[core] fold HeadlessDisplay into the headless RenderBackend implementation

This commit is contained in:
Konstantin Käfer
2017-11-27 16:34:52 +01:00
parent 772b909062
commit 335f04f7e1
17 changed files with 288 additions and 445 deletions

View File

@@ -1,5 +1,4 @@
#include <mbgl/gl/headless_backend.hpp>
#include <mbgl/gl/headless_display.hpp>
#include <mbgl/util/logging.hpp>
@@ -9,11 +8,82 @@
namespace mbgl {
// This class provides a singleton that contains information about the configuration used for
// instantiating new headless rendering contexts.
class EGLDisplayConfig {
private:
// Key for singleton construction.
struct Key { explicit Key() = default; };
public:
EGLDisplayConfig(Key) {
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
throw std::runtime_error("Failed to obtain a valid EGL display.\n");
}
EGLint major, minor, numConfigs;
if (!eglInitialize(display, &major, &minor)) {
throw std::runtime_error("eglInitialize() failed.\n");
}
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
mbgl::Log::Error(mbgl::Event::OpenGL, "eglBindAPI(EGL_OPENGL_ES_API) returned error %d",
eglGetError());
throw std::runtime_error("eglBindAPI() failed");
}
const EGLint attribs[] = {
#if MBGL_USE_GLES2
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
#endif
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_NONE
};
// Note: we're choosing an arbitrary pixel format, since we're not using the default surface
// anyway; all rendering will be directed to framebuffers which have their own configuration.
if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs) || numConfigs != 1) {
throw std::runtime_error("Failed to choose ARGB config.\n");
}
}
~EGLDisplayConfig() {
eglTerminate(display);
}
static std::shared_ptr<const EGLDisplayConfig> create() {
static std::weak_ptr<const EGLDisplayConfig> instance;
auto shared = instance.lock();
if (!shared) {
instance = shared = std::make_shared<EGLDisplayConfig>(Key{});
}
return shared;
}
public:
EGLDisplay display = EGL_NO_DISPLAY;
EGLConfig config = 0;
};
struct EGLImpl : public HeadlessBackend::Impl {
EGLImpl(EGLContext glContext_, EGLDisplay display_, EGLConfig config_)
: glContext(glContext_),
display(display_),
config(config_) {
EGLImpl() {
// EGL initializes the context client version to 1 by default. We want to
// use OpenGL ES 2.0 which has the ability to create shader and program
// objects and also to write vertex and fragment shaders in the OpenGL ES
// Shading Language.
const EGLint attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
eglContext = eglCreateContext(eglDisplay->display, eglDisplay->config, EGL_NO_CONTEXT, attribs);
if (eglContext == EGL_NO_CONTEXT) {
mbgl::Log::Error(mbgl::Event::OpenGL, "eglCreateContext() returned error 0x%04x",
eglGetError());
throw std::runtime_error("Error creating the EGL context object.\n");
}
// Create a dummy pbuffer. We will render to framebuffers anyway, but we need a pbuffer to
// activate the context.
// Note that to be able to create pbuffer surfaces, we need to choose a config that
@@ -25,77 +95,49 @@ struct EGLImpl : public HeadlessBackend::Impl {
EGL_NONE
};
glSurface = eglCreatePbufferSurface(display, config, surfAttribs);
if (glSurface == EGL_NO_SURFACE) {
eglSurface = eglCreatePbufferSurface(eglDisplay->display, eglDisplay->config, surfAttribs);
if (eglSurface == EGL_NO_SURFACE) {
throw std::runtime_error("Could not create surface: " + std::to_string(eglGetError()));
}
}
~EGLImpl() {
if (glSurface != EGL_NO_SURFACE) {
if (!eglDestroySurface(display, glSurface)) {
throw std::runtime_error("Failed to destroy EGL surface.\n");
~EGLImpl() final {
if (eglSurface != EGL_NO_SURFACE) {
if (!eglDestroySurface(eglDisplay->display, eglSurface)) {
Log::Error(Event::OpenGL, "Failed to destroy EGL surface.");
}
glSurface = EGL_NO_SURFACE;
eglSurface = EGL_NO_SURFACE;
}
if (!eglDestroyContext(display, glContext)) {
throw std::runtime_error("Failed to destroy EGL context.\n");
if (!eglDestroyContext(eglDisplay->display, eglContext)) {
Log::Error(Event::OpenGL, "Failed to destroy EGL context.");
}
}
void activateContext() final {
if (!eglMakeCurrent(display, glSurface, glSurface, glContext)) {
if (!eglMakeCurrent(eglDisplay->display, eglSurface, eglSurface, eglContext)) {
throw std::runtime_error("Switching OpenGL context failed.\n");
}
}
void deactivateContext() final {
if (!eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
if (!eglMakeCurrent(eglDisplay->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
throw std::runtime_error("Removing OpenGL context failed.\n");
}
}
EGLContext glContext = EGL_NO_CONTEXT;
EGLDisplay display = EGL_NO_DISPLAY;
EGLConfig config = 0;
EGLSurface glSurface = EGL_NO_SURFACE;
private:
const std::shared_ptr<const EGLDisplayConfig> eglDisplay = EGLDisplayConfig::create();
EGLContext eglContext = EGL_NO_CONTEXT;
EGLSurface eglSurface = EGL_NO_SURFACE;
};
gl::ProcAddress HeadlessBackend::initializeExtension(const char* name) {
return eglGetProcAddress(name);
}
bool HeadlessBackend::hasDisplay() {
if (!display) {
display = HeadlessDisplay::create();
}
return bool(display);
};
void HeadlessBackend::createContext() {
assert(!hasContext());
assert(hasDisplay());
EGLDisplay display_ = display->attribute<EGLDisplay>();
EGLConfig& config = display->attribute<EGLConfig&>();
// EGL initializes the context client version to 1 by default. We want to
// use OpenGL ES 2.0 which has the ability to create shader and program
// objects and also to write vertex and fragment shaders in the OpenGL ES
// Shading Language.
const EGLint attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLContext glContext = eglCreateContext(display_, config, EGL_NO_CONTEXT, attribs);
if (glContext == EGL_NO_CONTEXT) {
mbgl::Log::Error(mbgl::Event::OpenGL, "eglCreateContext() returned error 0x%04x",
eglGetError());
throw std::runtime_error("Error creating the EGL context object.\n");
}
impl.reset(new EGLImpl(glContext, display_, config));
impl = std::make_unique<EGLImpl>();
}
} // namespace mbgl