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16dfaa5e80
Optimize ANGLE on D3D11 to remove an extra blit
513 lines
17 KiB
C++
513 lines
17 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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#include "drivers/gles3/rasterizer_gles3.h"
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#ifdef EGL_ENABLED
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#if defined(EGL_STATIC)
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#define GLAD_EGL_VERSION_1_5 true
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#ifdef EGL_EXT_platform_base
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#define GLAD_EGL_EXT_platform_base 1
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#endif
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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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extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platform, void *native_display, const EGLint *attrib_list);
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#undef KHRONOS_STATIC
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#endif // defined(EGL_STATIC)
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#ifndef EGL_EXT_platform_base
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#define GLAD_EGL_EXT_platform_base 0
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#endif
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#ifdef WINDOWS_ENABLED
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// Unofficial ANGLE extension: EGL_ANGLE_surface_orientation
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#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
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#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
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#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
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#define EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE 0x0001
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#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
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#endif
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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 if (GLAD_EGL_EXT_platform_base) {
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#ifdef EGL_EXT_platform_base
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// eglGetPlatformDisplayEXT wants its attributes as EGLint, so we'll truncate
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// what we already have. It's a bit naughty but I'm really not sure what else
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// we could do here.
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Vector<EGLint> attribs;
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for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
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attribs.push_back((EGLint)attrib);
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}
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new_gldisplay.egl_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr);
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#endif // EGL_EXT_platform_base
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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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#ifdef WINDOWS_ENABLED
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String client_extensions_string = eglQueryString(new_gldisplay.egl_display, EGL_EXTENSIONS);
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if (eglGetError() == EGL_SUCCESS) {
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Vector<String> egl_extensions = client_extensions_string.split(" ");
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if (egl_extensions.has("EGL_ANGLE_surface_orientation")) {
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new_gldisplay.has_EGL_ANGLE_surface_orientation = true;
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print_verbose("EGL: EGL_ANGLE_surface_orientation is supported.");
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}
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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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Vector<EGLAttrib> egl_attribs;
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#ifdef WINDOWS_ENABLED
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if (gldisplay.has_EGL_ANGLE_surface_orientation) {
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EGLint optimal_orientation;
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if (eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &optimal_orientation)) {
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// We only need to support inverting Y for optimizing ANGLE on D3D11.
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if (optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
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egl_attribs.push_back(EGL_SURFACE_ORIENTATION_ANGLE);
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egl_attribs.push_back(EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
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}
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} else {
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ERR_PRINT(vformat("Failed to get EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
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}
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}
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if (!egl_attribs.is_empty()) {
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egl_attribs.push_back(EGL_NONE);
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}
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#endif
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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, egl_attribs.ptr());
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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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#ifdef WINDOWS_ENABLED
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if (gldisplay.has_EGL_ANGLE_surface_orientation) {
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EGLint orientation;
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if (eglQuerySurface(gldisplay.egl_display, glwindow.egl_surface, EGL_SURFACE_ORIENTATION_ANGLE, &orientation)) {
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if (orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
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glwindow.flipped_y = true;
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print_verbose("EGL: Using optimal surface orientation: Invert Y");
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}
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} else {
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ERR_PRINT(vformat("Failed to get EGL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
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}
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}
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#endif
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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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#ifdef WINDOWS_ENABLED
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RasterizerGLES3::set_screen_flipped_y(glwindow.flipped_y);
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#endif
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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(void *p_native_display) {
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#if defined(GLAD_ENABLED) && !defined(EGL_STATIC)
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// Loading EGL with a new display gets us just the bare minimum API. We'll then
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// have to temporarily get a proper display and reload EGL once again to
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// initialize everything else.
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if (!gladLoaderLoadEGL(EGL_NO_DISPLAY)) {
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ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
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}
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EGLDisplay tmp_display = EGL_NO_DISPLAY;
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if (GLAD_EGL_EXT_platform_base) {
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#ifdef EGL_EXT_platform_base
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// eglGetPlatformDisplayEXT wants its attributes as EGLint.
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Vector<EGLint> attribs;
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for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
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attribs.push_back((EGLint)attrib);
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}
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tmp_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), p_native_display, attribs.ptr());
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#endif // EGL_EXT_platform_base
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} else {
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WARN_PRINT("EGL: EGL_EXT_platform_base not found during init, using default platform.");
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EGLNativeDisplayType *native_display_type = (EGLNativeDisplayType *)p_native_display;
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tmp_display = eglGetDisplay(*native_display_type);
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}
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if (tmp_display == EGL_NO_DISPLAY) {
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eglTerminate(tmp_display);
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|
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't get a valid initial EGL display.");
|
|
}
|
|
|
|
eglInitialize(tmp_display, nullptr, nullptr);
|
|
|
|
int version = gladLoaderLoadEGL(tmp_display);
|
|
if (!version) {
|
|
eglTerminate(tmp_display);
|
|
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
|
|
}
|
|
|
|
int major = GLAD_VERSION_MAJOR(version);
|
|
int minor = GLAD_VERSION_MINOR(version);
|
|
|
|
print_verbose(vformat("Loaded EGL %d.%d", major, minor));
|
|
|
|
ERR_FAIL_COND_V_MSG(!GLAD_EGL_VERSION_1_4, ERR_UNAVAILABLE, vformat("EGL version is too old! %d.%d < 1.4", major, minor));
|
|
|
|
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 client_extensions_string = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
|
|
|
|
// If the above method fails, we don't support client extensions, so there's nothing to check.
|
|
if (eglGetError() == EGL_SUCCESS) {
|
|
const char *platform = _get_platform_extension_name();
|
|
if (!client_extensions_string.split(" ").has(platform)) {
|
|
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
|