godot/drivers/egl/egl_manager.cpp
Thaddeus Crews 16dfaa5e80
Merge pull request #94952 from alvinhochun/angle-d3d11-flip-y
Optimize ANGLE on D3D11 to remove an extra blit
2024-10-10 18:13:17 -05:00

513 lines
17 KiB
C++

/**************************************************************************/
/* 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"
#include "drivers/gles3/rasterizer_gles3.h"
#ifdef EGL_ENABLED
#if defined(EGL_STATIC)
#define GLAD_EGL_VERSION_1_5 true
#ifdef EGL_EXT_platform_base
#define GLAD_EGL_EXT_platform_base 1
#endif
#define KHRONOS_STATIC 1
extern "C" EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get);
extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platform, void *native_display, const EGLint *attrib_list);
#undef KHRONOS_STATIC
#endif // defined(EGL_STATIC)
#ifndef EGL_EXT_platform_base
#define GLAD_EGL_EXT_platform_base 0
#endif
#ifdef WINDOWS_ENABLED
// Unofficial ANGLE extension: EGL_ANGLE_surface_orientation
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE 0x0001
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
#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;
if (GLAD_EGL_VERSION_1_5) {
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);
} else if (GLAD_EGL_EXT_platform_base) {
#ifdef EGL_EXT_platform_base
// eglGetPlatformDisplayEXT wants its attributes as EGLint, so we'll truncate
// what we already have. It's a bit naughty but I'm really not sure what else
// we could do here.
Vector<EGLint> attribs;
for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
attribs.push_back((EGLint)attrib);
}
new_gldisplay.egl_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr);
#endif // EGL_EXT_platform_base
} else {
NativeDisplayType *native_display_type = (NativeDisplayType *)new_gldisplay.display;
new_gldisplay.egl_display = eglGetDisplay(*native_display_type);
}
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
#ifdef WINDOWS_ENABLED
String client_extensions_string = eglQueryString(new_gldisplay.egl_display, EGL_EXTENSIONS);
if (eglGetError() == EGL_SUCCESS) {
Vector<String> egl_extensions = client_extensions_string.split(" ");
if (egl_extensions.has("EGL_ANGLE_surface_orientation")) {
new_gldisplay.has_EGL_ANGLE_surface_orientation = true;
print_verbose("EGL: EGL_ANGLE_surface_orientation is supported.");
}
}
#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;
}
Error EGLManager::open_display(void *p_display) {
int gldisplay_id = _get_gldisplay_id(p_display);
if (gldisplay_id < 0) {
return ERR_CANT_CREATE;
} else {
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;
Vector<EGLAttrib> egl_attribs;
#ifdef WINDOWS_ENABLED
if (gldisplay.has_EGL_ANGLE_surface_orientation) {
EGLint optimal_orientation;
if (eglGetConfigAttrib(gldisplay.egl_display, gldisplay.egl_config, EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &optimal_orientation)) {
// We only need to support inverting Y for optimizing ANGLE on D3D11.
if (optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(optimal_orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
egl_attribs.push_back(EGL_SURFACE_ORIENTATION_ANGLE);
egl_attribs.push_back(EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
}
} else {
ERR_PRINT(vformat("Failed to get EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
}
}
if (!egl_attribs.is_empty()) {
egl_attribs.push_back(EGL_NONE);
}
#endif
if (GLAD_EGL_VERSION_1_5) {
glwindow.egl_surface = eglCreatePlatformWindowSurface(gldisplay.egl_display, gldisplay.egl_config, p_native_window, egl_attribs.ptr());
} else {
EGLNativeWindowType *native_window_type = (EGLNativeWindowType *)p_native_window;
glwindow.egl_surface = eglCreateWindowSurface(gldisplay.egl_display, gldisplay.egl_config, *native_window_type, nullptr);
}
if (glwindow.egl_surface == EGL_NO_SURFACE) {
return ERR_CANT_CREATE;
}
glwindow.initialized = true;
#ifdef WINDOWS_ENABLED
if (gldisplay.has_EGL_ANGLE_surface_orientation) {
EGLint orientation;
if (eglQuerySurface(gldisplay.egl_display, glwindow.egl_surface, EGL_SURFACE_ORIENTATION_ANGLE, &orientation)) {
if (orientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE && !(orientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE)) {
glwindow.flipped_y = true;
print_verbose("EGL: Using optimal surface orientation: Invert Y");
}
} else {
ERR_PRINT(vformat("Failed to get EGL_SURFACE_ORIENTATION_ANGLE, error: 0x%08X", eglGetError()));
}
}
#endif
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 &current_display = displays[current_window->gldisplay_id];
eglMakeCurrent(current_display.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
}
void EGLManager::swap_buffers() {
if (!current_window) {
return;
}
if (!current_window->initialized) {
WARN_PRINT("Current OpenGL window is uninitialized!");
return;
}
GLDisplay &current_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 &current_display = displays[current_window->gldisplay_id];
eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
#ifdef WINDOWS_ENABLED
RasterizerGLES3::set_screen_flipped_y(glwindow.flipped_y);
#endif
}
void EGLManager::set_use_vsync(bool p_use) {
// 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(void *p_native_display) {
#if defined(GLAD_ENABLED) && !defined(EGL_STATIC)
// Loading EGL with a new display gets us just the bare minimum API. We'll then
// have to temporarily get a proper display and reload EGL once again to
// initialize everything else.
if (!gladLoaderLoadEGL(EGL_NO_DISPLAY)) {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL dynamic library.");
}
EGLDisplay tmp_display = EGL_NO_DISPLAY;
if (GLAD_EGL_EXT_platform_base) {
#ifdef EGL_EXT_platform_base
// eglGetPlatformDisplayEXT wants its attributes as EGLint.
Vector<EGLint> attribs;
for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
attribs.push_back((EGLint)attrib);
}
tmp_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), p_native_display, attribs.ptr());
#endif // EGL_EXT_platform_base
} else {
WARN_PRINT("EGL: EGL_EXT_platform_base not found during init, using default platform.");
EGLNativeDisplayType *native_display_type = (EGLNativeDisplayType *)p_native_display;
tmp_display = eglGetDisplay(*native_display_type);
}
if (tmp_display == EGL_NO_DISPLAY) {
eglTerminate(tmp_display);
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