EGL: Use EGL_EXT_platform_base whenever possible

This avoids any assumption from the driver, which would otherwise select
a specific platform and potentially mess up everything, resulting
usually in a display server failure.
This commit is contained in:
Riteo
2024-06-01 20:04:16 +02:00
parent 705b7a0b0b
commit 8f69f29694
8 changed files with 147 additions and 45 deletions

View File

@ -33,10 +33,22 @@
#ifdef EGL_ENABLED
#if defined(EGL_STATIC)
#define KHRONOS_STATIC 1
#define GLAD_EGL_VERSION_1_5 true
#ifdef EGL_EXT_platform_base
#define GLAD_EGL_EXT_platform_base 1
#endif
#define KHRONOS_STATIC 1
extern "C" EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID(EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get);
extern "C" EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT(EGLenum platform, void *native_display, const EGLint *attrib_list);
#undef KHRONOS_STATIC
#endif // defined(EGL_STATIC)
#ifndef EGL_EXT_platform_base
#define GLAD_EGL_EXT_platform_base 0
#endif
// Creates and caches a GLDisplay. Returns -1 on error.
@ -56,10 +68,23 @@ int EGLManager::_get_gldisplay_id(void *p_display) {
if (GLAD_EGL_VERSION_1_5) {
Vector<EGLAttrib> attribs = _get_platform_display_attributes();
new_gldisplay.egl_display = eglGetPlatformDisplay(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr);
} else if (GLAD_EGL_EXT_platform_base) {
#ifdef EGL_EXT_platform_base
// eglGetPlatformDisplayEXT wants its attributes as EGLint, so we'll truncate
// what we already have. It's a bit naughty but I'm really not sure what else
// we could do here.
Vector<EGLint> attribs;
for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
attribs.push_back((EGLint)attrib);
}
new_gldisplay.egl_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), new_gldisplay.display, (attribs.size() > 0) ? attribs.ptr() : nullptr);
#endif // EGL_EXT_platform_base
} else {
NativeDisplayType *native_display_type = (NativeDisplayType *)new_gldisplay.display;
new_gldisplay.egl_display = eglGetDisplay(*native_display_type);
}
ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, -1);
ERR_FAIL_COND_V_MSG(new_gldisplay.egl_display == EGL_NO_DISPLAY, -1, "Can't create an EGL display.");
@ -326,30 +351,51 @@ EGLContext EGLManager::get_context(DisplayServer::WindowID p_window_id) {
return display.egl_context;
}
Error EGLManager::initialize() {
Error EGLManager::initialize(void *p_native_display) {
#if defined(GLAD_ENABLED) && !defined(EGL_STATIC)
// Passing a null display loads just the bare minimum to create one. We'll have
// to create a temporary test display and reload EGL with it to get a good idea
// of what version is supported on this machine. Currently we're looking for
// 1.5, the latest at the time of writing, which is actually pretty old.
if (!gladLoaderLoadEGL(nullptr)) {
// Loading EGL with a new display gets us just the bare minimum API. We'll then
// have to temporarily get a proper display and reload EGL once again to
// initialize everything else.
if (!gladLoaderLoadEGL(EGL_NO_DISPLAY)) {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
}
// NOTE: EGL_DEFAULT_DISPLAY returns whatever the O.S. deems suitable. I have
// no idea if this may cause problems with multiple display servers and if we
// should handle different EGL contexts in another way.
EGLDisplay tmp_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
ERR_FAIL_COND_V(tmp_display == EGL_NO_DISPLAY, ERR_UNAVAILABLE);
EGLDisplay tmp_display = EGL_NO_DISPLAY;
if (GLAD_EGL_EXT_platform_base) {
#ifdef EGL_EXT_platform_base
// eglGetPlatformDisplayEXT wants its attributes as EGLint.
Vector<EGLint> attribs;
for (const EGLAttrib &attrib : _get_platform_display_attributes()) {
attribs.push_back((EGLint)attrib);
}
tmp_display = eglGetPlatformDisplayEXT(_get_platform_extension_enum(), p_native_display, attribs.ptr());
#endif // EGL_EXT_platform_base
} else {
WARN_PRINT("EGL: EGL_EXT_platform_base not found during init, using default platform.");
EGLNativeDisplayType *native_display_type = (EGLNativeDisplayType *)p_native_display;
tmp_display = eglGetDisplay(*native_display_type);
}
if (tmp_display == EGL_NO_DISPLAY) {
eglTerminate(tmp_display);
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't get a valid initial EGL display.");
}
eglInitialize(tmp_display, nullptr, nullptr);
int version = gladLoaderLoadEGL(tmp_display);
if (!version) {
eglTerminate(tmp_display);
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "Can't load EGL.");
}
ERR_FAIL_COND_V_MSG(!version, ERR_UNAVAILABLE, "Can't load EGL.");
print_verbose(vformat("Loaded EGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)));
int major = GLAD_VERSION_MAJOR(version);
int minor = GLAD_VERSION_MINOR(version);
ERR_FAIL_COND_V_MSG(!GLAD_EGL_VERSION_1_4, ERR_UNAVAILABLE, "EGL version is too old!");
print_verbose(vformat("Loaded EGL %d.%d", major, minor));
ERR_FAIL_COND_V_MSG(!GLAD_EGL_VERSION_1_4, ERR_UNAVAILABLE, vformat("EGL version is too old! %d.%d < 1.4", major, minor));
eglTerminate(tmp_display);
#endif
@ -378,13 +424,14 @@ Error EGLManager::initialize() {
}
#endif
String extensions_string = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
// The above method should always work. If it doesn't, something's very wrong.
ERR_FAIL_COND_V(eglGetError() != EGL_SUCCESS, ERR_BUG);
String client_extensions_string = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
const char *platform = _get_platform_extension_name();
if (!extensions_string.split(" ").has(platform)) {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, vformat("EGL platform extension \"%s\" not found.", platform));
// If the above method fails, we don't support client extensions, so there's nothing to check.
if (eglGetError() == EGL_SUCCESS) {
const char *platform = _get_platform_extension_name();
if (!client_extensions_string.split(" ").has(platform)) {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, vformat("EGL platform extension \"%s\" not found.", platform));
}
}
return OK;