public void GetSurfaceDimensions(EGLSurface surface, out EGLint width, out EGLint height) { Egl.eglQuerySurface(mEglDisplay, surface, Egl.EGL_WIDTH, out width); Egl.eglQuerySurface(mEglDisplay, surface, Egl.EGL_HEIGHT, out height); }
public bool SwapBuffers(EGLSurface surface) { return(Egl.eglSwapBuffers(mEglDisplay, surface) == Egl.EGL_TRUE); }
private void Initialize() { EGLint[] configAttributes = new[] { Egl.EGL_RED_SIZE, 8, Egl.EGL_GREEN_SIZE, 8, Egl.EGL_BLUE_SIZE, 8, Egl.EGL_ALPHA_SIZE, 8, Egl.EGL_DEPTH_SIZE, 8, Egl.EGL_STENCIL_SIZE, 8, Egl.EGL_NONE }; EGLint[] contextAttributes = new[] { Egl.EGL_CONTEXT_CLIENT_VERSION, 2, Egl.EGL_NONE }; EGLint[] defaultDisplayAttributes = new[] { // 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.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.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.EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, Egl.EGL_TRUE, // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE, Egl.EGL_NONE, }; EGLint[] fl9_3DisplayAttributes = new[] { // 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.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, Egl.EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, Egl.EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, Egl.EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, Egl.EGL_TRUE, Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE, Egl.EGL_NONE, }; EGLint[] warpDisplayAttributes = new[] { // 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.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, Egl.EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE, Egl.EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, Egl.EGL_TRUE, Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE, Egl.EGL_NONE, }; EGLConfig config = IntPtr.Zero; // // 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. // // This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details. mEglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, defaultDisplayAttributes); if (mEglDisplay == Egl.EGL_NO_DISPLAY) { throw new Exception("Failed to get EGL display"); } if (Egl.eglInitialize(mEglDisplay, out EGLint major, out EGLint minor) == Egl.EGL_FALSE) { // This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices). mEglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes); if (mEglDisplay == Egl.EGL_NO_DISPLAY) { throw new Exception("Failed to get EGL display"); } if (Egl.eglInitialize(mEglDisplay, out major, out minor) == Egl.EGL_FALSE) { // This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU. mEglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, warpDisplayAttributes); if (mEglDisplay == Egl.EGL_NO_DISPLAY) { throw new Exception("Failed to get EGL display"); } if (Egl.eglInitialize(mEglDisplay, out major, out minor) == Egl.EGL_FALSE) { // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. throw new Exception("Failed to initialize EGL"); } } } EGLDisplay[] configs = new EGLDisplay[1]; if ((Egl.eglChooseConfig(mEglDisplay, configAttributes, configs, configs.Length, out EGLint numConfigs) == Egl.EGL_FALSE) || (numConfigs == 0)) { throw new Exception("Failed to choose first EGLConfig"); } mEglConfig = configs[0]; mEglContext = Egl.eglCreateContext(mEglDisplay, mEglConfig, Egl.EGL_NO_CONTEXT, contextAttributes); if (mEglContext == Egl.EGL_NO_CONTEXT) { throw new Exception("Failed to create EGL context"); } }