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