dawn-cmake/src/dawn/native/opengl/BackendGL.cpp
Stephen White 9434949241 GL: implement EGL context creation in Dawn native.
An abstract base class (Device::Context) is used to avoid adding dependencies to Device, with ContextEGL derived from it. This also
leaves open the possibility of supporting other native GL contexts
in the future (e.g., glX). One temporary EGLContext is created by opengl::Backend during Adapter discovery, then one is created for and
owned by each Device.

Contexts for the desktop GL backend are also managed via EGL, which
works for most modern drivers. This also means that GLFW is now
always used in GLFW_NO_API mode.

Since contexts are now per-device, all of the default GL state
setting and debug output setup was moved from Adapter to Device.

Bug: dawn:810
Change-Id: Idfe30939f155d026fcad549787fc167cc43aa3cb
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/93981
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
2022-06-29 15:29:41 +00:00

113 lines
3.8 KiB
C++

// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn/native/opengl/BackendGL.h"
#include <EGL/egl.h>
#include <memory>
#include <utility>
#include "dawn/common/SystemUtils.h"
#include "dawn/native/Instance.h"
#include "dawn/native/OpenGLBackend.h"
#include "dawn/native/opengl/AdapterGL.h"
#include "dawn/native/opengl/ContextEGL.h"
#include "dawn/native/opengl/EGLFunctions.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<AdapterBase>> Backend::DiscoverDefaultAdapters() {
std::vector<Ref<AdapterBase>> adapters;
#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
if (!mLibEGL.Valid() && !mLibEGL.Open(eglLib)) {
return {};
}
AdapterDiscoveryOptions options(ToAPI(GetType()));
options.getProc =
reinterpret_cast<void* (*)(const char*)>(mLibEGL.GetProc("eglGetProcAddress"));
if (!options.getProc) {
return {};
}
EGLFunctions egl;
egl.Init(options.getProc);
EGLenum api = GetType() == wgpu::BackendType::OpenGLES ? EGL_OPENGL_ES_API : EGL_OPENGL_API;
std::unique_ptr<Device::Context> context = ContextEGL::Create(egl, api);
if (!context) {
return {};
}
EGLDisplay prevDisplay = egl.GetCurrentDisplay();
EGLContext prevDrawSurface = egl.GetCurrentSurface(EGL_DRAW);
EGLContext prevReadSurface = egl.GetCurrentSurface(EGL_READ);
EGLContext prevContext = egl.GetCurrentContext();
context->MakeCurrent();
auto result = DiscoverAdapters(&options);
if (result.IsError()) {
GetInstance()->ConsumedError(result.AcquireError());
} else {
auto value = result.AcquireSuccess();
adapters.insert(adapters.end(), value.begin(), value.end());
}
egl.MakeCurrent(prevDisplay, prevDrawSurface, prevReadSurface, prevContext);
return adapters;
}
ResultOrError<std::vector<Ref<AdapterBase>>> Backend::DiscoverAdapters(
const AdapterDiscoveryOptionsBase* optionsBase) {
// TODO(cwallez@chromium.org): For now only create a single OpenGL adapter because don't
// know how to handle MakeCurrent.
DAWN_INVALID_IF(mCreatedAdapter, "The OpenGL backend can only create a single adapter.");
ASSERT(static_cast<wgpu::BackendType>(optionsBase->backendType) == GetType());
const AdapterDiscoveryOptions* options =
static_cast<const AdapterDiscoveryOptions*>(optionsBase);
DAWN_INVALID_IF(options->getProc == nullptr, "AdapterDiscoveryOptions::getProc must be set");
Ref<Adapter> adapter = AcquireRef(
new Adapter(GetInstance(), static_cast<wgpu::BackendType>(optionsBase->backendType)));
DAWN_TRY(adapter->InitializeGLFunctions(options->getProc));
DAWN_TRY(adapter->Initialize());
mCreatedAdapter = true;
std::vector<Ref<AdapterBase>> adapters{std::move(adapter)};
return std::move(adapters);
}
BackendConnection* Connect(InstanceBase* instance, wgpu::BackendType backendType) {
return new Backend(instance, backendType);
}
} // namespace dawn::native::opengl