c28f5901c7
- Adapt GL make/release API to the current architecture. - Fix DisplayServer being locked while dispatching input (prevent deadlocks).
403 lines
13 KiB
C++
403 lines
13 KiB
C++
/**************************************************************************/
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/* egl_manager.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "egl_manager.h"
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#ifdef EGL_ENABLED
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#if defined(EGL_STATIC)
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#define KHRONOS_STATIC 1
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#define GLAD_EGL_VERSION_1_5 true
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extern "C" EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get);
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#undef KHRONOS_STATIC
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#endif
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// Creates and caches a GLDisplay. Returns -1 on error.
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int EGLManager::_get_gldisplay_id(void *p_display) {
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// Look for a cached GLDisplay.
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for (unsigned int i = 0; i < displays.size(); i++) {
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if (displays[i].display == p_display) {
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return i;
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}
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}
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// We didn't find any, so we'll have to create one, along with its own
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// EGLDisplay and EGLContext.
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GLDisplay new_gldisplay;
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new_gldisplay.display = p_display;
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if (GLAD_EGL_VERSION_1_5) {
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Vector<EGLAttrib> attribs = _get_platform_display_attributes();
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new_gldisplay.egl_display = eglGetPlatformDisplay(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr);
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} else {
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NativeDisplayType *native_display_type = (NativeDisplayType *)new_gldisplay.display;
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new_gldisplay.egl_display = eglGetDisplay(*native_display_type);
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}
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ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, -1);
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ERR_FAIL_COND_V_MSG(new_gldisplay.egl_display == EGL_NO_DISPLAY, -1, "Can't create an EGL display.");
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if (!eglInitialize(new_gldisplay.egl_display, nullptr, nullptr)) {
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ERR_FAIL_V_MSG(-1, "Can't initialize an EGL display.");
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}
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if (!eglBindAPI(_get_platform_api_enum())) {
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ERR_FAIL_V_MSG(-1, "OpenGL not supported.");
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}
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Error err = _gldisplay_create_context(new_gldisplay);
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if (err != OK) {
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eglTerminate(new_gldisplay.egl_display);
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ERR_FAIL_V(-1);
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}
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#ifdef EGL_ANDROID_blob_cache
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#if defined(EGL_STATIC)
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bool has_blob_cache = true;
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#else
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bool has_blob_cache = (eglSetBlobCacheFuncsANDROID != nullptr);
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#endif
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if (has_blob_cache && !shader_cache_dir.is_empty()) {
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eglSetBlobCacheFuncsANDROID(new_gldisplay.egl_display, &EGLManager::_set_cache, &EGLManager::_get_cache);
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}
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#endif
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displays.push_back(new_gldisplay);
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// Return the new GLDisplay's ID.
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return displays.size() - 1;
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}
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#ifdef EGL_ANDROID_blob_cache
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String EGLManager::shader_cache_dir;
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void EGLManager::_set_cache(const void *p_key, EGLsizeiANDROID p_key_size, const void *p_value, EGLsizeiANDROID p_value_size) {
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String name = CryptoCore::b64_encode_str((const uint8_t *)p_key, p_key_size).replace("/", "_");
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String path = shader_cache_dir.path_join(name) + ".cache";
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Error err = OK;
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Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
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if (err != OK) {
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return;
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}
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file->store_buffer((const uint8_t *)p_value, p_value_size);
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}
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EGLsizeiANDROID EGLManager::_get_cache(const void *p_key, EGLsizeiANDROID p_key_size, void *p_value, EGLsizeiANDROID p_value_size) {
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String name = CryptoCore::b64_encode_str((const uint8_t *)p_key, p_key_size).replace("/", "_");
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String path = shader_cache_dir.path_join(name) + ".cache";
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Error err = OK;
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Ref<FileAccess> file = FileAccess::open(path, FileAccess::READ, &err);
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if (err != OK) {
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return 0;
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}
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EGLsizeiANDROID len = file->get_length();
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if (len <= p_value_size) {
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file->get_buffer((uint8_t *)p_value, len);
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}
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return len;
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}
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#endif
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Error EGLManager::_gldisplay_create_context(GLDisplay &p_gldisplay) {
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EGLint attribs[] = {
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EGL_RED_SIZE,
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1,
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EGL_BLUE_SIZE,
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1,
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EGL_GREEN_SIZE,
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1,
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EGL_DEPTH_SIZE,
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24,
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EGL_NONE,
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};
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EGLint attribs_layered[] = {
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EGL_RED_SIZE,
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8,
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EGL_GREEN_SIZE,
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8,
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EGL_GREEN_SIZE,
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8,
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EGL_ALPHA_SIZE,
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8,
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EGL_DEPTH_SIZE,
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24,
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EGL_NONE,
