mirror of
https://github.com/servo/servo.git
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232 lines
8.8 KiB
C++
232 lines
8.8 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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#include "pch.h"
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#include "OpenGLES.h"
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using namespace Platform;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation::Collections;
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OpenGLES::OpenGLES()
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: mEglConfig(nullptr)
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, mEglDisplay(EGL_NO_DISPLAY)
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, mEglContext(EGL_NO_CONTEXT)
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{
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Initialize();
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}
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OpenGLES::~OpenGLES()
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{
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Cleanup();
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}
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void OpenGLES::Initialize()
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{
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const EGLint configAttributes[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE
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};
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const EGLint contextAttributes[] = {
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EGL_CONTEXT_CLIENT_VERSION, 3,
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EGL_NONE
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};
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// Based on Angle MS template.
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const EGLint defaultDisplayAttributes[] = {
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// These are the default display attributes, used to request ANGLE's D3D11 renderer.
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// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
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EGL_PLATFORM_ANGLE_TYPE_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on
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// mobile devices. Its syntax is subject to change, though. Please update your Visual Studio templates if you
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// experience compilation issues with it.
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER,
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EGL_TRUE,
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// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
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// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
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// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification
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// requirement.
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE,
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EGL_TRUE,
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EGL_NONE,
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};
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const EGLint fl9_3DisplayAttributes[] = {
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// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
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// These attributes are used if the call to eglInitialize fails with the default display attributes.
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EGL_PLATFORM_ANGLE_TYPE_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE,
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9,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE,
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3,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER,
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EGL_TRUE,
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE,
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EGL_TRUE,
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EGL_NONE,
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};
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const EGLint warpDisplayAttributes[] = {
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// These attributes can be used to request D3D11 WARP.
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// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
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EGL_PLATFORM_ANGLE_TYPE_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
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EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER,
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EGL_TRUE,
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE,
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EGL_TRUE,
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EGL_NONE,
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};
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EGLConfig config = NULL;
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// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay.
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// It allows us to pass in display attributes, used to configure D3D11.
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
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reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
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if (!eglGetPlatformDisplayEXT) {
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throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
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}
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//
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// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize,
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// with varying parameters passed to eglGetPlatformDisplayEXT:
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// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
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// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
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// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
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// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
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// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software
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// rasterizer.
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//
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// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
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mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
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if (mEglDisplay == EGL_NO_DISPLAY) {
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throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
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}
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if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE) {
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// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile
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// devices).
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mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
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if (mEglDisplay == EGL_NO_DISPLAY) {
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throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
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}
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if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE) {
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// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
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mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY,
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warpDisplayAttributes);
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if (mEglDisplay == EGL_NO_DISPLAY) {
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throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
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}
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if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE) {
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// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
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throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
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}
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}
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}
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EGLint numConfigs = 0;
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if ((eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE) ||
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(numConfigs == 0)) {
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throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
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}
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mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
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if (mEglContext == EGL_NO_CONTEXT) {
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL context");
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}
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}
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void OpenGLES::Cleanup()
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{
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if (mEglDisplay != EGL_NO_DISPLAY && mEglContext != EGL_NO_CONTEXT) {
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eglDestroyContext(mEglDisplay, mEglContext);
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mEglContext = EGL_NO_CONTEXT;
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}
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if (mEglDisplay != EGL_NO_DISPLAY) {
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eglTerminate(mEglDisplay);
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mEglDisplay = EGL_NO_DISPLAY;
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}
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}
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void OpenGLES::Reset()
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{
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Cleanup();
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Initialize();
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}
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EGLSurface OpenGLES::CreateSurface(SwapChainPanel ^ panel)
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{
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if (!panel) {
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throw Exception::CreateException(E_INVALIDARG, L"SwapChainPanel parameter is invalid");
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}
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EGLSurface surface = EGL_NO_SURFACE;
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const EGLint surfaceAttributes[] = {
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EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_NONE
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};
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PropertySet ^ surfaceCreationProperties = ref new PropertySet();
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surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
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// How to set size and or scale:
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// surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty),
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// PropertyValue::CreateSize(*renderSurfaceSize));
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// surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty),
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// PropertyValue::CreateSingle(*resolutionScale));
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surface = eglCreateWindowSurface(mEglDisplay, mEglConfig,
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reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
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if (surface == EGL_NO_SURFACE) {
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throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");
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}
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return surface;
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}
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void OpenGLES::GetSurfaceDimensions(const EGLSurface surface, EGLint* width, EGLint* height)
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{
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eglQuerySurface(mEglDisplay, surface, EGL_WIDTH, width);
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eglQuerySurface(mEglDisplay, surface, EGL_HEIGHT, height);
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}
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void OpenGLES::DestroySurface(const EGLSurface surface)
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{
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if (mEglDisplay != EGL_NO_DISPLAY && surface != EGL_NO_SURFACE) {
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eglDestroySurface(mEglDisplay, surface);
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}
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}
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void OpenGLES::MakeCurrent(const EGLSurface surface)
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{
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if (eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) == EGL_FALSE) {
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throw Exception::CreateException(E_FAIL, L"Failed to make EGLSurface current");
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}
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}
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EGLBoolean OpenGLES::SwapBuffers(const EGLSurface surface)
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{
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return (eglSwapBuffers(mEglDisplay, surface));
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}
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