#include #include #include #include #include namespace mbgl { struct EGLImpl : public HeadlessBackend::Impl { EGLImpl(EGLContext glContext_, EGLDisplay display_, EGLConfig config_) : glContext(glContext_), display(display_), config(config_) { // 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 // includes EGL_SURFACE_TYPE, EGL_PBUFFER_BIT in HeadlessDisplay. const EGLint surfAttribs[] = { EGL_WIDTH, 8, EGL_HEIGHT, 8, EGL_LARGEST_PBUFFER, EGL_TRUE, EGL_NONE }; glSurface = eglCreatePbufferSurface(display, config, surfAttribs); if (glSurface == 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"); } glSurface = EGL_NO_SURFACE; } if (!eglDestroyContext(display, glContext)) { throw std::runtime_error("Failed to destroy EGL context.\n"); } } void activateContext() final { if (!eglMakeCurrent(display, glSurface, glSurface, glContext)) { throw std::runtime_error("Switching OpenGL context failed.\n"); } } void deactivateContext() final { if (!eglMakeCurrent(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; }; gl::ProcAddress HeadlessBackend::initializeExtension(const char* name) { return eglGetProcAddress(name); } bool HeadlessBackend::hasDisplay() { if (!display) { display = HeadlessDisplay::create(); } return bool(display); }; void HeadlessBackend::createContext() { assert(!hasContext()); assert(hasDisplay()); EGLDisplay display_ = display->attribute(); EGLConfig& config = display->attribute(); // 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)); } } // namespace mbgl