/**************************************************************************/ /* egl_manager.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef EGL_MANAGER_H #define EGL_MANAGER_H #ifdef EGL_ENABLED // These must come first to avoid windows.h mess. #include "platform_gl.h" #include "core/config/project_settings.h" #include "core/crypto/crypto_core.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" #include "core/templates/local_vector.h" #include "servers/display_server.h" class EGLManager { private: // An EGL-side representation of a display with its own rendering // context. struct GLDisplay { void *display = nullptr; EGLDisplay egl_display = EGL_NO_DISPLAY; EGLContext egl_context = EGL_NO_CONTEXT; EGLConfig egl_config = nullptr; #ifdef WINDOWS_ENABLED bool has_EGL_ANGLE_surface_orientation = false; #endif }; // EGL specific window data. struct GLWindow { bool initialized = false; #ifdef WINDOWS_ENABLED bool flipped_y = false; #endif // An handle to the GLDisplay associated with this window. int gldisplay_id = -1; EGLSurface egl_surface = EGL_NO_SURFACE; }; LocalVector displays; LocalVector windows; GLWindow *current_window = nullptr; // On EGL the default swap interval is 1 and thus vsync is on by default. bool use_vsync = true; virtual const char *_get_platform_extension_name() const = 0; virtual EGLenum _get_platform_extension_enum() const = 0; virtual EGLenum _get_platform_api_enum() const = 0; virtual Vector _get_platform_display_attributes() const = 0; virtual Vector _get_platform_context_attribs() const = 0; #ifdef EGL_ANDROID_blob_cache static String shader_cache_dir; static void _set_cache(const void *p_key, EGLsizeiANDROID p_key_size, const void *p_value, EGLsizeiANDROID p_value_size); static EGLsizeiANDROID _get_cache(const void *p_key, EGLsizeiANDROID p_key_size, void *p_value, EGLsizeiANDROID p_value_size); #endif int _get_gldisplay_id(void *p_display); Error _gldisplay_create_context(GLDisplay &p_gldisplay); public: int display_get_native_visual_id(void *p_display); Error open_display(void *p_display); Error window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height); void window_destroy(DisplayServer::WindowID p_window_id); void release_current(); void swap_buffers(); void window_make_current(DisplayServer::WindowID p_window_id); void set_use_vsync(bool p_use); bool is_using_vsync() const; EGLContext get_context(DisplayServer::WindowID p_window_id); Error initialize(void *p_native_display = nullptr); EGLManager(); virtual ~EGLManager(); }; #endif // EGL_ENABLED #endif // EGL_MANAGER_H