зеркало из https://github.com/AvaloniaUI/angle.git
109 строки
4.2 KiB
C++
109 строки
4.2 KiB
C++
//
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// Copyright 2018 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// EGLPlatformParameters: Basic description of an EGL device.
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#ifndef UTIL_EGLPLATFORMPARAMETERS_H_
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#define UTIL_EGLPLATFORMPARAMETERS_H_
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#include "util/util_gl.h"
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#include <tuple>
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namespace angle
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{
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struct PlatformMethods;
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// The GLES driver type determines what shared object we use to load the GLES entry points.
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// AngleEGL loads from ANGLE's version of libEGL, libGLESv2, and libGLESv1_CM.
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// SystemEGL uses the system copies of libEGL, libGLESv2, and libGLESv1_CM.
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// SystemWGL loads Windows GL with the GLES compatiblity extensions. See util/WGLWindow.h.
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enum class GLESDriverType
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{
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AngleEGL,
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SystemEGL,
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SystemWGL,
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};
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} // namespace angle
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struct EGLPlatformParameters
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{
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EGLPlatformParameters() = default;
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explicit EGLPlatformParameters(EGLint renderer) : renderer(renderer) {}
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EGLPlatformParameters(EGLint renderer,
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EGLint majorVersion,
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EGLint minorVersion,
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EGLint deviceType)
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: renderer(renderer),
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majorVersion(majorVersion),
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minorVersion(minorVersion),
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deviceType(deviceType)
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{}
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EGLPlatformParameters(EGLint renderer,
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EGLint majorVersion,
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EGLint minorVersion,
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EGLint deviceType,
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EGLint presentPath)
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: renderer(renderer),
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majorVersion(majorVersion),
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minorVersion(minorVersion),
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deviceType(deviceType),
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presentPath(presentPath)
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{}
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auto tie() const
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{
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return std::tie(renderer, majorVersion, minorVersion, deviceType, presentPath,
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debugLayersEnabled, contextVirtualization, transformFeedbackFeature,
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allocateNonZeroMemoryFeature, emulateCopyTexImage2DFromRenderbuffers,
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shaderStencilOutputFeature, genMultipleMipsPerPassFeature, platformMethods,
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robustness, emulatedPrerotation, asyncCommandQueueFeatureVulkan,
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hasExplicitMemBarrierFeatureMtl, hasCheapRenderPassFeatureMtl,
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forceBufferGPUStorageFeatureMtl, supportsVulkanViewportFlip, emulatedVAOs);
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}
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EGLint renderer = EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
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EGLint majorVersion = EGL_DONT_CARE;
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EGLint minorVersion = EGL_DONT_CARE;
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EGLint deviceType = EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE;
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EGLint presentPath = EGL_DONT_CARE;
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EGLint debugLayersEnabled = EGL_DONT_CARE;
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EGLint contextVirtualization = EGL_DONT_CARE;
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EGLint robustness = EGL_DONT_CARE;
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EGLint transformFeedbackFeature = EGL_DONT_CARE;
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EGLint allocateNonZeroMemoryFeature = EGL_DONT_CARE;
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EGLint emulateCopyTexImage2DFromRenderbuffers = EGL_DONT_CARE;
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EGLint shaderStencilOutputFeature = EGL_DONT_CARE;
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EGLint genMultipleMipsPerPassFeature = EGL_DONT_CARE;
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uint32_t emulatedPrerotation = 0; // Can be 0, 90, 180 or 270
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EGLint asyncCommandQueueFeatureVulkan = EGL_DONT_CARE;
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EGLint hasExplicitMemBarrierFeatureMtl = EGL_DONT_CARE;
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EGLint hasCheapRenderPassFeatureMtl = EGL_DONT_CARE;
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EGLint forceBufferGPUStorageFeatureMtl = EGL_DONT_CARE;
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EGLint supportsVulkanViewportFlip = EGL_DONT_CARE;
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EGLint emulatedVAOs = EGL_DONT_CARE;
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angle::PlatformMethods *platformMethods = nullptr;
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};
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inline bool operator<(const EGLPlatformParameters &a, const EGLPlatformParameters &b)
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{
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return a.tie() < b.tie();
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}
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inline bool operator==(const EGLPlatformParameters &a, const EGLPlatformParameters &b)
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{
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return a.tie() == b.tie();
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}
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inline bool operator!=(const EGLPlatformParameters &a, const EGLPlatformParameters &b)
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{
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return a.tie() != b.tie();
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}
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#endif // UTIL_EGLPLATFORMPARAMETERS_H_
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