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-rw-r--r--platform/linuxbsd/wayland/detect_prime_egl.cpp231
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diff --git a/platform/linuxbsd/wayland/detect_prime_egl.cpp b/platform/linuxbsd/wayland/detect_prime_egl.cpp
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+/**************************************************************************/
+/* detect_prime_egl.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. */
+/**************************************************************************/
+
+#ifdef GLES3_ENABLED
+#ifdef EGL_ENABLED
+
+#include "detect_prime_egl.h"
+
+#include "core/string/print_string.h"
+#include "core/string/ustring.h"
+
+#include <stdlib.h>
+
+#ifdef GLAD_ENABLED
+#include "thirdparty/glad/glad/egl.h"
+#include "thirdparty/glad/glad/gl.h"
+#else
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GL/glcorearb.h>
+#endif // GLAD_ENABLED
+
+#include <cstring>
+
+#include <sys/types.h>
+#include <sys/wait.h>
+#include <unistd.h>
+
+// To prevent shadowing warnings.
+#undef glGetString
+
+// Runs inside a child. Exiting will not quit the engine.
+void DetectPrimeEGL::create_context() {
+#if defined(GLAD_ENABLED)
+ if (!gladLoaderLoadEGL(nullptr)) {
+ print_verbose("Unable to load EGL, GPU detection skipped.");
+ quick_exit(1);
+ }
+#endif
+
+ EGLDisplay egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ EGLConfig egl_config;
+ EGLContext egl_context = EGL_NO_CONTEXT;
+
+ eglInitialize(egl_display, NULL, NULL);
+
+#if defined(GLAD_ENABLED)
+ if (!gladLoaderLoadEGL(egl_display)) {
+ print_verbose("Unable to load EGL, GPU detection skipped.");
+ quick_exit(1);
+ }
+#endif
+
+ eglBindAPI(EGL_OPENGL_API);
+
+ EGLint attribs[] = {
+ EGL_RED_SIZE,
+ 1,
+ EGL_BLUE_SIZE,
+ 1,
+ EGL_GREEN_SIZE,
+ 1,
+ EGL_DEPTH_SIZE,
+ 24,
+ EGL_NONE,
+ };
+
+ EGLint config_count = 0;
+ eglChooseConfig(egl_display, attribs, &egl_config, 1, &config_count);
+
+ EGLint context_attribs[] = {
+ EGL_CONTEXT_MAJOR_VERSION, 3,
+ EGL_CONTEXT_MINOR_VERSION, 3,
+ EGL_NONE
+ };
+
+ egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, context_attribs);
+ if (egl_context == EGL_NO_CONTEXT) {
+ print_verbose("Unable to create an EGL context, GPU detection skipped.");
+ quick_exit(1);
+ }
+
+ eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, egl_context);
+}
+
+int DetectPrimeEGL::detect_prime() {
+ pid_t p;
+ int priorities[4] = {};
+ String vendors[4];
+ String renderers[4];
+
+ for (int i = 0; i < 4; ++i) {
+ vendors[i] = "Unknown";
+ renderers[i] = "Unknown";
+ }
+
+ for (int i = 0; i < 4; ++i) {
+ int fdset[2];
+
+ if (pipe(fdset) == -1) {
+ print_verbose("Failed to pipe(), using default GPU");
+ return 0;
+ }
+
+ // Fork so the driver initialization can crash without taking down the engine.
+ p = fork();
+
+ if (p > 0) {
+ // Main thread
+
+ int stat_loc = 0;
+ char string[201];
+ string[200] = '\0';
+
+ close(fdset[1]);
+
+ waitpid(p, &stat_loc, 0);
+
+ if (!stat_loc) {
+ // No need to do anything complicated here. Anything less than
+ // PIPE_BUF will be delivered in one read() call.
+ // Leave it 'Unknown' otherwise.
+ if (read(fdset[0], string, sizeof(string) - 1) > 0) {
+ vendors[i] = string;
+ renderers[i] = string + strlen(string) + 1;
+ }
+ }
+
+ close(fdset[0]);
+ } else {
+ // In child, exit() here will not quit the engine.
+
+ // Prevent false leak reports as we will not be properly
+ // cleaning up these processes, and fork() makes a copy
+ // of all globals.
+ CoreGlobals::leak_reporting_enabled = false;
+
+ char string[201];
+
+ close(fdset[0]);
+
+ setenv("DRI_PRIME", itos(i).utf8().ptr(), 1);
+
+ create_context();
+
+ PFNGLGETSTRINGPROC glGetString = (PFNGLGETSTRINGPROC)eglGetProcAddress("glGetString");
+ const char *vendor = (const char *)glGetString(GL_VENDOR);
+ const char *renderer = (const char *)glGetString(GL_RENDERER);
+
+ unsigned int vendor_len = strlen(vendor) + 1;
+ unsigned int renderer_len = strlen(renderer) + 1;
+
+ if (vendor_len + renderer_len >= sizeof(string)) {
+ renderer_len = 200 - vendor_len;
+ }
+
+ memcpy(&string, vendor, vendor_len);
+ memcpy(&string[vendor_len], renderer, renderer_len);
+
+ if (write(fdset[1], string, vendor_len + renderer_len) == -1) {
+ print_verbose("Couldn't write vendor/renderer string.");
+ }
+ close(fdset[1]);
+
+ // The function quick_exit() is used because exit() will call destructors on static objects copied by fork().
+ // These objects will be freed anyway when the process finishes execution.
+ quick_exit(0);
+ }
+ }
+
+ int preferred = 0;
+ int priority = 0;
+
+ if (vendors[0] == vendors[1]) {
+ print_verbose("Only one GPU found, using default.");
+ return 0;
+ }
+
+ for (int i = 3; i >= 0; --i) {
+ const Vendor *v = vendor_map;
+ while (v->glxvendor) {
+ if (v->glxvendor == vendors[i]) {
+ priorities[i] = v->priority;
+
+ if (v->priority >= priority) {
+ priority = v->priority;
+ preferred = i;
+ }
+ }
+ ++v;
+ }
+ }
+
+ print_verbose("Found renderers:");
+ for (int i = 0; i < 4; ++i) {
+ print_verbose("Renderer " + itos(i) + ": " + renderers[i] + " with priority: " + itos(priorities[i]));
+ }
+
+ print_verbose("Using renderer: " + renderers[preferred]);
+ return preferred;
+}
+
+#endif // EGL_ENABLED
+#endif // GLES3_ENABLED