graphics: use dummy GLESv1 by default

Newer Ubuntu systems tend to not provide a libGLESv1_CM.so.1 anymore. As
we're not required to have a GLESv1 implementation (only a few older
Android apps are using GLESv1) we can as easy fix avoid loading a real
GLESv1 implementation and assign dummy functions instead to all relevant
GLESv1 API calls. In the future we want to switch to a GLESv1->GLESv2
translator as the Android emulator does.
This commit is contained in:
Simon Fels 2018-05-15 08:53:21 +02:00
commit 01ef1d23de
2 changed files with 33 additions and 24 deletions

View file

@ -25,24 +25,40 @@ extern EGLDispatch s_egl;
static emugl::SharedLibrary *s_gles1_lib = NULL;
// An unimplemented function which prints out an error message.
// To make it consistent with the guest, all GLES1 functions not supported by
// the driver should be redirected to this function.
static void gles1_unimplemented() {
fprintf(stderr, "Called unimplemented GLESv1 API\n");
}
//
// This function is called only once during initialiation before
// any thread has been created - hence it should NOT be thread safe.
//
static void gles1_dummy() {}
#define ASSIGN_DUMMY(return_type, function_name, signature, call_args) do { \
dispatch_table-> function_name = reinterpret_cast<function_name ## _t>(gles1_dummy); \
} while(0);
#define LOOKUP_SYMBOL(return_type,function_name,signature,callargs) \
dispatch_table-> function_name = reinterpret_cast< function_name ## _t >( \
s_gles1_lib->findSymbol(#function_name));
#define LOOKUP_EXT_SYMBOL(return_type,function_name,signature,callargs) \
dispatch_table-> function_name = reinterpret_cast< function_name ## _t >( \
s_egl.eglGetProcAddress(#function_name));
namespace {
constexpr const char *glesv1_lib_env_var{"ANBOX_GLESv1_LIB"};
}
bool gles1_dispatch_init(const char *path, GLESv1Dispatch* dispatch_table) {
if (!dispatch_table)
return false;
// If no path is given we assign dummy functions to all GL calls
// we would have loaded from a real implementation.
if (!path) {
LIST_GLES1_FUNCTIONS(ASSIGN_DUMMY, ASSIGN_DUMMY);
return true;
}
const char* libName = getenv(glesv1_lib_env_var);
if (!libName)
libName = path;
@ -57,17 +73,6 @@ bool gles1_dispatch_init(const char *path, GLESv1Dispatch* dispatch_table) {
return false;
}
//
// init the GLES dispatch table
//
#define LOOKUP_SYMBOL(return_type,function_name,signature,callargs) \
dispatch_table-> function_name = reinterpret_cast< function_name ## _t >( \
s_gles1_lib->findSymbol(#function_name));
#define LOOKUP_EXT_SYMBOL(return_type,function_name,signature,callargs) \
dispatch_table-> function_name = reinterpret_cast< function_name ## _t >( \
s_egl.eglGetProcAddress(#function_name));
LIST_GLES1_FUNCTIONS(LOOKUP_SYMBOL,LOOKUP_EXT_SYMBOL)
dispatch_table->initialized = true;

View file

@ -40,10 +40,6 @@ namespace emugl {
std::vector<GLLibrary> default_gl_libraries() {
return std::vector<GLLibrary>{
{GLLibrary::Type::EGL, default_egl_lib},
// If environment doesn't provide a GLESv1 .so file we use the GLESv2
// implementation instead. If our stack allows it we can try to get
// rid of GLESv1 completely at a later point.
{GLLibrary::Type::GLESv1, default_glesv1_lib},
{GLLibrary::Type::GLESv2, default_glesv2_lib},
};
}
@ -75,7 +71,15 @@ bool initialize(const std::vector<GLLibrary> &libs, emugl_logger_struct *log_fun
}
}
if (!s_egl.initialized || !s_gles1.initialized || !s_gles2.initialized)
// If we are not provided with a link to a OpenGL ES v1 implementation
// we assign dummy functions to all of the functions we would call.
// This allows us to still manage the major chunk of Android applications
// which are all >= GLESv2 until we have a proper GLESv1->GLESv2
// translation mechanism in place.
if (!s_gles1.initialized)
gles1_dispatch_init(nullptr, &s_gles1);
if (!s_egl.initialized || !s_gles2.initialized)
return false;
return true;