[Feat] (Diligent, EGL): route EGL window resize to Diligent swap chain

- Add renderer->ResizeSwapChain and override BackendObject_Diligent::ResizeEGLWindowSurface
- Update handoff; 16 Diligent tests pass
This commit is contained in:
BZLZHH
2026-08-23 10:53:19 +08:00
parent 14dfbeeed9
commit b045024b6c
5 changed files with 24 additions and 1 deletions
+1 -1
View File
@@ -220,7 +220,7 @@ Notes:
- User framebuffers now support texture color attachments, renderbuffer color readback, multiple simultaneous color targets, and depth/stencil texture or renderbuffer attachments.
- Textures auto-sync `ITextureObject` → Diligent resources, including mip levels and sampler state; compressed textures and integer/3-channel formats that Diligent lacks are still skipped.
- Global UBO (default-block `glUniform*`) and named application UBO blocks (through `glBindBufferBase`/`glUniformBlockBinding`) now upload and bind; SSBOs are still not fed from frontend buffer bindings.
- Swapchain creation is now wired for native EGL window surfaces via `Diligent::ISwapChain`; `Present()` presents the active swap chain when present and otherwise flushes the offscreen target. Actual on-screen EGL presentation is still untested in this headless environment, and the X11 display/connection fields are not yet plumbed through `WindowHandle`. `SetSwapInterval` remains a no-op.
- Swapchain creation and resize are wired for native EGL window surfaces via `Diligent::ISwapChain`; `Present()` presents the active swap chain when present and otherwise flushes the offscreen target. Actual on-screen EGL presentation is still untested in this headless environment, and the X11 display/connection fields are not yet plumbed through `WindowHandle`. `SetSwapInterval` remains a no-op.
- No transform feedback / GPU-accelerated queries / non-color readback; fence sync and timer queries use CPU fallbacks.
- Draw range, multi-draw, instanced-draw wrappers, clear-buffer, blit, read-pixels, CopyTexImage*, CopyImageSubData, GenerateMipmap, GetTexImage/GetTextureImage and indirect draws are now wired; buffer subdata paths still remain.
- A last-PSO cache now avoids recreating the pipeline when program/render-state/topology/VAO layout is unchanged; texture/UBO resources are still rebound dynamically per draw.
@@ -841,6 +841,17 @@ namespace MobileGL::MG_Backend::DiligentBackend {
BackendObject::ReleaseEGLResources();
}
Bool BackendObject_Diligent::ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!BackendObject::ResizeEGLWindowSurface(surface, width, height)) {
return false;
}
if (m_eglSurface == surface && m_pRenderer != nullptr) {
return m_pRenderer->ResizeSwapChain(width, height);
}
return true;
}
const RendererInfo& BackendObject_Diligent::GetRendererInfo() const {
return m_rendererInfo;
}
@@ -43,6 +43,7 @@ namespace MobileGL::MG_Backend::DiligentBackend {
Bool InitCapabilities() override;
Bool InitWindowSurface() override;
Bool InitPbufferSurface(EGLint width, EGLint height) override;
Bool ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height) override;
const RendererInfo& GetRendererInfo() const override;
String GetBackendAPIVersionString() const override;
@@ -420,6 +420,16 @@ void main()
return true;
}
Bool DiligentRenderer::ResizeSwapChain(Uint32 width, Uint32 height) {
if (m_pSwapChain == nullptr) {
return false;
}
m_pSwapChain->Resize(width > 0 ? width : 1, height > 0 ? height : 1);
m_width = width > 0 ? width : m_width;
m_height = height > 0 ? height : m_height;
return true;
}
Bool DiligentRenderer::CreateOffscreenTargets() {
::Diligent::TextureDesc texDesc;
texDesc.Name = "MobileGL Diligent offscreen color target";
@@ -64,6 +64,7 @@ namespace MobileGL::MG_Backend::DiligentBackend {
// Creates a real Diligent swap chain for a native EGL window surface.
Bool CreateSwapChain(::Diligent::IEngineFactoryVk* factory, const WindowHandle& handle,
Uint32 width, Uint32 height);
Bool ResizeSwapChain(Uint32 width, Uint32 height);
// Creates a simple 2D RGBA8 texture from CPU data and makes it available
// to state PSOs under the shader variable name "g_Texture".
Bool CreateTestTexture(const void* data, Uint32 width, Uint32 height);