diff options
Diffstat (limited to 'drivers/egl/egl_manager.cpp')
-rw-r--r-- | drivers/egl/egl_manager.cpp | 404 |
1 files changed, 404 insertions, 0 deletions
diff --git a/drivers/egl/egl_manager.cpp b/drivers/egl/egl_manager.cpp new file mode 100644 index 0000000000..ac80bc8111 --- /dev/null +++ b/drivers/egl/egl_manager.cpp @@ -0,0 +1,404 @@ +/**************************************************************************/ +/* egl_manager.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 "egl_manager.h" + +#ifdef EGL_ENABLED + +#if defined(EGL_STATIC) +#define KHRONOS_STATIC 1 +extern "C" EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); +#undef KHRONOS_STATIC +#endif + +// Creates and caches a GLDisplay. Returns -1 on error. +int EGLManager::_get_gldisplay_id(void *p_display) { + // Look for a cached GLDisplay. + for (unsigned int i = 0; i < displays.size(); i++) { + if (displays[i].display == p_display) { + return i; + } + } + + // We didn't find any, so we'll have to create one, along with its own + // EGLDisplay and EGLContext. + GLDisplay new_gldisplay; + new_gldisplay.display = p_display; + + Vector<EGLAttrib> attribs = _get_platform_display_attributes(); + + new_gldisplay.egl_display = eglGetPlatformDisplay(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr); + ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, -1); + + ERR_FAIL_COND_V_MSG(new_gldisplay.egl_display == EGL_NO_DISPLAY, -1, "Can't create an EGL display."); + + if (!eglInitialize(new_gldisplay.egl_display, nullptr, nullptr)) { + ERR_FAIL_V_MSG(-1, "Can't initialize an EGL display."); + } + + if (!eglBindAPI(_get_platform_api_enum())) { + ERR_FAIL_V_MSG(-1, "OpenGL not supported."); + } + + Error err = _gldisplay_create_context(new_gldisplay); + + if (err != OK) { + eglTerminate(new_gldisplay.egl_display); + ERR_FAIL_V(-1); + } + +#ifdef EGL_ANDROID_blob_cache +#if defined(EGL_STATIC) + bool has_blob_cache = true; +#else + bool has_blob_cache = (eglSetBlobCacheFuncsANDROID != nullptr); +#endif + if (has_blob_cache && !shader_cache_dir.is_empty()) { + eglSetBlobCacheFuncsANDROID(new_gldisplay.egl_display, &EGLManager::_set_cache, &EGLManager::_get_cache); + } +#endif + + displays.push_back(new_gldisplay); + + // Return the new GLDisplay's ID. + return displays.size() - 1; +} + +#ifdef EGL_ANDROID_blob_cache +String EGLManager::shader_cache_dir; + +void EGLManager::_set_cache(const void *p_key, EGLsizeiANDROID p_key_size, const void *p_value, EGLsizeiANDROID p_value_size) { + String name = CryptoCore::b64_encode_str((const uint8_t *)p_key, p_key_size).replace("/", "_"); + String path = shader_cache_dir.path_join(name) + ".cache"; + + Error err = OK; + Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err); + if (err != OK) { + return; + } + file->store_buffer((const uint8_t *)p_value, p_value_size); +} + +EGLsizeiANDROID EGLManager::_get_cache(const void *p_key, EGLsizeiANDROID p_key_size, void *p_value, EGLsizeiANDROID p_value_size) { + String name = CryptoCore::b64_encode_str((const uint8_t *)p_key, p_key_size).replace("/", "_"); + String path = shader_cache_dir.path_join(name) + ".cache"; + + Error err = OK; + Ref<FileAccess> file = FileAccess::open(path, FileAccess::READ, &err); + if (err != OK) { + return 0; + } + EGLsizeiANDROID len = file->get_length(); + if (len <= p_value_size) { + file->get_buffer((uint8_t *)p_value, len); + } + return len; +} +#endif + +Error EGLManager::_gldisplay_create_context(GLDisplay &p_gldisplay) { + EGLint attribs[] = { + EGL_RED_SIZE, + 1, + EGL_BLUE_SIZE, + 1, + EGL_GREEN_SIZE, + 1, + EGL_DEPTH_SIZE, + 24, + EGL_NONE, + }; + + EGLint attribs_layered[] = { + EGL_RED_SIZE, + 8, + EGL_GREEN_SIZE, + 8, + EGL_GREEN_SIZE, + 8, + EGL_ALPHA_SIZE, + 