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};
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EGLint config_count = 0;
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if (OS::get_singleton()->is_layered_allowed()) {
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eglChooseConfig(p_gldisplay.egl_display, attribs_layered, &p_gldisplay.egl_config, 1, &config_count);
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} else {
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eglChooseConfig(p_gldisplay.egl_display, attribs, &p_gldisplay.egl_config, 1, &config_count);
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}
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ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, ERR_BUG);
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ERR_FAIL_COND_V(config_count == 0, ERR_UNCONFIGURED);
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Vector<EGLint> context_attribs = _get_platform_context_attribs();
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p_gldisplay.egl_context = eglCreateContext(p_gldisplay.egl_display, p_gldisplay.egl_config, EGL_NO_CONTEXT, (context_attribs.size() > 0) ? context_attribs.ptr() : nullptr);
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ERR_FAIL_COND_V_MSG(p_gldisplay.egl_context == EGL_NO_CONTEXT, ERR_CANT_CREATE, vformat("Can't create an EGL context. Error code: %d", eglGetError()));
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return OK;
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}
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Error EGLManager::open_display(void *p_display) {
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int gldisplay_id = _get_gldisplay_id(p_display);
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if (gldisplay_id < 0) {
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return ERR_CANT_CREATE;
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} else {
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return OK;
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}
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}
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int EGLManager::display_get_native_visual_id(void *p_display) {
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int gldisplay_id = _get_gldisplay_id(p_display);
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ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE);
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GLDisplay gldisplay = displays[gldisplay_id];
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EGLint native_visual_id = -1;
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if (!eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_NATIVE_VISUAL_ID, &native_visual_id)) {
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ERR_FAIL_V(-1);
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}
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return native_visual_id;
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}
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Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height) {
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int gldisplay_id = _get_gldisplay_id(p_display);
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ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE);
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GLDisplay &gldisplay = displays[gldisplay_id];
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// In order to ensure a fast lookup, make sure we got enough elements in the
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// windows local vector to use the window id as an index.
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if (p_window_id >= (int)windows.size()) {
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windows.resize(p_window_id + 1);
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}
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GLWindow &glwindow = windows[p_window_id];
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glwindow.gldisplay_id = gldisplay_id;
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if (GLAD_EGL_VERSION_1_5) {
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glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr);
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} else {
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EGLNativeWindowType *native_window_type = (EGLNativeWindowType *)p_native_window;
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glwindow.egl_surface = eglCreateWindowSurface(gldisplay.egl_display, gldisplay.egl_config, *native_window_type, nullptr);
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}
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if (glwindow.egl_surface == EGL_NO_SURFACE) {
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return ERR_CANT_CREATE;
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}
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glwindow.initialized = true;
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window_make_current(p_window_id);
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return OK;
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}
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void EGLManager::window_destroy(DisplayServer::WindowID p_window_id) {
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ERR_FAIL_INDEX(p_window_id, (int)windows.size());
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GLWindow &glwindow = windows[p_window_id];
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if (!glwindow.initialized) {
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return;
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}
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glwindow.initialized = false;
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ERR_FAIL_INDEX(glwindow.gldisplay_id, (int)displays.size());
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GLDisplay &gldisplay = displays[glwindow.gldisplay_id];
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if (glwindow.egl_surface != EGL_NO_SURFACE) {
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eglDestroySurface(gldisplay.egl_display, glwindow.egl_surface);
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glwindow.egl_surface = nullptr;
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}
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}
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void EGLManager::release_current() {
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if (!current_window) {
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return;
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}
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GLDisplay ¤t_display = displays[current_window->gldisplay_id];
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eglMakeCurrent(current_display.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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}
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void EGLManager::swap_buffers() {
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if (!current_window) {
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return;
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}
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if (!current_window->initialized) {
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WARN_PRINT("Current OpenGL window is uninitialized!");
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return;
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}
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GLDisplay ¤t_display = displays[current_window->gldisplay_id];
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eglSwapBuffers(current_display.egl_display, current_window->egl_surface);
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}
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void EGLManager::window_make_current(DisplayServer::WindowID p_window_id) {
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if (p_window_id == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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GLWindow &glwindow = windows[p_window_id];
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if (&glwindow == current_window || !glwindow.initialized) {
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return;
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}
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current_window = &glwindow;
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GLDisplay ¤t_display = displays[current_window->gldisplay_id];
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eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
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}
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void EGLManager::set_use_vsync(bool p_use) {
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// We need an active window to get a display to set the vsync.
