Files
renderdoc/renderdoccmd/renderdoccmd_android.cpp
T
tabi.katalin d2cdca45a5 Fix bad alloc error when creating window surface
The screen doesn't refresh when changing between captures during replay on remote Android device because it fails to display the splash screen and the new preview window.
2018-05-24 10:45:46 +01:00

492 lines
14 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "renderdoccmd.h"
#include <EGL/egl.h>
#include <GLES2/gl2ext.h>
#include <dlfcn.h>
#include <locale.h>
#include <string.h>
#include <unistd.h>
#include <string>
#include <android_native_app_glue.h>
#define ANativeActivity_onCreate __attribute__((visibility("default"))) ANativeActivity_onCreate
extern "C" {
#include <android_native_app_glue.c>
}
#include <android/log.h>
#define ANDROID_LOG(...) __android_log_print(ANDROID_LOG_INFO, "renderdoccmd", __VA_ARGS__);
using std::string;
using std::vector;
using std::istringstream;
struct android_app *android_state;
pthread_t cmdthread_handle = 0;
struct PThreadLock
{
PThreadLock(const char *n) : name(n)
{
ANDROID_LOG("Creating lock %s", name);
pthread_mutexattr_init(&mutexattr);
pthread_mutexattr_settype(&mutexattr, PTHREAD_MUTEX_RECURSIVE);
pthread_mutex_init(&mutex, &mutexattr);
}
~PThreadLock()
{
ANDROID_LOG("Destroying lock %s", name);
pthread_mutex_destroy(&mutex);
pthread_mutexattr_destroy(&mutexattr);
}
bool trylock() { return pthread_mutex_trylock(&mutex) == 0; };
void lock() { pthread_mutex_lock(&mutex); }
void unlock() { pthread_mutex_unlock(&mutex); }
private:
const char *name;
pthread_mutex_t mutex;
pthread_mutexattr_t mutexattr;
};
PThreadLock m_DrawLock("m_DrawLock"), m_CmdLock("m_CmdLock");
void Daemonise()
{
}
void DisplayGenericSplash()
{
ANDROID_LOG("Trying to splash");
// if something else is drawing and holding the lock, then bail
if(!m_DrawLock.trylock())
return;
ANDROID_LOG("Doing a splash");
// since we're not pumping this continually and we only draw when we need to, we can just do the
// full initialisation and teardown every time. This means we don't have to pay attention to
// whether something else needs to create a context on the window - we just do it
// opportunistically when we can hold the draw lock.
// This only takes about 30ms anyway, so it's still technically realtime, right!?
// fetch everything dynamically. We can't link against libEGL otherwise it messes with the hooking
// in the main library. Just declare local function pointers with the real names
void *libEGL = dlopen("libEGL.so", RTLD_NOW);
#define DLSYM_GET(name) decltype(&::name) name = (decltype(&::name))dlsym(libEGL, #name);
#define GPA_GET(name) decltype(&::name) name = (decltype(&::name))eglGetProcAddress(#name);
DLSYM_GET(eglBindAPI);
DLSYM_GET(eglGetDisplay);
DLSYM_GET(eglInitialize);
DLSYM_GET(eglGetError);
DLSYM_GET(eglChooseConfig);
DLSYM_GET(eglCreateContext);
DLSYM_GET(eglCreateWindowSurface);
DLSYM_GET(eglMakeCurrent);
DLSYM_GET(eglDestroySurface);
DLSYM_GET(eglDestroyContext);
DLSYM_GET(eglGetProcAddress);
DLSYM_GET(eglSwapBuffers);
GPA_GET(glCreateShader);
GPA_GET(glShaderSource);
GPA_GET(glCompileShader);
GPA_GET(glCreateProgram);
GPA_GET(glAttachShader);
GPA_GET(glLinkProgram);
GPA_GET(glGetUniformLocation);
GPA_GET(glUniform2f);
GPA_GET(glUseProgram);
GPA_GET(glVertexAttribPointer);
GPA_GET(glEnableVertexAttribArray);
GPA_GET(glDrawArrays);
GPA_GET(glGetShaderiv);
GPA_GET(glGetShaderInfoLog);
GPA_GET(glGetProgramiv);
GPA_GET(glGetProgramInfoLog);
eglBindAPI(EGL_OPENGL_ES_API);
EGLDisplay eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglTerminate(eglDisplay);
ANativeWindow *previewWindow = android_state->window;
if(eglDisplay && previewWindow)
{
int major = 0, minor = 0;
eglInitialize(eglDisplay, &major, &minor);
