skia2/tools/gpu/gl/angle/GLTestContext_angle.cpp
bsalomon 7c2213ba61 Revert of Explicit control in tools of ANGLE frontend and backend (patchset #6 id:90001 of https://codereview.chromium.org/2381033002/ )
Reason for revert:
Broke bots

Original issue's description:
> Explicit control in tools of ANGLE frontend and backend
>
> Update the ANGLE test GL context, GrContextFactory, and config parsing to allow explicit control of ANGLE front/backend.
>
> This will allow us to explicitly test ES2 vs ES3 interfaces to ANGLE as well as D3D9, D3D11, and OpenGL backends.
>
> Also makes the angle api types valid in all builds (but will just fail when SK_ANGLE=1 or not on windows for the d3d backends).
>
> BUG=skia:5804
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2381033002
>
> Committed: https://skia.googlesource.com/skia/+/50094fb489543655df026be4e4f99e09e57a1f49

TBR=brianosman@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:5804

Review-Url: https://codereview.chromium.org/2384483003
2016-09-29 10:07:22 -07:00

322 lines
9.3 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GLTestContext_angle.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "gl/GrGLDefines.h"
#include "gl/GrGLUtil.h"
#include "gl/GrGLInterface.h"
#include "gl/GrGLAssembleInterface.h"
#include "../ports/SkOSLibrary.h"
#include <EGL/egl.h>
#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
#define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
#define EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE 0x320D
namespace {
struct Libs {
void* fGLLib;
void* fEGLLib;
};
static GrGLFuncPtr angle_get_gl_proc(void* ctx, const char name[]) {
const Libs* libs = reinterpret_cast<const Libs*>(ctx);
GrGLFuncPtr proc = (GrGLFuncPtr) GetProcedureAddress(libs->fGLLib, name);
if (proc) {
return proc;
}
proc = (GrGLFuncPtr) GetProcedureAddress(libs->fEGLLib, name);
if (proc) {
return proc;
}
return eglGetProcAddress(name);
}
void* get_angle_egl_display(void* nativeDisplay, bool useGLBackend) {
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT;
eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
// We expect ANGLE to support this extension
if (!eglGetPlatformDisplayEXT) {
return EGL_NO_DISPLAY;
}
EGLDisplay display = EGL_NO_DISPLAY;
if (useGLBackend) {
EGLint attribs[3] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE,
EGL_NONE
};
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, nativeDisplay, attribs);
} else {
// Try for an ANGLE D3D11 context, fall back to D3D9.
EGLint attribs[3][3] = {
{
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_NONE
},
{
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
EGL_NONE
},
};
for (int i = 0; i < 3 && display == EGL_NO_DISPLAY; ++i) {
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,nativeDisplay, attribs[i]);
}
}
return display;
}
class ANGLEGLContext : public sk_gpu_test::GLTestContext {
public:
ANGLEGLContext(bool preferGLBackend);
~ANGLEGLContext() override;
GrEGLImage texture2DToEGLImage(GrGLuint texID) const override;
void destroyEGLImage(GrEGLImage) const override;
GrGLuint eglImageToExternalTexture(GrEGLImage) const override;
sk_gpu_test::GLTestContext* createNew() const override;
private:
void destroyGLContext();
void onPlatformMakeCurrent() const override;
void onPlatformSwapBuffers() const override;
GrGLFuncPtr onPlatformGetProcAddress(const char* name) const override;
void* fContext;
void* fDisplay;
void* fSurface;
bool fIsGLBackend;
};
ANGLEGLContext::ANGLEGLContext(bool useGLBackend)
: fContext(EGL_NO_CONTEXT)
, fDisplay(EGL_NO_DISPLAY)
, fSurface(EGL_NO_SURFACE) {
EGLint numConfigs;
static const EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_NONE
};
fIsGLBackend = useGLBackend;
fDisplay = get_angle_egl_display(EGL_DEFAULT_DISPLAY, useGLBackend);
if (EGL_NO_DISPLAY == fDisplay) {
SkDebugf("Could not create EGL display!");
return;
}
EGLint majorVersion;
EGLint minorVersion;
eglInitialize(fDisplay, &majorVersion, &minorVersion);
EGLConfig surfaceConfig;
eglChooseConfig(fDisplay, configAttribs, &surfaceConfig, 1, &numConfigs);
static const EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
fContext = eglCreateContext(fDisplay, surfaceConfig, nullptr, contextAttribs);
static const EGLint surfaceAttribs[] = {
EGL_WIDTH, 1,
EGL_HEIGHT, 1,
EGL_NONE
};
fSurface = eglCreatePbufferSurface(fDisplay, surfaceConfig, surfaceAttribs);