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if (!current_window) {
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return;
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}
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GLDisplay &disp = displays[current_window->gldisplay_id];
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int swap_interval = p_use ? 1 : 0;
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if (!eglSwapInterval(disp.egl_display, swap_interval)) {
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WARN_PRINT("Could not set V-Sync mode.");
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}
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use_vsync = p_use;
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}
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bool EGLManager::is_using_vsync() const {
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return use_vsync;
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}
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EGLContext EGLManager::get_context(DisplayServer::WindowID p_window_id) {
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GLWindow &glwindow = windows[p_window_id];
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if (!glwindow.initialized) {
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return EGL_NO_CONTEXT;
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}
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GLDisplay &display = displays[glwindow.gldisplay_id];
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return display.egl_context;
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}
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Error EGLManager::initialize() {
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#if defined(GLAD_ENABLED) && !defined(EGL_STATIC)
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// Passing a null display loads just the bare minimum to create one. We'll have
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// to create a temporary test display and reload EGL with it to get a good idea
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// of what version is supported on this machine. Currently we're looking for
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// 1.5, the latest at the time of writing, which is actually pretty old.
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if (!gladLoaderLoadEGL(nullptr)) {
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
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}
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// NOTE: EGL_DEFAULT_DISPLAY returns whatever the O.S. deems suitable. I have
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// no idea if this may cause problems with multiple display servers and if we
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// should handle different EGL contexts in another way.
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EGLDisplay tmp_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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ERR_FAIL_COND_V(tmp_display == EGL_NO_DISPLAY, ERR_UNAVAILABLE);
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eglInitialize(tmp_display, nullptr, nullptr);
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int version = gladLoaderLoadEGL(tmp_display);
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ERR_FAIL_COND_V_MSG(!version, ERR_UNAVAILABLE, "Can't load EGL.");
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print_verbose(vformat("Loaded EGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)));
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ERR_FAIL_COND_V_MSG(!GLAD_EGL_VERSION_1_4, ERR_UNAVAILABLE, "EGL version is too old!");
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eglTerminate(tmp_display);
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#endif
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#ifdef EGL_ANDROID_blob_cache
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shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
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if (shader_cache_dir.is_empty()) {
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shader_cache_dir = "user://";
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}
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Error err = OK;
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Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
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if (da.is_null()) {
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ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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shader_cache_dir = String();
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} else {
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err = da->change_dir(String("shader_cache").path_join("EGL"));
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if (err != OK) {
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err = da->make_dir_recursive(String("shader_cache").path_join("EGL"));
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}
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if (err != OK) {
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ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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shader_cache_dir = String();
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} else {
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shader_cache_dir = shader_cache_dir.path_join(String("shader_cache").path_join("EGL"));
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}
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}
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#endif
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String extensions_string = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
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// The above method should always work. If it doesn't, something's very wrong.
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ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, ERR_BUG);
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const char *platform = _get_platform_extension_name();
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if (extensions_string.split(" ").find(platform) < 0) {
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, vformat("EGL platform extension \"%s\" not found.", platform));
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}
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return OK;
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}
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EGLManager::EGLManager() {
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}
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EGLManager::~EGLManager() {
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for (unsigned int i = 0; i < displays.size(); i++) {
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eglTerminate(displays[i].egl_display);
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}
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}
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#endif // EGL_ENABLED
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