8, + EGL_DEPTH_SIZE, + 24, + EGL_NONE, + }; + + EGLint config_count = 0; + + if (OS::get_singleton()->is_layered_allowed()) { + eglChooseConfig(p_gldisplay.egl_display, attribs_layered, &p_gldisplay.egl_config, 1, &config_count); + } else { + eglChooseConfig(p_gldisplay.egl_display, attribs, &p_gldisplay.egl_config, 1, &config_count); + } + + ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, ERR_BUG); + ERR_FAIL_COND_V(config_count == 0, ERR_UNCONFIGURED); + + Vector<EGLint> context_attribs = _get_platform_context_attribs(); + p_gldisplay.egl_context = eglCreateContext(p_gldisplay.egl_display, p_gldisplay.egl_config, EGL_NO_CONTEXT, (context_attribs.size() > 0) ? context_attribs.ptr() : nullptr); + 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())); + + return OK; +} + +int EGLManager::display_get_native_visual_id(void *p_display) { + int gldisplay_id = _get_gldisplay_id(p_display); + ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE); + + GLDisplay gldisplay = displays[gldisplay_id]; + + EGLint native_visual_id = -1; + + if (!eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_NATIVE_VISUAL_ID, &native_visual_id)) { + ERR_FAIL_V(-1); + } + + return native_visual_id; +} + +Error EGLManager::window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height) { + int gldisplay_id = _get_gldisplay_id(p_display); + ERR_FAIL_COND_V(gldisplay_id < 0, ERR_CANT_CREATE); + + GLDisplay &gldisplay = displays[gldisplay_id]; + + // In order to ensure a fast lookup, make sure we got enough elements in the + // windows local vector to use the window id as an index. + if (p_window_id >= (int)windows.size()) { + windows.resize(p_window_id + 1); + } + + GLWindow &glwindow = windows[p_window_id]; + glwindow.gldisplay_id = gldisplay_id; + + glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr); + + if (glwindow.egl_surface == EGL_NO_SURFACE) { + return ERR_CANT_CREATE; + } + + glwindow.initialized = true; + + window_make_current(p_window_id); + + return OK; +} + +void EGLManager::window_destroy(DisplayServer::WindowID p_window_id) { + ERR_FAIL_INDEX(p_window_id, (int)windows.size()); + + GLWindow &glwindow = windows[p_window_id]; + + if (!glwindow.initialized) { + return; + } + + glwindow.initialized = false; + + ERR_FAIL_INDEX(glwindow.gldisplay_id, (int)displays.size()); + GLDisplay &gldisplay = displays[glwindow.gldisplay_id]; + + if (glwindow.egl_surface != EGL_NO_SURFACE) { + eglDestroySurface(gldisplay.egl_display, glwindow.egl_surface); + glwindow.egl_surface = nullptr; + } +} + +void EGLManager::release_current() { + if (!current_window) { + return; + } + + GLDisplay ¤t_display = displays[current_window->gldisplay_id]; + + eglMakeCurrent(current_display.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); +} + +void EGLManager::make_current() { + if (!current_window) { + return; + } + + if (!current_window->initialized) { + WARN_PRINT("Current OpenGL window is uninitialized!"); + return; + } + + GLDisplay ¤t_display = displays[current_window->gldisplay_id]; + + eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context); +} + +void EGLManager::swap_buffers() { + if (!current_window) { + return; + } + + if (!current_window->initialized) { + WARN_PRINT("Current OpenGL window is uninitialized!"); + return; + } + + GLDisplay ¤t_display = displays[current_window->gldisplay_id]; + + eglSwapBuffers(current_display.egl_display, current_window->egl_surface); +} + +void EGLManager::window_make_current(DisplayServer::WindowID p_window_id) { + if (p_window_id == DisplayServer::INVALID_WINDOW_ID) { + return; + } + + GLWindow &glwindow = windows[p_window_id]; + + if (&glwindow == current_window || !glwindow.initialized) { + return; + } + + current_window = &glwindow; + + GLDisplay ¤t_display = displays[current_window->gldisplay_id]; + + eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context); +} + +void EGLManager::set_use_vsync(bool p_use) { + // Force vsync in the editor for now, as a safety measure. + bool is_editor = Engine::get_singleton()->is_editor_hint(); + if (is_editor) { + p_use = true; + } + + // We need an active window to get a display to set the vsync. + if (!current_window) { + return; + } + + GLDisplay &disp = displays[current_window->gldisplay_id]; + + int swap_interval = p_use ? 