示例#1
0
// Init
bool v4l2Camera::init()
{
	// locate the /dev/event* path for this device
	mFD = open(mDevicePath.c_str(), O_RDWR | O_NONBLOCK, 0 );

	if( mFD < 0 )
	{
		printf( "v4l2 -- failed to open %s\n", mDevicePath.c_str());
		return false;
	}

	// initialize
	if( !initCaps() )
		return false;

	if( !initFormats() )
		return false;

	if( !initStream() )
		return false;

	return true;
}
Context::Context(const egl::Config *config, int clientVersion, const Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
    : mRenderer(renderer),
      mData(clientVersion, mState, mCaps, mTextureCaps, mExtensions, nullptr)
{
    ASSERT(robustAccess == false);   // Unimplemented

    initCaps(clientVersion);
    mState.initialize(mCaps, clientVersion);

    mClientVersion = clientVersion;

    mConfigID = config->configID;
    mClientType = EGL_OPENGL_ES_API;

    mFenceNVHandleAllocator.setBaseHandle(0);

    if (shareContext != NULL)
    {
        mResourceManager = shareContext->mResourceManager;
        mResourceManager->addRef();
    }
    else
    {
        mResourceManager = new ResourceManager(mRenderer);
    }

    mData.resourceManager = mResourceManager;

    // [OpenGL ES 2.0.24] section 3.7 page 83:
    // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
    // and cube map texture state vectors respectively associated with them.
    // In order that access to these initial textures not be lost, they are treated as texture
    // objects all of whose names are 0.

    Texture *zeroTexture2D = new Texture(mRenderer->createTexture(GL_TEXTURE_2D), 0, GL_TEXTURE_2D);
    mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D);

    Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP);
    mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube);

    if (mClientVersion >= 3)
    {
        // TODO: These could also be enabled via extension
        Texture *zeroTexture3D = new Texture(mRenderer->createTexture(GL_TEXTURE_3D), 0, GL_TEXTURE_3D);
        mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D);

        Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY);
        mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray);
    }

    mState.initializeZeroTextures(mZeroTextures);

    // Allocate default FBO
    mFramebufferMap[0] = new Framebuffer(mCaps, mRenderer, 0);

    bindVertexArray(0);
    bindArrayBuffer(0);
    bindElementArrayBuffer(0);

    bindReadFramebuffer(0);
    bindDrawFramebuffer(0);
    bindRenderbuffer(0);

    bindGenericUniformBuffer(0);
    for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++)
    {
        bindIndexedUniformBuffer(0, i, 0, -1);
    }

    bindCopyReadBuffer(0);
    bindCopyWriteBuffer(0);
    bindPixelPackBuffer(0);
    bindPixelUnpackBuffer(0);

    // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
    // In the initial state, a default transform feedback object is bound and treated as
    // a transform feedback object with a name of zero. That object is bound any time
    // BindTransformFeedback is called with id of zero
    mTransformFeedbackZero.set(new TransformFeedback(mRenderer->createTransformFeedback(), 0, mCaps));
    bindTransformFeedback(0);

    mHasBeenCurrent = false;
    mContextLost = false;
    mResetStatus = GL_NO_ERROR;
    mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
    mRobustAccess = robustAccess;

    mCompiler = new Compiler(mRenderer->createCompiler(getData()));
}