Files
MapLibreParticleLab/platform/linux/src/headless_backend_egl.cpp
mwilsnd 4828cc7a8b Upgrade OpenGL backend to ES 3.0 (#995)
Co-authored-by: Tadej Novak <tadej@tano.si>
2023-04-13 23:24:45 +02:00

149 lines
5.0 KiB
C++

#include <mbgl/gl/headless_backend.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
#include <EGL/egl.h>
#include <cassert>
#include <sstream>
namespace mbgl {
namespace gl {
// 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 " +
std::to_string(eglGetError()));
throw std::runtime_error("eglBindAPI() failed");
}
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
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;
};
class EGLBackendImpl final : public HeadlessBackend::Impl {
public:
EGLBackendImpl() {
// 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, 3,
EGL_NONE
};
eglContext = eglCreateContext(eglDisplay->display, eglDisplay->config, EGL_NO_CONTEXT, attribs);
if (eglContext == EGL_NO_CONTEXT) {
std::ostringstream logMsg;
logMsg << "eglCreateContext() returned error 0x" << std::hex << eglGetError();
mbgl::Log::Error(mbgl::Event::OpenGL, logMsg.str());
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
// includes EGL_SURFACE_TYPE, EGL_PBUFFER_BIT in HeadlessDisplay.
const EGLint surfAttribs[] = {
EGL_WIDTH, 8,
EGL_HEIGHT, 8,
EGL_LARGEST_PBUFFER, EGL_TRUE,
EGL_NONE
};
eglSurface = eglCreatePbufferSurface(eglDisplay->display, eglDisplay->config, surfAttribs);
if (eglSurface == EGL_NO_SURFACE) {
throw std::runtime_error("Could not create surface: " + util::toString(eglGetError()));
}
}
~EGLBackendImpl() final {
if (eglSurface != EGL_NO_SURFACE) {
if (!eglDestroySurface(eglDisplay->display, eglSurface)) {
Log::Error(Event::OpenGL, "Failed to destroy EGL surface.");
}
eglSurface = EGL_NO_SURFACE;
}
if (!eglDestroyContext(eglDisplay->display, eglContext)) {
Log::Error(Event::OpenGL, "Failed to destroy EGL context.");
}
}
gl::ProcAddress getExtensionFunctionPointer(const char* name) final {
return eglGetProcAddress(name);
}
void activateContext() final {
if (!eglMakeCurrent(eglDisplay->display, eglSurface, eglSurface, eglContext)) {
throw std::runtime_error("Switching OpenGL context failed.\n");
}
}
void deactivateContext() final {
if (!eglMakeCurrent(eglDisplay->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
throw std::runtime_error("Removing OpenGL context failed.\n");
}
}
private:
const std::shared_ptr<const EGLDisplayConfig> eglDisplay = EGLDisplayConfig::create();
EGLContext eglContext = EGL_NO_CONTEXT;
EGLSurface eglSurface = EGL_NO_SURFACE;
};
void HeadlessBackend::createImpl() {
assert(!impl);
impl = std::make_unique<EGLBackendImpl>();
}
} // namespace gl
} // namespace mbgl