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// Copyright 2022 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/ContextEGL.h"
#include <memory>
#include <string>
#include <utility>
#include <vector>
#include "dawn/native/opengl/DisplayEGL.h"
#include "dawn/native/opengl/UtilsEGL.h"
#ifndef EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE
#define EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE 0x33AF
#endif
namespace dawn::native::opengl {
// static
ResultOrError<std::unique_ptr<ContextEGL>> ContextEGL::Create(const DisplayEGL* display,
wgpu::BackendType backend,
bool useRobustness,
bool useANGLETextureSharing) {
auto context = std::make_unique<ContextEGL>(display);
DAWN_TRY(context->Initialize(backend, useRobustness, useANGLETextureSharing));
return std::move(context);
}
ContextEGL::ContextEGL(const DisplayEGL* display) : mDisplay(display) {}
ContextEGL::~ContextEGL() {
if (mContext != EGL_NO_CONTEXT) {
mDisplay->egl.DestroyContext(mDisplay->GetDisplay(), mContext);
mContext = EGL_NO_CONTEXT;
}
}
MaybeError ContextEGL::Initialize(wgpu::BackendType backend,
bool useRobustness,
bool useANGLETextureSharing) {
const EGLFunctions& egl = mDisplay->egl;
// Since we're creating a surfaceless context, the only thing we really care
// about is the RENDERABLE_TYPE.
EGLint configAttribs[] = {EGL_RENDERABLE_TYPE, mDisplay->GetAPIBit(), EGL_NONE};
EGLint numConfig;
EGLConfig config;
DAWN_TRY(CheckEGL(
egl, egl.ChooseConfig(mDisplay->GetDisplay(), configAttribs, &config, 1, &numConfig),
"eglChooseConfig"));
DAWN_INVALID_IF(numConfig == 0, "eglChooseConfig returned zero configs");
DAWN_TRY(CheckEGL(egl, egl.BindAPI(mDisplay->GetAPIEnum()), "eglBindAPI"));
int major, minor;
switch (backend) {
case wgpu::BackendType::OpenGLES:
major = 3;
minor = 1;
break;
case wgpu::BackendType::OpenGL:
major = 4;
minor = 4;
break;
default:
DAWN_UNREACHABLE();
}
std::vector<EGLint> attribs{
EGL_CONTEXT_MAJOR_VERSION,
major,
EGL_CONTEXT_MINOR_VERSION,
minor,
};
if (useRobustness) {
DAWN_ASSERT(egl.HasExt(EGLExt::CreateContextRobustness));
// EGL_EXT_create_context_robustness is promoted to 1.5 but with a different enum value.
if (egl.GetMinorVersion() >= 5) {
attribs.push_back(EGL_CONTEXT_OPENGL_ROBUST_ACCESS);
} else {
attribs.push_back(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT);
}
attribs.push_back(EGL_TRUE);
}
if (useANGLETextureSharing) {
DAWN_ASSERT(egl.HasExt(EGLExt::DisplayTextureShareGroup));
attribs.push_back(EGL_DISPLAY_TEXTURE_SHARE_GROUP_ANGLE);
attribs.push_back(EGL_TRUE);
}
attribs.push_back(EGL_NONE);
mContext = egl.CreateContext(mDisplay->GetDisplay(), config, EGL_NO_CONTEXT, attribs.data());
return CheckEGL(egl, mContext != EGL_NO_CONTEXT, "eglCreateContext");
}
void ContextEGL::MakeCurrent() {
EGLBoolean success =
mDisplay->egl.MakeCurrent(mDisplay->GetDisplay(), EGL_NO_SURFACE, EGL_NO_SURFACE, mContext);
IgnoreErrors(CheckEGL(mDisplay->egl, success == EGL_TRUE, "eglMakeCurrent"));
}
} // namespace dawn::native::opengl