specifies the width of the window in pixels. * @param[in] height Specifies the height of the window in pixels. * @param[in] x_offset Specifies the horizontal offset of the window in pixels. * @param[in] y_offset Specifies the vertical offset of the window in pixels. * @return A reference to the newly created renderer object, otherwise @c NULL in * case of failure during initialization. */ static NvEglRenderer *createEglRenderer(const char *name, uint32_t width, uint32_t height, uint32_t x_offset, uint32_t y_offset); ~NvEglRenderer(); /** * Renders a buffer. * * This method waits until the rendering time of the next buffer, * caluclated from the rendering time of the last buffer and the * render rate in frames per second (fps). This is a blocking * call. * * @param[in] fd Specifies the file descriptor (FD) of the exported buffer * to render. * @return 0 for success, -1 otherwise. */ int render(int fd); /** * Sets the rendering rate in frames per second (fps). * * @warning An @a fps of zero is not allowed. * * @param[in] fps Specifies the render rate in fps. * @return 0 for success, -1 otherwise. */ int setFPS(float fps); /** * Gets underlying EGLDisplay. * * @return EGLDisplay handle */ EGLDisplay getEGLDisplay() { return egl_display; } /** * Gets the display resolution. * * * @param[out] width A pointer to the full screen width, in pixels. * @param[out] height A pointer to the full screen height, in pixels. * @return 0 for success, -1 otherwise. */ static int getDisplayResolution(uint32_t &width, uint32_t &height); /** * Sets the overlay string. * * * @param[in] str A pointer to the overlay text. * @param[in] x Horizontal offset, in pixels. * @param[in] y Vertical offset, in pixels. * @return 0 for success, -1 otherwise. */ int setOverlayText(char *str, uint32_t x, uint32_t y); private: Display * x_display; /**< Connection to the X server created using XOpenDisplay(). */ Window x_window; /**< Holds the window to be used for rendering created using XCreateWindow(). */ EGLDisplay egl_display; /**< Holds the EGL Display connection. */ EGLContext egl_context; /**< Holds the EGL rendering context. */ EGLSurface egl_surface; /**< Holds the EGL Window render surface. */ EGLConfig egl_config; /**< Holds the EGL frame buffer configuration to be used for rendering. */ uint32_t texture_id; /**< Holds the GL Texture ID used for rendering. */ GC gc; /**< Graphic Context */ XFontStruct *fontinfo; /**< Brush's font info */ char overlay_str[512]; /**< Overlay's text */ /** * Creates a GL texture used for rendering. * * @return 0 for success, -1 otherwise. */ int create_texture(); /** * Initializes shaders with shader programs required for drawing a * buffer. * * @return 0 for success, -1 otherwise. */ int InitializeShaders(); /** * Creates, compiles and attaches a shader to the @a program. * * @param[in] program Specifies the GL Program ID. * @param[in] type Specifies the type of the vertex shader. Must be either @c GL_VERTEX_SHADER or @c GL_FRAGMENT_SHADER. * @param[in] source Specifies the source code of the shader in form of a string. * @param[in] size Specifies the character length of @a source. */ void CreateShader(GLuint program, GLenum type, const char *source, int size); struct timespec last_render_time; /**< Rendering time for the last buffer. */ int render_fd; /**< File descriptor (FD) of the next buffer to render. */ bool stop_thread; /**< Boolean variable used to signal rendering thread to stop. */ pthread_t render_thread; /**< The pthread id of the rendering thread. */ pthread_mutex_t render_lock; /**< Used for synchronization. */ pthread_cond_t render_cond; /**< Used for synchronization. */ uint32_t overlay_str_x_offset; /**< Overlay text's position in horizontal direction. */ uint32_t overlay_str_y_offset; /**< Overlay text's position in vertical direction. */ float fps; /**< The render rate in frames per second. */ uint64_t render_time_sec; /**< Seconds component of the time for which a frame should be displayed. */ uint64_t render_time_nsec; /**< Nanoseconds component of the time for which a frame should be displayed. */ /** * Constructor called by the wrapper createEglRenderer. */ NvEglRenderer(const char *name, uint32_t width, uint32_t height, uint32_t x_offset, uint32_t y_offset); /** * Gets the pointers to the required EGL methods. */ static int initEgl(); /** * Method executed by the renderThread. * * This method continues to execute infinitely until signalled to * stop with the @c stop_thread variable. This method contains a * while loop that calls NvEglRenderer::renderInternal(). */ static void * renderThread(void *arg); /** * This method contains the actual logic of rendering a buffer * and waiting until the buffer render time. */ int renderInternal(); /** * These EGL function pointers are required by the renderer. */ static PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; static PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; static PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR; static PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR; static PFNEGLCLIENTWAITSYNCKHRPROC eglClientWaitSyncKHR; static PFNEGLGETSYNCATTRIBKHRPROC eglGetSyncAttribKHR; static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; static const NvElementProfiler::ProfilerField valid_fields = NvElementProfiler::PROFILER_FIELD_TOTAL_UNITS | NvElementProfiler::PROFILER_FIELD_FPS | NvElementProfiler::PROFILER_FIELD_LATE_UNITS; }; /** @} */ #endif