/**************************************************************************/ /* 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 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 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 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 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 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 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 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 ¤t_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 ¤t_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 ¤t_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 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 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