149 lines
4.5 KiB
C++
149 lines
4.5 KiB
C++
// =====================================================================================================================
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// fennec, a free and open source game engine
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// Copyright © 2025 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#include <fennec/core/logger.h>
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#include <fennec/format/format.h>
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#include <fennec/platform/opengl/egl/context.h>
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#include <fennec/platform/opengl/glad/gl.h>
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namespace fennec
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{
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static const cstring& egl_translate_type(EGLint type) {
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static constexpr cstring opengl = "OpenGL";
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static constexpr cstring gles = "GLES";
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static constexpr cstring openvg = "OpenVG"; // this should never be used
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switch (type) {
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default:
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case EGL_OPENGL_API: return opengl;
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case EGL_OPENGL_ES_API: return gles;
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case EGL_OPENVG_API: return openvg;
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}
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}
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eglcontext::eglcontext(display_server* display)
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: glcontext(display)
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, _egldisplay(nullptr)
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, _eglcontext(nullptr)
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, _eglconfig(nullptr)
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, _eglvmajor(0)
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, _eglvminor(0)
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, _eglctype(0) {
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EGLint config_attrs[] = {
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EGL_SURFACE_TYPE,
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EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE,
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EGL_OPENGL_BIT, // 4
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EGL_NONE
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};
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static constexpr size_t api_index = 4;
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EGLint context_attrs[] = {
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EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR,
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EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
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EGL_NONE
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};
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// Load EGL bindings
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assertf(gladLoaderLoadEGL(_egldisplay), "Unable to load EGL Bindings.");
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// Get the EGL display from the display server
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_egldisplay = eglGetDisplay(display->get_native_handle());
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assertf(_egldisplay, "Failed to connect to egl display.");
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// Initialize EGL
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assertf(eglInitialize(_egldisplay, &_eglvmajor, &_eglvminor), "Failed to initialize egl.");
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logger::log(format("Initialized EGL v{}.{}", _eglvmajor, _eglvminor));
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// Reload EGL bindings
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assertf(gladLoaderLoadEGL(_egldisplay), "Unable to load EGL Bindings.");
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// Attempt to bind to OpenGL or GLES
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if (not eglBindAPI(EGL_OPENGL_API)) {
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config_attrs[api_index] = EGL_OPENGL_ES_BIT;
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assertf(eglBindAPI(EGL_OPENGL_ES_API), "Failed to find suitable OpenGL API.");
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}
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// Select a configuration
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EGLint n;
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assertf(eglChooseConfig(_egldisplay, config_attrs, &_eglconfig, 1, &n), "Failed to find suitable OpenGL configuration.");
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// Create a context from the configuration and display
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_eglcontext = eglCreateContext(_egldisplay, _eglconfig, EGL_NO_CONTEXT, context_attrs);
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assertf(_eglcontext, "Failed to create OpenGL Context.");
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// Make the created context the current context to query some info
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eglMakeCurrent(_egldisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, _eglcontext);
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// Load OpenGL bindings
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assertf(gladLoaderLoadGL(), "Unable to load OpenGL Bindings.");
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// Query version information
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eglQueryContext(_egldisplay, _eglcontext, EGL_CONTEXT_CLIENT_TYPE, &_eglctype);
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glGetIntegerv(GL_MAJOR_VERSION, &_eglvmajor);
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glGetIntegerv(GL_MINOR_VERSION, &_eglvminor);
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// Set the version fields
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version.major = _eglvmajor;
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version.minor = _eglvminor;
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version.patch = 0;
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version.str = format("{} v{}.{}", egl_translate_type(_eglctype), _eglvmajor, _eglvminor);
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logger::log(format("Created OpenGL Context: {}", version.str));
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}
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eglcontext::~eglcontext() {
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// Ensure we are in the correct context
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eglMakeCurrent(_egldisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, _eglcontext);
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// Unload GL bindings
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gladLoaderUnloadGL();
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// Cleanup the context
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eglMakeCurrent(_egldisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(_egldisplay, _eglcontext);
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eglTerminate(_egldisplay);
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eglReleaseThread();
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// Unload EGL bindings
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gladLoaderUnloadEGL();
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// Reset data members
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_egldisplay = nullptr;
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_eglconfig = nullptr;
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_eglcontext = nullptr;
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_eglvmajor = 0;
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_eglvminor = 0;
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// Reset version
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version.major = 0;
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version.minor = 0;
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version.patch = 0;
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version.str = "";
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}
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bool eglcontext::is_valid() {
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return _egldisplay != nullptr;
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}
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}
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