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