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Diffstat (limited to 'platform/linux/src/headless_backend_egl.cpp')
-rw-r--r--platform/linux/src/headless_backend_egl.cpp155
1 files changed, 99 insertions, 56 deletions
diff --git a/platform/linux/src/headless_backend_egl.cpp b/platform/linux/src/headless_backend_egl.cpp
index d98b2edc03..089e344987 100644
--- a/platform/linux/src/headless_backend_egl.cpp
+++ b/platform/linux/src/headless_backend_egl.cpp
@@ -1,5 +1,4 @@
#include <mbgl/gl/headless_backend.hpp>
-#include <mbgl/gl/headless_display.hpp>
#include <mbgl/util/logging.hpp>
@@ -9,11 +8,83 @@
namespace mbgl {
-struct EGLImpl : public HeadlessBackend::Impl {
- EGLImpl(EGLContext glContext_, EGLDisplay display_, EGLConfig config_)
- : glContext(glContext_),
- display(display_),
- config(config_) {
+// This class provides a singleton that contains information about the configuration used for
+// instantiating new headless rendering contexts.
+class EGLDisplayConfig {
+private:
+ // Key for singleton construction.
+ struct Key { explicit Key() = default; };
+
+public:
+ EGLDisplayConfig(Key) {
+ display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (display == EGL_NO_DISPLAY) {
+ throw std::runtime_error("Failed to obtain a valid EGL display.\n");
+ }
+
+ EGLint major, minor, numConfigs;
+ if (!eglInitialize(display, &major, &minor)) {
+ throw std::runtime_error("eglInitialize() failed.\n");
+ }
+
+ if (!eglBindAPI(EGL_OPENGL_ES_API)) {
+ mbgl::Log::Error(mbgl::Event::OpenGL, "eglBindAPI(EGL_OPENGL_ES_API) returned error %d",
+ eglGetError());
+ throw std::runtime_error("eglBindAPI() failed");
+ }
+
+ const EGLint attribs[] = {
+#if MBGL_USE_GLES2
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+#endif
+ EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
+ EGL_NONE
+ };
+
+ // Note: we're choosing an arbitrary pixel format, since we're not using the default surface
+ // anyway; all rendering will be directed to framebuffers which have their own configuration.
+ if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs) || numConfigs != 1) {
+ throw std::runtime_error("Failed to choose ARGB config.\n");
+ }
+ }
+
+ ~EGLDisplayConfig() {
+ eglTerminate(display);
+ }
+
+ static std::shared_ptr<const EGLDisplayConfig> create() {
+ static std::weak_ptr<const EGLDisplayConfig> instance;
+ auto shared = instance.lock();
+ if (!shared) {
+ instance = shared = std::make_shared<EGLDisplayConfig>(Key{});
+ }
+ return shared;
+ }
+
+public:
+ EGLDisplay display = EGL_NO_DISPLAY;
+ EGLConfig config = 0;
+};
+
+class EGLBackendImpl : public HeadlessBackend::Impl {
+public:
+ EGLBackendImpl() {
+ // EGL initializes the context client version to 1 by default. We want to
+ // use OpenGL ES 2.0 which has the ability to create shader and program
+ // objects and also to write vertex and fragment shaders in the OpenGL ES
+ // Shading Language.
+ const EGLint attribs[] = {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+ eglContext = eglCreateContext(eglDisplay->display, eglDisplay->config, EGL_NO_CONTEXT, attribs);
+ if (eglContext == EGL_NO_CONTEXT) {
+ mbgl::Log::Error(mbgl::Event::OpenGL, "eglCreateContext() returned error 0x%04x",
+ eglGetError());
+ throw std::runtime_error("Error creating the EGL context object.\n");
+ }
+
// Create a dummy pbuffer. We will render to framebuffers anyway, but we need a pbuffer to
// activate the context.
