Files
MobileGL/MobileGL/MG_Backend/BackendObject.h
T
BZLZHH 9eda2147b1 [Fix] (MG_Impl, MG_Backend): let the backend that can honour a layered attachment have it
NamedFramebufferTextureLayer declined every attachment but layer zero, on both
backends. That was right for DirectVulkan, which maps a GL layer onto a Vulkan
array layer with no notion of a 3D depth slice, but wrong for DirectGLES:
SyncAttachmentObject already routes a layered upload target to
glFramebufferTextureLayer with the attachment's layer passed straight through,
and array storage already carries the real layer count into glTexStorage3D. The
one backend that could render to the layer was being told it could not.

The decision now lives in a DynamicBackendParameters flag, so it is the backend
that answers rather than the entry point guessing. DirectGLES sets it when the
driver resolved glFramebufferTextureLayer; DirectVulkan leaves it false until
VkRenderPassManager tells a depth slice from an array layer.

framebuffers_texture_layer_attachment's colour checks now pass on Espryt for 3D,
2D array and 2D multisample array textures - the case still fails there on cube
map arrays, which DirectGLES gives no storage at all, and on the depth and
stencil halves. No case changes on DirectVulkan, which keeps the old behaviour.
2026-08-05 03:40:59 -04:00

466 lines
26 KiB
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// MobileGL - MobileGL/MG_Backend/BackendObject.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include "MG_State/GLState/TextureState/TextureEnum.h"
namespace MobileGL {
namespace MG_State::GLState {
class FramebufferObject;
class ITextureObject;
}
enum class BackendType {
DirectGLES,
DirectVulkan,
BackendTypeCount,
Unknown = -1
};
namespace MG_Backend {
enum class FormatCapability : Uint64 {
Creatable = 1ull << 0,
Sampled = 1ull << 1,
LinearFilter = 1ull << 2,
GenerateMipmap = 1ull << 3,
TextureGather = 1ull << 4,
TextureShadow = 1ull << 5,
FramebufferRenderable = 1ull << 6,
FramebufferLayered = 1ull << 7,
MultisampleTexture = 1ull << 8,
MultisampleRenderbuffer = 1ull << 9,
ColorAttachment = 1ull << 10,
DepthAttachment = 1ull << 11,
StencilAttachment = 1ull << 12,
TextureBuffer = 1ull << 13
};
using FormatCapabilityFlags = Flags<FormatCapability>;
inline constexpr Array<FormatCapability, 14> kReportedFormatCapabilities = {
FormatCapability::Creatable,
FormatCapability::Sampled,
FormatCapability::LinearFilter,
FormatCapability::GenerateMipmap,
FormatCapability::TextureGather,
FormatCapability::TextureShadow,
FormatCapability::FramebufferRenderable,
FormatCapability::FramebufferLayered,
FormatCapability::MultisampleTexture,
FormatCapability::MultisampleRenderbuffer,
FormatCapability::ColorAttachment,
FormatCapability::DepthAttachment,
FormatCapability::StencilAttachment,
FormatCapability::TextureBuffer,
};
inline constexpr SizeT kFormatCapabilityTextureTargetCount =
static_cast<SizeT>(TextureTarget::TextureTargetCount);
inline constexpr SizeT kFormatCapabilityRenderbufferTargetIndex = kFormatCapabilityTextureTargetCount;
inline constexpr SizeT kFormatCapabilityTargetCount = kFormatCapabilityTextureTargetCount + 1;
inline constexpr SizeT kFormatCapabilityFormatCount =
static_cast<SizeT>(TextureInternalFormat::TextureInternalFormatCount);
using FormatCapabilityTable =
Array<Array<FormatCapabilityFlags, kFormatCapabilityFormatCount>, kFormatCapabilityTargetCount>;
using FormatSampleCountTable =
Array<Array<Vector<Int>, kFormatCapabilityFormatCount>, kFormatCapabilityTargetCount>;
struct FormatCapabilityCache {
FormatCapabilityTable FullCaps{};
FormatCapabilityTable CaveatCaps{};
FormatSampleCountTable SampleCounts{};
void Clear();
};
Bool HasFormatCapability(FormatCapabilityFlags caps, FormatCapability capability);
SizeT GetFormatCapabilityTargetIndex(TextureTarget target);
SizeT GetRenderbufferFormatCapabilityTargetIndex();
const char* GetFormatCapabilityName(FormatCapability capability);
String GetFormatCapabilityTargetName(SizeT targetIndex);
void PrintFormatCapabilities(const FormatCapabilityCache& cache);
// Opaque backend fence-sync handle, created by GLFunctionsTable::FenceSync
// and released by GLFunctionsTable::DeleteSync.