const EGLint configAttribs[] = {EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_COLOR_BUFFER_TYPE,
EGL_RGB_BUFFER,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL_NONE};
EGLint numConfigs;
EGLConfig config;
if(eglChooseConfig(eglDisplay, configAttribs, &config, 1, &numConfigs))
{
// we only need GLES 2 for this
static const EGLint ctxAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
EGLContext ctx = eglCreateContext(eglDisplay, config, NULL, ctxAttribs);
if(ctx)
{
EGLSurface surface = eglCreateWindowSurface(eglDisplay, config, previewWindow, NULL);
if(surface)
{
eglMakeCurrent(eglDisplay, surface, surface, ctx);
// simple pass through shader for the fullscreen triangle verts
const char *vertex =
"attribute vec2 pos;\n"
"void main() { gl_Position = vec4(pos, 0.5, 1.0); }";
const char *fragment = R"(
precision highp float;
float circle(in vec2 uv, in vec2 centre, in float radius)
{
return length(uv - centre) - radius;
}
// distance field for RenderDoc logo
float logo(in vec2 uv)
{
// add the outer ring
float ret = circle(uv, vec2(0.5, 0.5), 0.275);
// add the upper arc
ret = min(ret, circle(uv, vec2(0.5, -0.37), 0.71));
// subtract the inner ring
ret = max(ret, -circle(uv, vec2(0.5, 0.5), 0.16));
// subtract the lower arc
ret = max(ret, -circle(uv, vec2(0.5, -1.085), 1.3));
return ret;
}
uniform vec2 iResolution;
void main()
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
// centre the UVs in a square. This assumes a landscape layout.
uv.x = 0.5 - (uv.x - 0.5) * (iResolution.x / iResolution.y);
// this constant here can be tuned depending on DPI to increase AA
float edgeWidth = 10.0/max(iResolution.x, iResolution.y);
float smoothdist = smoothstep(0.0, edgeWidth, clamp(logo(uv), 0.0, 1.0));
// the green is #3bb779
gl_FragColor = mix(vec4(1.0), vec4(0.2314, 0.7176, 0.4745, 1.0), smoothdist);
}
)";
// compile the shaders and link into a program
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex, NULL);
glCompileShader(vs);
GLint status = 0;
char buffer[1025] = {0};
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
if(status == 0)
{
glGetShaderInfoLog(vs, 1024, NULL, buffer);
ANDROID_LOG("VS error: %s", buffer);
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment, NULL);
glCompileShader(fs);
status = 0;
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
if(status == 0)
{
glGetShaderInfoLog(fs, 1024, NULL, buffer);
ANDROID_LOG("FS error: %s", buffer);
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
status = 0;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if(status == 0)
{
glGetProgramInfoLog(prog, 1024, NULL, buffer);
ANDROID_LOG("Program Error: %s", buffer);
}
glUseProgram(prog);
// set the resolution
GLuint loc = glGetUniformLocation(prog, "iResolution");
glUniform2f(loc, float(ANativeWindow_getWidth(previewWindow)),
float(ANativeWindow_getHeight(previewWindow)));
// fullscreen triangle
float verts[] = {
-1.0f, -1.0f, // vertex 0
3.0f, -1.0f, // vertex 1
-1.0f, 3.0f, // vertex 2
};
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, verts);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
eglSwapBuffers(eglDisplay, surface);
}
else
{
ANDROID_LOG("failed making surface: %x", eglGetError());
}
eglMakeCurrent(eglDisplay, 0L, 0L, NULL);
eglDestroyContext(eglDisplay, ctx);
eglDestroySurface(eglDisplay, surface);
eglTerminate(eglDisplay);
}
else
{
ANDROID_LOG("failed making context: %x", eglGetError());
}
}
else
{
ANDROID_LOG("failed choosing config");
}
}
dlclose(libEGL);
m_DrawLock.unlock();
ANDROID_LOG("Done splashing");
}
WindowingData DisplayRemoteServerPreview(bool active, const rdcarray<WindowingSystem> &systems)
{
static bool wasActive = false;
// detect when the preview starts or stops
if(wasActive != active)
{
wasActive = active;
// if we're opening it, aquire the draw lock, otherwise release it.
