149 lines
5.0 KiB
C++
149 lines
5.0 KiB
C++
#include <mbgl/gl/headless_backend.hpp>
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#include <mbgl/util/string.hpp>
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#include <mbgl/util/logging.hpp>
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#include <EGL/egl.h>
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#include <cassert>
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#include <sstream>
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namespace mbgl {
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namespace gl {
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// This class provides a singleton that contains information about the configuration used for
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// instantiating new headless rendering contexts.
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class EGLDisplayConfig {
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private:
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// Key for singleton construction.
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struct Key { explicit Key() = default; };
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public:
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EGLDisplayConfig(Key) {
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display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (display == EGL_NO_DISPLAY) {
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throw std::runtime_error("Failed to obtain a valid EGL display.\n");
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}
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EGLint major, minor, numConfigs;
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if (!eglInitialize(display, &major, &minor)) {
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throw std::runtime_error("eglInitialize() failed.\n");
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}
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if (!eglBindAPI(EGL_OPENGL_ES_API)) {
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mbgl::Log::Error(mbgl::Event::OpenGL, "eglBindAPI(EGL_OPENGL_ES_API) returned error " +
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std::to_string(eglGetError()));
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throw std::runtime_error("eglBindAPI() failed");
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}
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const EGLint attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_NONE
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};
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// Note: we're choosing an arbitrary pixel format, since we're not using the default surface
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// anyway; all rendering will be directed to framebuffers which have their own configuration.
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if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs) || numConfigs != 1) {
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throw std::runtime_error("Failed to choose ARGB config.\n");
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}
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}
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~EGLDisplayConfig() {
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eglTerminate(display);
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}
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static std::shared_ptr<const EGLDisplayConfig> create() {
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static std::weak_ptr<const EGLDisplayConfig> instance;
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auto shared = instance.lock();
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if (!shared) {
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instance = shared = std::make_shared<EGLDisplayConfig>(Key{});
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}
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return shared;
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}
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public:
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EGLDisplay display = EGL_NO_DISPLAY;
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EGLConfig config = 0;
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};
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class EGLBackendImpl final : public HeadlessBackend::Impl {
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public:
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EGLBackendImpl() {
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// EGL initializes the context client version to 1 by default. We want to
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// use OpenGL ES 2.0 which has the ability to create shader and program
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// objects and also to write vertex and fragment shaders in the OpenGL ES
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// Shading Language.
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const EGLint attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 3,
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EGL_NONE
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};
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eglContext = eglCreateContext(eglDisplay->display, eglDisplay->config, EGL_NO_CONTEXT, attribs);
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if (eglContext == EGL_NO_CONTEXT) {
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std::ostringstream logMsg;
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logMsg << "eglCreateContext() returned error 0x" << std::hex << eglGetError();
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mbgl::Log::Error(mbgl::Event::OpenGL, logMsg.str());
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throw std::runtime_error("Error creating the EGL context object.\n");
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}
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// Create a dummy pbuffer. We will render to framebuffers anyway, but we need a pbuffer to
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// activate the context.
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// Note that to be able to create pbuffer surfaces, we need to choose a config that
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// includes EGL_SURFACE_TYPE, EGL_PBUFFER_BIT in HeadlessDisplay.
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const EGLint surfAttribs[] = {
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EGL_WIDTH, 8,
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EGL_HEIGHT, 8,
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EGL_LARGEST_PBUFFER, EGL_TRUE,
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EGL_NONE
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};
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eglSurface = eglCreatePbufferSurface(eglDisplay->display, eglDisplay->config, surfAttribs);
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if (eglSurface == EGL_NO_SURFACE) {
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throw std::runtime_error("Could not create surface: " + util::toString(eglGetError()));
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}
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}
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~EGLBackendImpl() final {
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if (eglSurface != EGL_NO_SURFACE) {
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if (!eglDestroySurface(eglDisplay->display, eglSurface)) {
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Log::Error(Event::OpenGL, "Failed to destroy EGL surface.");
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}
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eglSurface = EGL_NO_SURFACE;
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}
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if (!eglDestroyContext(eglDisplay->display, eglContext)) {
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Log::Error(Event::OpenGL, "Failed to destroy EGL context.");
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}
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}
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gl::ProcAddress getExtensionFunctionPointer(const char* name) final {
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return eglGetProcAddress(name);
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}
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void activateContext() final {
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if (!eglMakeCurrent(eglDisplay->display, eglSurface, eglSurface, eglContext)) {
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throw std::runtime_error("Switching OpenGL context failed.\n");
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}
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}
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void deactivateContext() final {
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if (!eglMakeCurrent(eglDisplay->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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throw std::runtime_error("Removing OpenGL context failed.\n");
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}
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}
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private:
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const std::shared_ptr<const EGLDisplayConfig> eglDisplay = EGLDisplayConfig::create();
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EGLContext eglContext = EGL_NO_CONTEXT;
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EGLSurface eglSurface = EGL_NO_SURFACE;
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};
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void HeadlessBackend::createImpl() {
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assert(!impl);
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impl = std::make_unique<EGLBackendImpl>();
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}
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} // namespace gl
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} // namespace mbgl
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