eglMakeCurrent(fDisplay, fSurface, fSurface, fContext);
SkAutoTUnref<const GrGLInterface> gl(sk_gpu_test::CreateANGLEGLInterface());
if (nullptr == gl.get()) {
SkDebugf("Could not create ANGLE GL interface!\n");
this->destroyGLContext();
return;
}
if (!gl->validate()) {
SkDebugf("Could not validate ANGLE GL interface!\n");
this->destroyGLContext();
return;
}
this->init(gl.release());
}
ANGLEGLContext::~ANGLEGLContext() {
this->teardown();
this->destroyGLContext();
}
GrEGLImage ANGLEGLContext::texture2DToEGLImage(GrGLuint texID) const {
if (!this->gl()->hasExtension("EGL_KHR_gl_texture_2D_image")) {
return GR_EGL_NO_IMAGE;
}
GrEGLImage img;
GrEGLint attribs[] = { GR_EGL_GL_TEXTURE_LEVEL, 0,
GR_EGL_IMAGE_PRESERVED, GR_EGL_TRUE,
GR_EGL_NONE };
// 64 bit cast is to shut Visual C++ up about casting 32 bit value to a pointer.
GrEGLClientBuffer clientBuffer = reinterpret_cast<GrEGLClientBuffer>((uint64_t)texID);
GR_GL_CALL_RET(this->gl(), img,
EGLCreateImage(fDisplay, fContext, GR_EGL_GL_TEXTURE_2D, clientBuffer,
attribs));
return img;
}
void ANGLEGLContext::destroyEGLImage(GrEGLImage image) const {
GR_GL_CALL(this->gl(), EGLDestroyImage(fDisplay, image));
}
GrGLuint ANGLEGLContext::eglImageToExternalTexture(GrEGLImage image) const {
GrGLClearErr(this->gl());
if (!this->gl()->hasExtension("GL_OES_EGL_image_external")) {
return 0;
}
typedef GrGLvoid (EGLAPIENTRY *EGLImageTargetTexture2DProc)(GrGLenum, GrGLeglImage);
EGLImageTargetTexture2DProc glEGLImageTargetTexture2D =
(EGLImageTargetTexture2DProc)eglGetProcAddress("glEGLImageTargetTexture2DOES");
if (!glEGLImageTargetTexture2D) {
return 0;
}
GrGLuint texID;
GR_GL_CALL(this->gl(), GenTextures(1, &texID));
if (!texID) {
return 0;
}
GR_GL_CALL(this->gl(), BindTexture(GR_GL_TEXTURE_EXTERNAL, texID));
if (GR_GL_GET_ERROR(this->gl()) != GR_GL_NO_ERROR) {
GR_GL_CALL(this->gl(), DeleteTextures(1, &texID));
return 0;
}
glEGLImageTargetTexture2D(GR_GL_TEXTURE_EXTERNAL, image);
if (GR_GL_GET_ERROR(this->gl()) != GR_GL_NO_ERROR) {
GR_GL_CALL(this->gl(), DeleteTextures(1, &texID));
return 0;
}
return texID;
}
sk_gpu_test::GLTestContext* ANGLEGLContext::createNew() const {
#ifdef SK_BUILD_FOR_WIN
sk_gpu_test::GLTestContext* ctx = fIsGLBackend
? sk_gpu_test::CreateANGLEOpenGLGLTestContext()
: sk_gpu_test::CreateANGLEDirect3DGLTestContext();
#else
sk_gpu_test::GLTestContext* ctx = sk_gpu_test::CreateANGLEOpenGLGLTestContext();
#endif
if (ctx) {
ctx->makeCurrent();
}
return ctx;
}
void ANGLEGLContext::destroyGLContext() {
if (fDisplay) {
eglMakeCurrent(fDisplay, 0, 0, 0);
if (fContext) {
eglDestroyContext(fDisplay, fContext);
fContext = EGL_NO_CONTEXT;
}
if (fSurface) {
eglDestroySurface(fDisplay, fSurface);
fSurface = EGL_NO_SURFACE;
}
//TODO should we close the display?
fDisplay = EGL_NO_DISPLAY;
}
}
void ANGLEGLContext::onPlatformMakeCurrent() const {
if (!eglMakeCurrent(fDisplay, fSurface, fSurface, fContext)) {
SkDebugf("Could not set the context.\n");
}
}
void ANGLEGLContext::onPlatformSwapBuffers() const {
if (!eglSwapBuffers(fDisplay, fSurface)) {
SkDebugf("Could not complete eglSwapBuffers.\n");
}
}
GrGLFuncPtr ANGLEGLContext::onPlatformGetProcAddress(const char* name) const {
return eglGetProcAddress(name);
}
} // anonymous namespace
namespace sk_gpu_test {
const GrGLInterface* CreateANGLEGLInterface() {
static Libs gLibs = { nullptr, nullptr };
if (nullptr == gLibs.fGLLib) {
// We load the ANGLE library and never let it go
#if defined _WIN32
gLibs.fGLLib = DynamicLoadLibrary("libGLESv2.dll");
gLibs.fEGLLib = DynamicLoadLibrary("libEGL.dll");
#elif defined SK_BUILD_FOR_MAC
gLibs.fGLLib = DynamicLoadLibrary("libGLESv2.dylib");
gLibs.fEGLLib = DynamicLoadLibrary("libEGL.dylib");
#else
gLibs.fGLLib = DynamicLoadLibrary("libGLESv2.so");
gLibs.fEGLLib = DynamicLoadLibrary("libEGL.so");
#endif
}
if (nullptr == gLibs.fGLLib || nullptr == gLibs.fEGLLib) {
// We can't setup the interface correctly w/o the so
return nullptr;
}
return GrGLAssembleGLESInterface(&gLibs, angle_get_gl_proc);
}
#ifdef SK_BUILD_FOR_WIN
GLTestContext* CreateANGLEDirect3DGLTestContext() {
ANGLEGLContext* ctx = new ANGLEGLContext(false);
if (!ctx->isValid()) {
delete ctx;
return NULL;
}
return ctx;
}
#endif
GLTestContext* CreateANGLEOpenGLGLTestContext() {
ANGLEGLContext* ctx = new ANGLEGLContext(true);
if (!ctx->isValid()) {
delete ctx;
return NULL;
}
return ctx;
}
} // namespace sk_gpu_test