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// Copyright 2019 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/opengl/BackendGL.h"
#include <string>
#include "dawn/native/ChainUtils.h"
#include "dawn/native/Instance.h"
#include "dawn/native/OpenGLBackend.h"
#include "dawn/native/opengl/PhysicalDeviceGL.h"
namespace dawn::native::opengl {
// Implementation of the OpenGL backend's BackendConnection
Backend::Backend(InstanceBase* instance, wgpu::BackendType backendType)
: BackendConnection(instance, backendType) {}
std::vector<Ref<PhysicalDeviceBase>> Backend::DiscoverPhysicalDevices(
const UnpackedPtr<RequestAdapterOptions>& options) {
if (options->forceFallbackAdapter) {
return {};
}
if (!options->compatibilityMode) {
// Return an empty vector since GL physical devices can only support compatibility mode.
return std::vector<Ref<PhysicalDeviceBase>>{};
}
void* (*getProc)(const char* name) = nullptr;
EGLDisplay display = EGL_NO_DISPLAY;
if (auto* glGetProcOptions = options.Get<RequestAdapterOptionsGetGLProc>()) {
getProc = glGetProcOptions->getProc;
display = glGetProcOptions->display;
}
if (getProc == nullptr) {
// getProc not passed. Try to load it from libEGL.
#if DAWN_PLATFORM_IS(WINDOWS)
const char* eglLib = "libEGL.dll";
#elif DAWN_PLATFORM_IS(MACOS)
const char* eglLib = "libEGL.dylib";
#else
const char* eglLib = "libEGL.so";
#endif
std::string err;
if (!mLibEGL.Valid() && !mLibEGL.Open(eglLib, &err)) {
GetInstance()->ConsumedErrorAndWarnOnce(
DAWN_VALIDATION_ERROR("Failed to load %s: %s", eglLib, err.c_str()));
return {};
}
getProc = reinterpret_cast<void* (*)(const char*)>(mLibEGL.GetProc("eglGetProcAddress"));
if (!getProc) {
GetInstance()->ConsumedErrorAndWarnOnce(
DAWN_VALIDATION_ERROR("eglGetProcAddress return nullptr"));
return {};
}
}
return DiscoverPhysicalDevicesWithProcs(getProc, display);
}
std::vector<Ref<PhysicalDeviceBase>> Backend::DiscoverPhysicalDevicesWithProcs(
void* (*getProc)(const char*),
EGLDisplay display) {
// TODO(cwallez@chromium.org): For now only create a single OpenGL physicalDevice because don't
// know how to handle MakeCurrent.
if (mPhysicalDevice != nullptr && (mGetProc != getProc || mDisplay != display)) {
GetInstance()->ConsumedErrorAndWarnOnce(
DAWN_VALIDATION_ERROR("The OpenGL backend can only create a single physicalDevice."));
return {};
}
if (mPhysicalDevice == nullptr) {
if (GetInstance()->ConsumedErrorAndWarnOnce(
PhysicalDevice::Create(GetType(), getProc, display), &mPhysicalDevice)) {
return {};
}
mGetProc = getProc;
mDisplay = display;
}
return {mPhysicalDevice};
}
BackendConnection* Connect(InstanceBase* instance, wgpu::BackendType backendType) {
return new Backend(instance, backendType);
}
} // namespace dawn::native::opengl