using BackendSyncHandle = void*;
// Opaque backend timer-query handle, created by
// GLFunctionsTable::BeginTimeElapsedQuery / QueryCounterTimestamp and
// released by GLFunctionsTable::DeleteBackendQuery.
using BackendQueryHandle = void*;
struct GLFunctionsTable {
void (*DrawArrays)(GLenum mode, GLint first, GLsizei count);
void (*DrawElements)(GLenum mode, GLsizei count, GLenum type, const void* indices);
void (*DrawElementsBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLint basevertex);
void (*MultiDrawArrays)(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
void (*MultiDrawElements)(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount);
void (*MultiDrawElementsBaseVertex)(GLenum mode, const GLsizei* count, GLenum type,
const GLvoid* const* indices, GLsizei drawcount,
const GLint* basevertex);
void (*MultiDrawElementsIndirect)(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount,
GLsizei stride);
void (*MultiDrawArraysIndirect)(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
void (*MultiDrawElementsIndirectCount)(GLenum mode, GLenum type, const void* indirect,
GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
void (*MultiDrawArraysIndirectCount)(GLenum mode, const void* indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride);
void (*DrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
const void* indices, GLint basevertex);
void (*DrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
const void* indices);
void (*DrawElementsInstancedBaseVertexBaseInstance)(GLenum mode, GLsizei count, GLenum type,
const void* indices, GLsizei instancecount,
GLint basevertex, GLuint baseinstance);
void (*DrawElementsInstancedBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount, GLint basevertex);
void (*DrawElementsInstancedBaseInstance)(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount, GLuint baseinstance);
void (*DrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount);
void (*DrawArraysInstancedBaseInstance)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount,
GLuint baseinstance);
void (*DrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
void (*DrawElementsIndirect)(GLenum mode, GLenum type, const void* indirect);
void (*DrawArraysIndirect)(GLenum mode, const void* indirect);
void (*Clear)(GLbitfield mask);
void (*ClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void (*ClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat* value);
void (*ClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint* value);
void (*ClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint* value);
void (*ClearNamedFramebufferfv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLfloat* value);
void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void (*ClearNamedFramebufferiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void (*ClearNamedFramebufferuiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height, GLint border);
void (*CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height);
void (*CopyImageSubData)(const SharedPtr<MG_State::GLState::ITextureObject>& srcTexture,
GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture,
GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
void (*GenerateMipmap)(GLenum target);
void (*ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels);
void (*GetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
void (*GetTextureImage)(const SharedPtr<MG_State::GLState::ITextureObject>& texture,
TextureUploadTarget uploadTarget, GLint level, GLenum format, GLenum type,
GLsizei bufSize, GLvoid* pixels);
void (*DispatchCompute)(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
void (*DispatchComputeIndirect)(GLintptr indirect);
void (*MemoryBarrier)(GLbitfield barriers);
void (*MemoryBarrierByRegion)(GLbitfield barriers);
void (*BindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer,
GLenum access, GLenum format);
void (*GetIntegeri_v)(GLenum target, GLuint index, GLint* data);
void (*GetInteger64i_v)(GLenum target, GLuint index, GLint64* data);
void (*GetProgramiv)(GLuint program, GLenum pname, GLint* params);
void (*GetProgramInterfaceiv)(GLuint program, GLenum programInterface, GLenum pname, GLint* params);
GLuint (*GetProgramResourceIndex)(GLuint program, GLenum programInterface, const GLchar* name);
void (*GetProgramResourceName)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name);
void (*GetProgramResourceiv)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint (*GetProgramResourceLocation)(GLuint program, GLenum programInterface, const GLchar* name);
GLint (*GetProgramResourceLocationIndex)(GLuint program, GLenum programInterface, const GLchar* name);
void (*ShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
// GL fence sync objects. All entries are optional (may be null); the
// frontend then falls back to always-signaled sync semantics.