if(active)
{
ANDROID_LOG("Locking for preview");
m_DrawLock.lock();
}
else
{
m_DrawLock.unlock();
ANDROID_LOG("Unlocking from preview");
// when we release it, re-draw the splash
DisplayGenericSplash();
}
}
WindowingData ret = {WindowingSystem::Unknown};
if(android_state->window)
ret = CreateAndroidWindowingData(android_state->window);
return ret;
}
void DisplayRendererPreview(IReplayController *renderer, TextureDisplay &displayCfg, uint32_t width,
uint32_t height)
{
ANativeWindow *connectionScreenWindow = android_state->window;
m_DrawLock.lock();
IReplayOutput *out = renderer->CreateOutput(CreateAndroidWindowingData(connectionScreenWindow),
ReplayOutputType::Texture);
out->SetTextureDisplay(displayCfg);
for(int i = 0; i < 100; i++)
{
renderer->SetFrameEvent(10000000, true);
ANDROID_LOG("Frame %i", i);
out->Display();
usleep(100000);
}
m_DrawLock.unlock();
}
// Returns the renderdoccmd arguments passed via am start
// Examples: am start ... -e renderdoccmd "remoteserver"
// -e renderdoccmd "replay /sdcard/capture.rdc"
vector<string> getRenderdoccmdArgs()
{
JNIEnv *env;
android_state->activity->vm->AttachCurrentThread(&env, 0);
jobject me = android_state->activity->clazz;
jclass acl = env->GetObjectClass(me); // class pointer of NativeActivity
jmethodID giid = env->GetMethodID(acl, "getIntent", "()Landroid/content/Intent;");
jobject intent = env->CallObjectMethod(me, giid); // Got our intent
jclass icl = env->GetObjectClass(intent); // class pointer of Intent
jmethodID gseid =
env->GetMethodID(icl, "getStringExtra", "(Ljava/lang/String;)Ljava/lang/String;");
jstring jsParam1 =
(jstring)env->CallObjectMethod(intent, gseid, env->NewStringUTF("renderdoccmd"));
vector<string> ret;
if(jsParam1) // Check if arg value found
{
ret.push_back("renderdoccmd");
const char *param1 = env->GetStringUTFChars(jsParam1, 0);
istringstream iss(param1);
while(iss)
{
string sub;
iss >> sub;
ret.push_back(sub);
}
}
android_state->activity->vm->DetachCurrentThread();
return ret;
}
void *cmdthread(void *)
{
vector<string> args = getRenderdoccmdArgs();
if(args.size())
{
ANDROID_LOG("Entering cmd thread");
m_CmdLock.lock();
renderdoccmd(GlobalEnvironment(), args);
m_CmdLock.unlock();
ANDROID_LOG("Exiting cmd thread");
}
// activity is done and should be closed
ANativeActivity_finish(android_state->activity);
return NULL;
}
void handle_cmd(android_app *app, int32_t cmd)
{
ANDROID_LOG("handle_cmd(%i)", cmd);
switch(cmd)
{
case APP_CMD_INIT_WINDOW:
{
ANDROID_LOG("APP_CMD_INIT_WINDOW");
// if we already have a thread handle, see if it's still running
if(cmdthread_handle != 0)
{
ANDROID_LOG("thread handle exists");
// if the thread isn't running anymore, we can acquire m_CmdLock. If so, we need to join the
// thread and start afresh. If we can't acquire the lock, the thread is still running so we
// leave it alone.
if(m_CmdLock.trylock())
{
ANDROID_LOG("thread is dead, reaping");
m_CmdLock.unlock();
// safe to join here, thread will terminate soon if it hasn't already
pthread_join(cmdthread_handle, NULL);
cmdthread_handle = 0;
}
}
// if we don't have a command thread, start one.
if(cmdthread_handle == 0)
{
ANDROID_LOG("spawning command thread");
pthread_create(&cmdthread_handle, NULL, cmdthread, NULL);
}
DisplayGenericSplash();
break;
}
case APP_CMD_WINDOW_REDRAW_NEEDED:
case APP_CMD_GAINED_FOCUS:
case APP_CMD_LOST_FOCUS:
{
ANDROID_LOG("doing misc splash");
DisplayGenericSplash();
break;
}
}
}
void android_main(struct android_app *state)
{
android_state = state;
android_state->onAppCmd = handle_cmd;
ANDROID_LOG("android_main android_state->window: %p", android_state->window);
// Used to poll the events in the main loop
int events;
android_poll_source *source;
do
{
if(ALooper_pollAll(1, nullptr, &events, (void **)&source) >= 0)
{
if(source != NULL)
source->process(android_state, source);
}
} while(android_state->destroyRequested == 0);
ANDROID_LOG("android_main exiting");
}