/*************************************************************************/ /* gl_context_egl.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 "gl_context_egl.h" #include "EGL/eglext.h" using namespace Platform; void ContextEGL::release_current() { eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext); }; void ContextEGL::make_current() { eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); }; int ContextEGL::get_window_width() { return width; }; int ContextEGL::get_window_height() { return height; }; void ContextEGL::reset() { cleanup(); window = CoreWindow::GetForCurrentThread(); initialize(); }; void ContextEGL::swap_buffers() { if (eglSwapBuffers(mEglDisplay, mEglSurface) != EGL_TRUE) { cleanup(); window = CoreWindow::GetForCurrentThread(); initialize(); // tell rasterizer to reload textures and stuff? } }; Error ContextEGL::initialize() { EGLint configAttribList[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 8, EGL_STENCIL_SIZE, 8, EGL_SAMPLE_BUFFERS, 0, EGL_NONE }; EGLint surfaceAttribList[] = { EGL_NONE, EGL_NONE }; EGLint numConfigs = 0; EGLint majorVersion = 1; EGLint minorVersion = 0; EGLDisplay display = EGL_NO_DISPLAY; EGLContext context = EGL_NO_CONTEXT; EGLSurface surface = EGL_NO_SURFACE; EGLConfig config = nullptr; EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE }; try { const EGLint displayAttributes[] = { /*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, EGL_NONE,*/ // These are the default display attributes, used to request ANGLE's D3D11 renderer. // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, EGL_NONE, }; PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast(eglGetProcAddress("eglGetPlatformDisplayEXT")); if (!eglGetPlatformDisplayEXT) { throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT"); } display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes); if (display == EGL_NO_DISPLAY) { throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display"); } if (eglInitialize(display, &majorVersion, &minorVersion) == EGL_FALSE) { throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL"); } if (eglGetConfigs(display, NULL, 0, &numConfigs) == EGL_FALSE) { throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count"); } if (eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) == EGL_FALSE) { throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig count"); } surface = eglCreateWindowSurface(display, config, reinterpret_cast(window), surfaceAttribList); if (surface == EGL_NO_SURFACE) { throw Exception::CreateException(E_FAIL, L"Failed to create EGL fullscreen surface"); } context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); if (context == EGL_NO_CONTEXT) { throw Exception::CreateException(E_FAIL, L"Failed to create EGL context"); } if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { throw Exception::CreateException(E_FAIL, L"Failed to make fullscreen EGLSurface current"); } } catch (...) { return FAILED; }; mEglDisplay = display; mEglSurface = surface; mEglContext = context; eglQuerySurface(display, surface, EGL_WIDTH, &width); eglQuerySurface(display, surface, EGL_HEIGHT, &height); return OK; }; void ContextEGL::cleanup() { if (mEglDisplay != EGL_NO_DISPLAY && mEglSurface != EGL_NO_SURFACE) { eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = EGL_NO_SURFACE; } if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT) { eglDestroyContext(mEglDisplay, mEglContext); mEglContext = EGL_NO_CONTEXT; } if (mEglDisplay != EGL_NO_DISPLAY) { eglTerminate(mEglDisplay); mEglDisplay = EGL_NO_DISPLAY; } }; ContextEGL::ContextEGL(CoreWindow ^ p_window) : mEglDisplay(EGL_NO_DISPLAY), mEglContext(EGL_NO_CONTEXT), mEglSurface(EGL_NO_SURFACE) { window = p_window; }; ContextEGL::~ContextEGL() { cleanup(); };