/**************************************************************************/ /* 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 #ifdef GLAD_ENABLED #include "thirdparty/glad/glad/egl.h" #include "thirdparty/glad/glad/gl.h" #else #include #include #include #endif // GLAD_ENABLED #include #include #include #include // 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, nullptr, nullptr); #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