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4fd6777cf4
I couldn't tell whether this has an actual purpose and it feels more like a debug remnant. We also need to be able to disable vsync in the editor for the WIP Wayland backend (in the EGL driver) as it does manual frame throttling.
399 lines
13 KiB
C++
399 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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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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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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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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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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glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, nullptr);
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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::make_current() {
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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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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::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_5, 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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