updated angle to commit 4a980d2612

This commit is contained in:
Dale Stammen 2014-11-19 15:55:18 -08:00
parent 04510c39fa
commit 5d2857b3c4
4 changed files with 178 additions and 52 deletions

View File

@ -48,51 +48,107 @@ void OpenGLES::Initialize()
EGL_NONE
};
const EGLint displayAttributes[] =
{
// This can be used to configure D3D11. For example, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE could be used.
// This would ask the graphics card to use D3D11 Feature Level 9_3 instead of Feature Level 11_0+.
// On Windows Phone, this would allow the Phone Emulator to act more like the GPUs that are available on real Phone devices.
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE,
EGL_NONE,
#else
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_NONE,
#endif
};
const EGLint contextAttributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in 'displayAttributes' to configure D3D11.
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
EGLConfig config = NULL;
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
}
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// Note: On Windows Phone, we #ifdef out the first set of calls to eglPlatformDisplayEXT and eglInitialize.
// Windows Phones devices only support D3D11 Feature Level 9_3, but the Windows Phone emulator supports 11_0+.
// We use this #ifdef to limit the Phone emulator to Feature Level 9_3, making it behave more like
// real Windows Phone devices.
// If you wish to test Feature Level 10_0+ in the Windows Phone emulator then you should remove this #ifdef.
//
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
#endif
{
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on Windows Phone, or certain Windows tablets).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU (e.g. on Surface RT).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
}
}
}
EGLint numConfigs = 0;
if (eglGetConfigs(mEglDisplay, NULL, 0, &numConfigs) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
}
if (eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE)
if ((eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
}
@ -134,6 +190,14 @@ EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurf
EGLSurface surface = EGL_NO_SURFACE;
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
// Create a PropertySet and initialize with the EGLNativeWindowType.
PropertySet^ surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
@ -144,7 +208,7 @@ EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurf
surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(*renderSurfaceSize));
}
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), NULL);
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");

View File

@ -28,7 +28,6 @@
#include <EGL/eglplatform.h>
#include <angle_windowsstore.h>
class OpenGLES
{
public:

View File

@ -48,51 +48,107 @@ void OpenGLES::Initialize()
EGL_NONE
};
const EGLint displayAttributes[] =
{
// This can be used to configure D3D11. For example, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE could be used.
// This would ask the graphics card to use D3D11 Feature Level 9_3 instead of Feature Level 11_0+.
// On Windows Phone, this would allow the Phone Emulator to act more like the GPUs that are available on real Phone devices.
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_FL9_3_ANGLE,
EGL_NONE,
#else
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_NONE,
#endif
};
const EGLint contextAttributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in 'displayAttributes' to configure D3D11.
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE,
};
EGLConfig config = NULL;
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
throw Exception::CreateException(E_FAIL, L"Failed to get function eglGetPlatformDisplayEXT");
}
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// Note: On Windows Phone, we #ifdef out the first set of calls to eglPlatformDisplayEXT and eglInitialize.
// Windows Phones devices only support D3D11 Feature Level 9_3, but the Windows Phone emulator supports 11_0+.
// We use this #ifdef to limit the Phone emulator to Feature Level 9_3, making it behave more like
// real Windows Phone devices.
// If you wish to test Feature Level 10_0+ in the Windows Phone emulator then you should remove this #ifdef.
//
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get default EGL display");
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
#endif
{
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on Windows Phone, or certain Windows tablets).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU (e.g. on Surface RT).
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (mEglDisplay == EGL_NO_DISPLAY)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGL display");
}
if (eglInitialize(mEglDisplay, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
throw Exception::CreateException(E_FAIL, L"Failed to initialize EGL");
}
}
}
EGLint numConfigs = 0;
if (eglGetConfigs(mEglDisplay, NULL, 0, &numConfigs) == EGL_FALSE)
{
throw Exception::CreateException(E_FAIL, L"Failed to get EGLConfig count");
}
if (eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE)
if ((eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
throw Exception::CreateException(E_FAIL, L"Failed to choose first EGLConfig");
}
@ -134,6 +190,14 @@ EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurf
EGLSurface surface = EGL_NO_SURFACE;
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
// Create a PropertySet and initialize with the EGLNativeWindowType.
PropertySet^ surfaceCreationProperties = ref new PropertySet();
surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), panel);
@ -144,7 +208,7 @@ EGLSurface OpenGLES::CreateSurface(SwapChainPanel^ panel, const Size* renderSurf
surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(*renderSurfaceSize));
}
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), NULL);
surface = eglCreateWindowSurface(mEglDisplay, mEglConfig, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
throw Exception::CreateException(E_FAIL, L"Failed to create EGL surface");

View File

@ -28,7 +28,6 @@
#include <EGL/eglplatform.h>
#include <angle_windowsstore.h>
class OpenGLES
{
public: