surfman 0.13.0

A cross-platform, low-level toolkit for GPU surface management
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
//! A thread-local handle to the device.

use super::connection::Connection;
use crate::base::egl::context::{self, CurrentContextGuard};
use crate::base::egl::device::EGL_FUNCTIONS;
use crate::base::egl::error::ToWindowingApiError;
use crate::base::egl::surface::ExternalEGLSurfaces;
use crate::context::{ContextID, CREATE_CONTEXT_MUTEX};
use crate::egl::types::{EGLConfig, EGLDisplay, EGLint};
use crate::hardware_buffer::surface::SurfaceObjects;
use crate::surface::Framebuffer;
use crate::{egl, ContextDescriptor, NativeContext, Surface};
use crate::{Context, ContextAttributes, Error, GLApi, Gl, SurfaceInfo};
use euclid::default::Size2D;
use glow::HasContext;
use std::mem;
use std::os::raw::c_void;

/// Represents a hardware display adapter that can be used for rendering (including the CPU).
///
/// Adapters can be sent between threads. To render with an adapter, open a thread-local `Device`.
#[derive(Clone, Debug)]
pub struct Adapter;

/// A thread-local handle to a device.
///
/// Devices contain most of the relevant surface management methods.
pub struct Device {
    pub(crate) egl_display: EGLDisplay,
    pub(crate) display_is_owned: bool,
}

/// Wrapper for an `EGLDisplay`.
#[derive(Clone, Copy)]
pub struct NativeDevice(pub EGLDisplay);

impl Drop for Device {
    fn drop(&mut self) {
        EGL_FUNCTIONS.with(|egl| unsafe {
            if !self.display_is_owned {
                return;
            }
            let result = egl.Terminate(self.egl_display);
            assert_ne!(result, egl::FALSE);
            self.egl_display = egl::NO_DISPLAY;
        })
    }
}

impl NativeDevice {
    /// Returns the current EGL display.
    ///
    /// If there is no current EGL display, `egl::NO_DISPLAY` is returned.
    pub fn current() -> NativeDevice {
        EGL_FUNCTIONS.with(|egl| unsafe { NativeDevice(egl.GetCurrentDisplay()) })
    }
}

impl Device {
    #[inline]
    pub(crate) fn new() -> Result<Device, Error> {
        EGL_FUNCTIONS.with(|egl| {
            unsafe {
                let egl_display = egl.GetDisplay(egl::DEFAULT_DISPLAY);
                assert_ne!(egl_display, egl::NO_DISPLAY);

                // I don't think this should ever fail.
                let (mut major_version, mut minor_version) = (0, 0);
                let result = egl.Initialize(egl_display, &mut major_version, &mut minor_version);
                assert_ne!(result, egl::FALSE);

                Ok(Device {
                    egl_display,
                    display_is_owned: true,
                })
            }
        })
    }

    /// Returns the EGL display corresponding to this device.
    #[inline]
    pub fn native_device(&self) -> NativeDevice {
        NativeDevice(self.egl_display)
    }

    /// Returns the display server connection that this device was created with.
    #[inline]
    pub fn connection(&self) -> Connection {
        Connection
    }

    /// Returns the adapter that this device was created with.
    #[inline]
    pub fn adapter(&self) -> Adapter {
        Adapter
    }

    /// Returns the OpenGL API flavor that this device supports (OpenGL or OpenGL ES).
    #[inline]
    pub fn gl_api(&self) -> GLApi {
        GLApi::GLES
    }

    /// 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> {
        unsafe {
            ContextDescriptor::new(
                self.egl_display,
                attributes,
                &[
                    egl::COLOR_BUFFER_TYPE as EGLint,
                    egl::RGB_BUFFER as EGLint,
                    egl::SURFACE_TYPE as EGLint,
                    egl::PBUFFER_BIT as EGLint,
                    egl::RENDERABLE_TYPE as EGLint,
                    egl::OPENGL_ES2_BIT 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.
    pub fn create_context(
        &self,
        descriptor: &ContextDescriptor,
        share_with: Option<&Context>,
    ) -> Result<Context, Error> {
        let mut next_context_id = CREATE_CONTEXT_MUTEX.lock().unwrap();

        let egl_display = self.egl_display;

        unsafe {
            // Create the EGL context.
            let gl_api = self.gl_api();
            let egl_context = context::create_context(
                egl_display,
                descriptor,
                share_with.map_or(egl::NO_CONTEXT, |ctx| ctx.egl_context),
                gl_api,
            )?;

            // Create a dummy pbuffer.
            let pbuffer = context::create_dummy_pbuffer(egl_display, egl_context).unwrap();

            EGL_FUNCTIONS.with(|egl| {
                if egl.MakeCurrent(egl_display, pbuffer, pbuffer, egl_context) == egl::FALSE {
                    let err = egl.GetError().to_windowing_api_error();
                    return Err(Error::MakeCurrentFailed(err));
                }
                Ok(())
            })?;

            // Wrap up the EGL context.
            let context = Context {
                egl_context,
                id: *next_context_id,
                pbuffer,
                framebuffer: Framebuffer::None,
                context_is_owned: true,
                gl: Gl::from_loader_function(context::get_proc_address),
            };
            next_context_id.0 += 1;
            Ok(context)
        }
    }

    /// Wraps a native `EGLContext` in a context object.
    ///
    /// The underlying `EGLContext` is not retained, as there is no way to do this in the EGL API.
    /// Therefore, it is the caller's responsibility to keep it alive as long as this `Context`
    /// remains alive.
    pub unsafe fn create_context_from_native_context(
        &self,
        native_context: NativeContext,
    ) -> Result<Context, Error> {
        let mut next_context_id = CREATE_CONTEXT_MUTEX.lock().unwrap();

        // Create a dummy pbuffer.
        let pbuffer =
            context::create_dummy_pbuffer(self.egl_display, native_context.egl_context).unwrap();

        // Create the context.
        let context = Context {
            egl_context: native_context.egl_context,
            id: *next_context_id,
            pbuffer,
            framebuffer: Framebuffer::External(ExternalEGLSurfaces {
                draw: native_context.egl_draw_surface,
                read: native_context.egl_read_surface,
            }),
            context_is_owned: false,
            gl: Gl::from_loader_function(context::get_proc_address),
        };
        next_context_id.0 += 1;

        Ok(context)
    }

    /// Destroys a context.
    ///
    /// The context must have been created on this device.
    pub fn destroy_context(&self, context: &mut Context) -> Result<(), Error> {
        if context.egl_context == egl::NO_CONTEXT {
            return Ok(());
        }

        unsafe {
            if let Framebuffer::Surface(mut target) =
                mem::replace(&mut context.framebuffer, Framebuffer::None)
            {
                self.destroy_surface(context, &mut target)?;
            }

            EGL_FUNCTIONS.with(|egl| {
                let result = egl.DestroySurface(self.egl_display, context.pbuffer);
                assert_ne!(result, egl::FALSE);
                context.pbuffer = egl::NO_SURFACE;

                egl.MakeCurrent(
                    self.egl_display,
                    egl::NO_SURFACE,
                    egl::NO_SURFACE,
                    egl::NO_CONTEXT,
                );

                if context.context_is_owned {
                    let result = egl.DestroyContext(self.egl_display, context.egl_context);
                    assert_ne!(result, egl::FALSE);
                }

                context.egl_context = egl::NO_CONTEXT;
            });
        }

        Ok(())
    }

    /// Returns the descriptor that this context was created with.
    pub fn context_descriptor(&self, context: &Context) -> ContextDescriptor {
        unsafe {
            ContextDescriptor::from_egl_context(&context.gl, self.egl_display, context.egl_context)
        }
    }

    /// Makes the context the current OpenGL context for this thread.
    ///
    /// After calling this function, it is valid to use OpenGL rendering commands.
    pub fn make_context_current(&self, context: &Context) -> Result<(), Error> {
        unsafe {
            let egl_display = self.egl_display;
            let egl_context = context.egl_context;

            let (egl_draw_surface, egl_read_surface) = match context.framebuffer {
                Framebuffer::Surface(Surface {
                    objects: SurfaceObjects::Window { egl_surface },
                    ..
                }) => (egl_surface, egl_surface),
                Framebuffer::External(ExternalEGLSurfaces { draw, read }) => (draw, read),
                Framebuffer::Surface(Surface {
                    objects: SurfaceObjects::HardwareBuffer { .. },
                    ..
                }) => (context.pbuffer, context.pbuffer),
                Framebuffer::None => (context.pbuffer, context.pbuffer),
            };

            EGL_FUNCTIONS.with(|egl| {
                let result =
                    egl.MakeCurrent(egl_display, egl_draw_surface, egl_read_surface, egl_context);
                if result == egl::FALSE {
                    let err = egl.GetError().to_windowing_api_error();
                    return Err(Error::MakeCurrentFailed(err));
                }
                Ok(())
            })
        }
    }

    /// Removes the current OpenGL context from this thread.
    ///
    /// After calling this function, OpenGL rendering commands will fail until a new context is
    /// made current.
    pub fn make_no_context_current(&self) -> Result<(), Error> {
        unsafe { context::make_no_context_current(self.egl_display) }
    }

    /// 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.
    pub fn bind_surface_to_context(
        &self,
        context: &mut Context,
        new_surface: Surface,
    ) -> Result<(), (Error, Surface)> {
        if context.id != new_surface.context_id {
            return Err((Error::IncompatibleSurface, new_surface));
        }

        match context.framebuffer {
            Framebuffer::External { .. } => return Err((Error::ExternalRenderTarget, new_surface)),
            Framebuffer::Surface(_) => return Err((Error::SurfaceAlreadyBound, new_surface)),
            Framebuffer::None => {}
        }

        context.framebuffer = Framebuffer::Surface(new_surface);
        Ok(())
    }

    /// 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> {
        match context.framebuffer {
            Framebuffer::External { .. } => return Err(Error::ExternalRenderTarget),
            Framebuffer::None => return Ok(None),
            Framebuffer::Surface(_) => {}
        }

        // Make sure all changes are synchronized.
        //
        // FIXME(pcwalton): Is this necessary?
        let _guard = self.temporarily_make_context_current(context)?;
        unsafe {
            context.gl.flush();
        };

        match mem::replace(&mut context.framebuffer, Framebuffer::None) {
            Framebuffer::Surface(surface) => return Ok(Some(surface)),
            Framebuffer::External { .. } | Framebuffer::None => unreachable!(),
        }
    }

    /// Displays the contents of the currently bound surface to the screen, if
    /// it is a widget surface.
    ///
    /// Widget surfaces are internally double-buffered, so changes to them don't
    /// show up in their associated widgets until this method is called.
    pub fn present_bound_surface(&self, context: &mut Context) -> Result<(), Error> {
        match &context.framebuffer {
            Framebuffer::Surface(surface) => self.present_surface_inner(context, surface),
            _ => Ok(()),
        }
    }

    /// If the currently bound surface is a widget surface, resize it,
    pub fn resize_bound_surface(
        &self,
        context: &mut Context,
        size: Size2D<i32>,
    ) -> Result<(), Error> {
        if let Framebuffer::Surface(surface) = &mut context.framebuffer {
            surface.resize(size);
        }
        Ok(())
    }

    /// Returns the attributes that the context descriptor was created with.
    pub fn context_descriptor_attributes(
        &self,
        context_descriptor: &ContextDescriptor,
    ) -> ContextAttributes {
        unsafe { context_descriptor.attributes(self.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)
    }

    pub(crate) fn context_to_egl_config(&self, context: &Context) -> EGLConfig {
        unsafe {
            context::egl_config_from_id(
                self.egl_display,
                context::get_context_attr(
                    self.egl_display,
                    context.egl_context,
                    egl::CONFIG_ID as EGLint,
                ),
            )
        }
    }

    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 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.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.
    pub fn context_surface_info(&self, context: &Context) -> Result<Option<SurfaceInfo>, Error> {
        match context.framebuffer {
            Framebuffer::None => Ok(None),
            Framebuffer::External { .. } => Err(Error::ExternalRenderTarget),
            Framebuffer::Surface(ref surface) => Ok(Some(self.surface_info(surface))),
        }
    }

    /// Given a context, returns its underlying EGL context and attached surfaces.
    pub fn native_context(&self, context: &Context) -> NativeContext {
        let (egl_draw_surface, egl_read_surface) = match context.framebuffer {
            Framebuffer::Surface(Surface {
                objects: SurfaceObjects::Window { egl_surface },
                ..
            }) => (egl_surface, egl_surface),
            Framebuffer::External(ExternalEGLSurfaces { draw, read }) => (draw, read),
            Framebuffer::Surface(Surface {
                objects: SurfaceObjects::HardwareBuffer { .. },
                ..
            }) => (context.pbuffer, context.pbuffer),
            Framebuffer::None => (context.pbuffer, context.pbuffer),
        };

        NativeContext {
            egl_context: context.egl_context,
            egl_draw_surface,
            egl_read_surface,
        }
    }
}