// Note that to be able to create pbuffer surfaces, we need to choose a config that
@@ -25,77 +96,49 @@ struct EGLImpl : public HeadlessBackend::Impl {
EGL_NONE
};
- glSurface = eglCreatePbufferSurface(display, config, surfAttribs);
- if (glSurface == EGL_NO_SURFACE) {
+ eglSurface = eglCreatePbufferSurface(eglDisplay->display, eglDisplay->config, surfAttribs);
+ if (eglSurface == EGL_NO_SURFACE) {
throw std::runtime_error("Could not create surface: " + std::to_string(eglGetError()));
}
}
- ~EGLImpl() {
- if (glSurface != EGL_NO_SURFACE) {
- if (!eglDestroySurface(display, glSurface)) {
- throw std::runtime_error("Failed to destroy EGL surface.\n");
+ ~EGLBackendImpl() final {
+ if (eglSurface != EGL_NO_SURFACE) {
+ if (!eglDestroySurface(eglDisplay->display, eglSurface)) {
+ Log::Error(Event::OpenGL, "Failed to destroy EGL surface.");
}
- glSurface = EGL_NO_SURFACE;
+ eglSurface = EGL_NO_SURFACE;
}
- if (!eglDestroyContext(display, glContext)) {
- throw std::runtime_error("Failed to destroy EGL context.\n");
+ if (!eglDestroyContext(eglDisplay->display, eglContext)) {
+ Log::Error(Event::OpenGL, "Failed to destroy EGL context.");
}
}
+ gl::ProcAddress getExtensionFunctionPointer(const char* name) final {
+ return eglGetProcAddress(name);
+ }
+
void activateContext() final {
- if (!eglMakeCurrent(display, glSurface, glSurface, glContext)) {
+ if (!eglMakeCurrent(eglDisplay->display, eglSurface, eglSurface, eglContext)) {
throw std::runtime_error("Switching OpenGL context failed.\n");
}
}
void deactivateContext() final {
- if (!eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
+ if (!eglMakeCurrent(eglDisplay->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
throw std::runtime_error("Removing OpenGL context failed.\n");
}
}
- EGLContext glContext = EGL_NO_CONTEXT;
- EGLDisplay display = EGL_NO_DISPLAY;
- EGLConfig config = 0;
- EGLSurface glSurface = EGL_NO_SURFACE;
+private:
+ const std::shared_ptr<const EGLDisplayConfig> eglDisplay = EGLDisplayConfig::create();
+ EGLContext eglContext = EGL_NO_CONTEXT;
+ EGLSurface eglSurface = EGL_NO_SURFACE;
};
-gl::ProcAddress HeadlessBackend::initializeExtension(const char* name) {
- return eglGetProcAddress(name);
-}
-
-bool HeadlessBackend::hasDisplay() {
- if (!display) {
- display.reset(new HeadlessDisplay);
- }
- return bool(display);
-};
-
-void HeadlessBackend::createContext() {
- assert(!hasContext());
- assert(hasDisplay());
-
- EGLDisplay display_ = display->attribute<EGLDisplay>();
- EGLConfig& config = display->attribute<EGLConfig&>();
-
- // EGL initializes the context client version to 1 by default. We want to
- // use OpenGL ES 2.0 which has the ability to create shader and program
- // objects and also to write vertex and fragment shaders in the OpenGL ES
- // Shading Language.
- const EGLint attribs[] = {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
-
- EGLContext glContext = eglCreateContext(display_, config, EGL_NO_CONTEXT, attribs);
- if (glContext == EGL_NO_CONTEXT) {
- mbgl::Log::Error(mbgl::Event::OpenGL, "eglCreateContext() returned error 0x%04x",
- eglGetError());
- throw std::runtime_error("Error creating the EGL context object.\n");
- }
-
- impl.reset(new EGLImpl(glContext, display_, config));
+void HeadlessBackend::createImpl() {
+ assert(!impl);
+ impl = std::make_unique<EGLBackendImpl>();
}
} // namespace mbgl