dawn-cmake/src/utils/GLFWUtils.cpp
Stephen White 70102b7190 Add preliminary OpenGL ES and EGL support to Dawn.
This is enough to get all of the sample apps running on a conformant ES 3.1 implementation, such as ANGLE/Vk or NVidia's OpenGL ES Linux driver.

Implements a new opengl::AdapterDiscoveryOptionsES subclass to specify its creation at adapter discovery time.
Adds a "-b opengles" command-line flag to the code samples.
Asserts on a call to glShaderStorageBlockBinding() on ES.
Works around missing indexed draw buffers support by asserting when a non-0 color attachment is specified.
Works around missing glClearTexSubImage() by asserting. :/
These will likely require front-end validation.

BUG=dawn:580
Change-Id: I4a4240ca695a22388c55073fd2aee0323cd4afc9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/31000
Reviewed-by: Stephen White <senorblanco@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2020-11-24 20:57:23 +00:00

89 lines
3.4 KiB
C++

// Copyright 2020 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 "utils/GLFWUtils.h"
#include "GLFW/glfw3.h"
#include "common/Platform.h"
#include <cstdlib>
#if defined(DAWN_PLATFORM_WINDOWS)
# define GLFW_EXPOSE_NATIVE_WIN32
#elif defined(DAWN_USE_X11)
# define GLFW_EXPOSE_NATIVE_X11
#endif
#include "GLFW/glfw3native.h"
namespace utils {
void SetupGLFWWindowHintsForBackend(wgpu::BackendType type) {
if (type == wgpu::BackendType::OpenGL) {
// Ask for OpenGL 4.4 which is what the GL backend requires for compute shaders and
// texture views.
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
} else if (type == wgpu::BackendType::OpenGLES) {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
} else {
// Without this GLFW will initialize a GL context on the window, which prevents using
// the window with other APIs (by crashing in weird ways).
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
}
}
wgpu::Surface CreateSurfaceForWindow(wgpu::Instance instance, GLFWwindow* window) {
std::unique_ptr<wgpu::ChainedStruct> chainedDescriptor =
SetupWindowAndGetSurfaceDescriptorForTesting(window);
wgpu::SurfaceDescriptor descriptor;
descriptor.nextInChain = chainedDescriptor.get();
wgpu::Surface surface = instance.CreateSurface(&descriptor);
return surface;
}
#if defined(DAWN_PLATFORM_WINDOWS)
std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(
GLFWwindow* window) {
std::unique_ptr<wgpu::SurfaceDescriptorFromWindowsHWND> desc =
std::make_unique<wgpu::SurfaceDescriptorFromWindowsHWND>();
desc->hwnd = glfwGetWin32Window(window);
desc->hinstance = GetModuleHandle(nullptr);
return std::move(desc);
}
#elif defined(DAWN_USE_X11)
std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(
GLFWwindow* window) {
std::unique_ptr<wgpu::SurfaceDescriptorFromXlib> desc =
std::make_unique<wgpu::SurfaceDescriptorFromXlib>();
desc->display = glfwGetX11Display();
desc->window = glfwGetX11Window(window);
return std::move(desc);
}
#elif defined(DAWN_ENABLE_BACKEND_METAL)
// SetupWindowAndGetSurfaceDescriptorForTesting defined in GLFWUtils_metal.mm
#else
std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorForTesting(GLFWwindow*) {
return nullptr;
}
#endif
} // namespace utils