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// surfman/surfman/src/platform/unix/generic/context.rs
//
//! OpenGL rendering contexts on surfaceless Mesa.
use super::device::Device;
use super::surface::Surface;
use crate::context::ContextID;
use crate::egl;
use crate::egl::types::EGLint;
use crate::platform::generic::egl::context::{self, CurrentContextGuard, EGLBackedContext};
use crate::{ContextAttributes, Error, Gl, SurfaceInfo};
use std::os::raw::c_void;
pub use crate::platform::generic::egl::context::{ContextDescriptor, NativeContext};
thread_local! {
#[doc(hidden)]
pub static GL_FUNCTIONS: Gl = Gl::load_with(context::get_proc_address);
}
/// Represents an OpenGL rendering context.
///
/// A context allows you to issue rendering commands to a surface. When initially created, a
/// context has no attached surface, so rendering commands will fail or be ignored. Typically, you
/// attach a surface to the context before rendering.
///
/// Contexts take ownership of the surfaces attached to them. In order to mutate a surface in any
/// way other than rendering to it (e.g. presenting it to a window, which causes a buffer swap), it
/// must first be detached from its context. Each surface is associated with a single context upon
/// creation and may not be rendered to from any other context. However, you can wrap a surface in
/// a surface texture, which allows the surface to be read from another context.
///
/// OpenGL objects may not be shared across contexts directly, but surface textures effectively
/// allow for sharing of texture data. Contexts are local to a single thread and device.
///
/// A context must be explicitly destroyed with `destroy_context()`, or a panic will occur.
pub struct Context(pub(crate) EGLBackedContext);
impl Device {
/// Creates a context descriptor with the given attributes.
///
/// Context descriptors are local to this device.
#[inline]
pub fn create_context_descriptor(
&self,
attributes: &ContextAttributes,
) -> Result<ContextDescriptor, Error> {
// Set environment variables as appropriate.
self.adapter.set_environment_variables();
unsafe {
ContextDescriptor::new(
self.native_connection.egl_display,
attributes,
&[
egl::SURFACE_TYPE as EGLint,
egl::PBUFFER_BIT as EGLint,
egl::RENDERABLE_TYPE as EGLint,
egl::OPENGL_BIT as EGLint,
egl::COLOR_BUFFER_TYPE as EGLint,
egl::RGB_BUFFER as EGLint,
],
)
}
}
/// Creates a new OpenGL context.
///
/// The context initially has no surface attached. Until a surface is bound to it, rendering
/// commands will fail or have no effect.
#[inline]
pub fn create_context(
&mut self,
descriptor: &ContextDescriptor,
share_with: Option<&Context>,
) -> Result<Context, Error> {
unsafe {
EGLBackedContext::new(
self.native_connection.egl_display,
descriptor,
share_with.map(|ctx| &ctx.0),
self.gl_api(),
)
.map(Context)
}
}
/// Wraps an `EGLContext` in a native context and returns it.
///
/// The context is not retained, as there is no way to do this in the EGL API. Therefore,
/// it is the caller's responsibility to ensure that the returned `Context` object remains
/// alive as long as the `EGLContext` is.
#[inline]
pub unsafe fn create_context_from_native_context(
&self,
native_context: NativeContext,
) -> Result<Context, Error> {
Ok(Context(EGLBackedContext::from_native_context(
native_context,
)))
}
/// Destroys a context.
///
/// The context must have been created on this device.
pub fn destroy_context(&self, context: &mut Context) -> Result<(), Error> {
if let Ok(Some(mut surface)) = self.unbind_surface_from_context(context) {
self.destroy_surface(context, &mut surface)?;
}
unsafe {
context.0.destroy(self.native_connection.egl_display);
Ok(())
}
}
/// Given a context, returns its underlying EGL context and attached surfaces.
#[inline]
pub fn native_context(&self, context: &Context) -> NativeContext {
context.0.native_context()
}
/// Returns the descriptor that this context was created with.
#[inline]
pub fn context_descriptor(&self, context: &Context) -> ContextDescriptor {
GL_FUNCTIONS.with(|gl| unsafe {
ContextDescriptor::from_egl_context(
gl,
self.native_connection.egl_display,
context.0.egl_context,
)
})
}
/// Makes the context the current OpenGL context for this thread.
///
/// After calling this function, it is valid to use OpenGL rendering commands.
#[inline]
pub fn make_context_current(&self, context: &Context) -> Result<(), Error> {
unsafe { context.0.make_current(self.native_connection.egl_display) }
}
/// Removes the current OpenGL context from this thread.
///
/// After calling this function, OpenGL rendering commands will fail until a new context is
/// made current.
#[inline]
pub fn make_no_context_current(&self) -> Result<(), Error> {
unsafe { context::make_no_context_current(self.native_connection.egl_display) }
}
#[inline]
pub(crate) fn temporarily_make_context_current(
&self,
context: &Context,
) -> Result<CurrentContextGuard, Error> {
let guard = CurrentContextGuard::new();
self.make_context_current(context)?;
Ok(guard)
}
/// Returns the attributes that the context descriptor was created with.
#[inline]
pub fn context_descriptor_attributes(
&self,
context_descriptor: &ContextDescriptor,
) -> ContextAttributes {
unsafe { context_descriptor.attributes(self.native_connection.egl_display) }
}
/// Fetches the address of an OpenGL function associated with this context.
///
/// OpenGL functions are local to a context. You should not use OpenGL functions on one context
/// with any other context.
///
/// This method is typically used with a function like `gl::load_with()` from the `gl` crate to
/// load OpenGL function pointers.
#[inline]
pub fn get_proc_address(&self, _: &Context, symbol_name: &str) -> *const c_void {
context::get_proc_address(symbol_name)
}
/// Attaches a surface to a context for rendering.
///
/// This function takes ownership of the surface. The surface must have been created with this
/// context, or an `IncompatibleSurface` error is returned.
///
/// If this function is called with a surface already bound, a `SurfaceAlreadyBound` error is
/// returned. To avoid this error, first unbind the existing surface with
/// `unbind_surface_from_context`.
///
/// If an error is returned, the surface is returned alongside it.
#[inline]
pub fn bind_surface_to_context(
&self,
context: &mut Context,
surface: Surface,
) -> Result<(), (Error, Surface)> {
unsafe {
context
.0
.bind_surface(self.native_connection.egl_display, surface.0)
.map_err(|(err, surface)| (err, Surface(surface)))
}
}
/// Removes and returns any attached surface from this context.
///
/// Any pending OpenGL commands targeting this surface will be automatically flushed, so the
/// surface is safe to read from immediately when this function returns.
pub fn unbind_surface_from_context(
&self,
context: &mut Context,
) -> Result<Option<Surface>, Error> {
GL_FUNCTIONS.with(|gl| unsafe {
context
.0
.unbind_surface(gl, self.native_connection.egl_display)
.map(|maybe_surface| maybe_surface.map(Surface))
})
}
/// Returns a unique ID representing a context.
///
/// This ID is unique to all currently-allocated contexts. If you destroy a context and create
/// a new one, the new context might have the same ID as the destroyed one.
#[inline]
pub fn context_id(&self, context: &Context) -> ContextID {
context.0.id
}
/// Returns various information about the surface attached to a context.
///
/// This includes, most notably, the OpenGL framebuffer object needed to render to the surface.
#[inline]
pub fn context_surface_info(&self, context: &Context) -> Result<Option<SurfaceInfo>, Error> {
context.0.surface_info()
}
}