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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/egl/egl_manager.h
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/**************************************************************************/
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/* egl_manager.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#ifdef EGL_ENABLED
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// These must come first to avoid windows.h mess.
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#include "platform_gl.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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class EGLManager {
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private:
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// An EGL-side representation of a display with its own rendering
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// context.
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struct GLDisplay {
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void *display = nullptr;
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EGLDisplay egl_display = EGL_NO_DISPLAY;
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EGLContext egl_context = EGL_NO_CONTEXT;
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EGLConfig egl_config = nullptr;
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#ifdef WINDOWS_ENABLED
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bool has_EGL_ANGLE_surface_orientation = false;
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#endif
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};
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// EGL specific window data.
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struct GLWindow {
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bool initialized = false;
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#ifdef WINDOWS_ENABLED
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bool flipped_y = false;
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#endif
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// An handle to the GLDisplay associated with this window.
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int gldisplay_id = -1;
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EGLSurface egl_surface = EGL_NO_SURFACE;
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};
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LocalVector<GLDisplay> displays;
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LocalVector<GLWindow> windows;
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GLWindow *current_window = nullptr;
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// On EGL the default swap interval is 1 and thus vsync is on by default.
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bool use_vsync = true;
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virtual const char *_get_platform_extension_name() const = 0;
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virtual EGLenum _get_platform_extension_enum() const = 0;
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virtual EGLenum _get_platform_api_enum() const = 0;
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virtual Vector<EGLAttrib> _get_platform_display_attributes() const = 0;
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virtual Vector<EGLint> _get_platform_context_attribs() const = 0;
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#ifdef EGL_ANDROID_blob_cache
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static String shader_cache_dir;
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static void _set_cache(const void *p_key, EGLsizeiANDROID p_key_size, const void *p_value, EGLsizeiANDROID p_value_size);
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static EGLsizeiANDROID _get_cache(const void *p_key, EGLsizeiANDROID p_key_size, void *p_value, EGLsizeiANDROID p_value_size);
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#endif
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int _get_gldisplay_id(void *p_display);
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Error _gldisplay_create_context(GLDisplay &p_gldisplay);
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public:
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int display_get_native_visual_id(void *p_display);
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Error open_display(void *p_display);
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Error window_create(DisplayServer::WindowID p_window_id, void *p_display, void *p_native_window, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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void release_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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void set_use_vsync(bool p_use);
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bool is_using_vsync() const;
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EGLContext get_context(DisplayServer::WindowID p_window_id);
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EGLDisplay get_display(DisplayServer::WindowID p_window_id);
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EGLConfig get_config(DisplayServer::WindowID p_window_id);
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Error initialize(void *p_native_display = nullptr);
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EGLManager();
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virtual ~EGLManager();
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};
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#endif // EGL_ENABLED
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