1 : 0; + + if (!eglSwapInterval(disp.egl_display, swap_interval)) { + WARN_PRINT("Could not set V-Sync mode."); + } + + use_vsync = p_use; +} + +bool EGLManager::is_using_vsync() const { + return use_vsync; +} + +EGLContext EGLManager::get_context(DisplayServer::WindowID p_window_id) { + GLWindow &glwindow = windows[p_window_id]; + + if (!glwindow.initialized) { + return EGL_NO_CONTEXT; + } + + GLDisplay &display = displays[glwindow.gldisplay_id]; + + return display.egl_context; +} + +Error EGLManager::initialize() { +#if defined(GLAD_ENABLED) && !defined(EGL_STATIC) + // Passing a null display loads just the bare minimum to create one. We'll have + // to create a temporary test display and reload EGL with it to get a good idea + // of what version is supported on this machine. Currently we're looking for + // 1.5, the latest at the time of writing, which is actually pretty old. + if (!gladLoaderLoadEGL(nullptr)) { + ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL."); + } + + // NOTE: EGL_DEFAULT_DISPLAY returns whatever the O.S. deems suitable. I have + // no idea if this may cause problems with multiple display servers and if we + // should handle different EGL contexts in another way. + EGLDisplay tmp_display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + ERR_FAIL_COND_V(tmp_display == EGL_NO_DISPLAY, ERR_UNAVAILABLE); + + eglInitialize(tmp_display, nullptr, nullptr); + + int version = gladLoaderLoadEGL(tmp_display); + + ERR_FAIL_COND_V_MSG(!version, ERR_UNAVAILABLE, "Can't load EGL."); + print_verbose(vformat("Loaded EGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version))); + + ERR_FAIL_COND_V_MSG(!GLAD_EGL_VERSION_1_5, ERR_UNAVAILABLE, "EGL version is too old!"); + + eglTerminate(tmp_display); +#endif + +#ifdef EGL_ANDROID_blob_cache + shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); + if (shader_cache_dir.is_empty()) { + shader_cache_dir = "user://"; + } + Error err = OK; + Ref<DirAccess> da = DirAccess::open(shader_cache_dir); + if (da.is_null()) { + ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); + shader_cache_dir = String(); + } else { + err = da->change_dir(String("shader_cache").path_join("EGL")); + if (err != OK) { + err = da->make_dir_recursive(String("shader_cache").path_join("EGL")); + } + if (err != OK) { + ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); + shader_cache_dir = String(); + } else { + shader_cache_dir = shader_cache_dir.path_join(String("shader_cache").path_join("EGL")); + } + } +#endif + + String extensions_string = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS); + // The above method should always work. If it doesn't, something's very wrong. + ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, ERR_BUG); + + const char *platform = _get_platform_extension_name(); + if (extensions_string.split(" ").find(platform) < 0) { + ERR_FAIL_V_MSG(ERR_UNAVAILABLE, vformat("EGL platform extension \"%s\" not found.", platform)); + } + + return OK; +} + +EGLManager::EGLManager() { +} + +EGLManager::~EGLManager() { + for (unsigned int i = 0; i < displays.size(); i++) { + eglTerminate(displays[i].egl_display); + } +} + +#endif // EGL_ENABLED |