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#include <mbgl/platform/default/headless_display.hpp>
#include <mbgl/util/string.hpp>
#include <EGL/egl.h>
namespace mbgl {
class HeadlessDisplay::Impl {
public:
Impl();
~Impl();
EGLDisplay display = EGL_NO_DISPLAY;
EGLConfig config = 0;
};
HeadlessDisplay::Impl::Impl() {
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");
}
// This shouldn't matter as we're rendering to a framebuffer.
const EGLint attribs[] = { EGL_NONE };
if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs) || numConfigs != 1) {
throw std::runtime_error("Failed to choose ARGB config.\n");
}
}
HeadlessDisplay::Impl::~Impl() {
eglTerminate(display);
}
template <>
EGLDisplay HeadlessDisplay::attribute() const {
return impl->display;
}
template <>
EGLConfig& HeadlessDisplay::attribute() const {
return impl->config;
}
HeadlessDisplay::HeadlessDisplay()
: impl(std::make_unique<Impl>()) {
}
HeadlessDisplay::~HeadlessDisplay() {
}
} // namespace mbgl
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