a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
235 lines
6.9 KiB
C++
235 lines
6.9 KiB
C++
/*************************************************************************/
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/* detect_prime.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifdef X11_ENABLED
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#if defined(OPENGL_ENABLED)
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#include "core/print_string.h"
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#include "core/ustring.h"
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#include <stdlib.h>
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <cstring>
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <unistd.h>
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#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
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typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display *, GLXFBConfig, GLXContext, Bool, const int *);
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struct vendor {
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const char *glxvendor;
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int priority;
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};
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vendor vendormap[] = {
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{ "Advanced Micro Devices, Inc.", 30 },
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{ "NVIDIA Corporation", 30 },
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{ "X.Org", 30 },
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{ "Intel Open Source Technology Center", 20 },
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{ "nouveau", 10 },
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{ "Mesa Project", 0 },
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{ NULL, 0 }
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};
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// Runs inside a child. Exiting will not quit the engine.
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void create_context() {
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Display *x11_display = XOpenDisplay(NULL);
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Window x11_window;
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GLXContext glx_context;
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GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (GLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte *)"glXCreateContextAttribsARB");
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static int visual_attribs[] = {
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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GLX_DOUBLEBUFFER, true,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_DEPTH_SIZE, 24,
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None
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};
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int fbcount;
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GLXFBConfig fbconfig = 0;
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XVisualInfo *vi = NULL;
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XSetWindowAttributes swa;
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swa.event_mask = StructureNotifyMask;
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swa.border_pixel = 0;
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unsigned long valuemask = CWBorderPixel | CWColormap | CWEventMask;
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GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs, &fbcount);
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if (!fbc)
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exit(1);
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vi = glXGetVisualFromFBConfig(x11_display, fbc[0]);
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fbconfig = fbc[0];
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static int context_attribs[] = {
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GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
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GLX_CONTEXT_MINOR_VERSION_ARB, 3,
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GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
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GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
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None
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};
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glx_context = glXCreateContextAttribsARB(x11_display, fbconfig, NULL, true, context_attribs);
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swa.colormap = XCreateColormap(x11_display, RootWindow(x11_display, vi->screen), vi->visual, AllocNone);
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x11_window = XCreateWindow(x11_display, RootWindow(x11_display, vi->screen), 0, 0, 10, 10, 0, vi->depth, InputOutput, vi->visual, valuemask, &swa);
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if (!x11_window)
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exit(1);
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glXMakeCurrent(x11_display, x11_window, glx_context);
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XFree(vi);
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}
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int detect_prime() {
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pid_t p;
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int priorities[2];
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String vendors[2];
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String renderers[2];
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vendors[0] = "Unknown";
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vendors[1] = "Unknown";
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renderers[0] = "Unknown";
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renderers[1] = "Unknown";
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for (int i = 0; i < 2; ++i) {
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int fdset[2];
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if (pipe(fdset) == -1) {
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print_verbose("Failed to pipe(), using default GPU");
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return 0;
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}
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// Fork so the driver initialization can crash without taking down the engine.
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p = fork();
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if (p > 0) {
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// Main thread
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int stat_loc = 0;
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char string[201];
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string[200] = '\0';
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close(fdset[1]);
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waitpid(p, &stat_loc, 0);
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if (!stat_loc) {
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// No need to do anything complicated here. Anything less than
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// PIPE_BUF will be delivered in one read() call.
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// Leave it 'Unknown' otherwise.
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if (read(fdset[0], string, sizeof(string) - 1) > 0) {
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vendors[i] = string;
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renderers[i] = string + strlen(string) + 1;
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}
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}
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close(fdset[0]);
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} else {
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// In child, exit() here will not quit the engine.
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char string[201];
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close(fdset[0]);
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if (i) setenv("DRI_PRIME", "1", 1);
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create_context();
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const char *vendor = (const char *)glGetString(GL_VENDOR);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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unsigned int vendor_len = strlen(vendor) + 1;
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unsigned int renderer_len = strlen(renderer) + 1;
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if (vendor_len + renderer_len >= sizeof(string)) {
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renderer_len = 200 - vendor_len;
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}
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memcpy(&string, vendor, vendor_len);
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memcpy(&string[vendor_len], renderer, renderer_len);
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if (write(fdset[1], string, vendor_len + renderer_len) == -1) {
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print_verbose("Couldn't write vendor/renderer string.");
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}
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close(fdset[1]);
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exit(0);
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}
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}
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int preferred = 0;
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int priority = 0;
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if (vendors[0] == vendors[1]) {
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print_verbose("Only one GPU found, using default.");
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return 0;
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}
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for (int i = 1; i >= 0; --i) {
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vendor *v = vendormap;
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while (v->glxvendor) {
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if (v->glxvendor == vendors[i]) {
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priorities[i] = v->priority;
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if (v->priority >= priority) {
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priority = v->priority;
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preferred = i;
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}
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}
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++v;
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}
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}
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print_verbose("Found renderers:");
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for (int i = 0; i < 2; ++i) {
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print_verbose("Renderer " + itos(i) + ": " + renderers[i] + " with priority: " + itos(priorities[i]));
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}
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print_verbose("Using renderer: " + renderers[preferred]);
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return preferred;
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}
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#endif
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#endif
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