// FenceSync may itself return null when the backend cannot create a
// fence right now (e.g. the calling thread does not own the backend
// context); the frontend treats such a sync as always signaled.
BackendSyncHandle (*FenceSync)();
GLenum (*ClientWaitSync)(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
void (*WaitSync)(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
void (*DeleteSync)(BackendSyncHandle sync);
Bool (*GetSyncStatus)(BackendSyncHandle sync); // true = signaled
// GL timer-query objects (GL_ARB_timer_query). All entries are
// optional (may be null); the frontend then falls back to zero
// results and reports GL_QUERY_COUNTER_BITS == 0.
// BeginTimeElapsedQuery / QueryCounterTimestamp may themselves
// return null when the backend cannot create a query right now;
// the frontend treats such a query as immediately available with
// a zero result.
// Dynamic support check: true only when the live backend can
// actually time at the moment of the call (extension / entry
// points / timestamp valid bits are known then, not at table
// init). Gates the advertised GL_QUERY_COUNTER_BITS.
Bool (*IsTimerQuerySupported)();
BackendQueryHandle (*BeginTimeElapsedQuery)(); // starts a TIME_ELAPSED span
void (*EndTimeElapsedQuery)(BackendQueryHandle query); // ends the span
BackendQueryHandle (*QueryCounterTimestamp)(); // glQueryCounter(GL_TIMESTAMP) one-shot
Bool (*IsQueryResultAvailable)(BackendQueryHandle query); // non-blocking
// Returns true when a final value was produced (*outNanoseconds
// written; the frontend may cache it and release the handle).
// Returns false when the result could not be obtained YET - e.g.
// a Vulkan wait that refuses to block on a not-yet-submitted
// frame serial - in which case the frontend must keep the handle
// and leave the query readable later.
Bool (*GetQueryResult64)(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds);
void (*DeleteBackendQuery)(BackendQueryHandle query);
// GL_SAMPLES_PASSED occlusion queries (optional; null = unsupported,
// the frontend then rejects the target). Results/deletion flow through
// GetQueryResult64 / DeleteBackendQuery like timer queries.
BackendQueryHandle (*BeginOcclusionQuery)();
void (*EndOcclusionQuery)(BackendQueryHandle query);
// Transform feedback primitive queries backed by real GPU query pools
// (optional; null = frontend falls back to CPU accounting).
BackendQueryHandle (*BeginXfbPrimitivesQuery)(Bool generated);
void (*EndXfbPrimitivesQuery)(BackendQueryHandle query);
// Transform feedback capture spans, for backends whose own GL/ES driver
// performs the capture (DirectGLES). Both optional; null means the backend
// drives capture from its draw recording instead (DirectVulkan). End is
// called while the frontend capture state is still active, so the backend
// can still see the capture program and buffer bindings.
// GL_PATCH_VERTICES; ES 3.2 spells it the same way.
void (*PatchParameteri)(GLenum pname, GLint value);
void (*BeginTransformFeedback)(GLenum primitiveMode);
void (*EndTransformFeedback)();
// ARB_transform_feedback2. A backend that leaves these null keeps the single
// implicit capture span the frontend has always modelled; the frontend state
// (paused flag, per-object bindings) is tracked either way.
void (*PauseTransformFeedback)();
void (*ResumeTransformFeedback)();
void (*BindTransformFeedback)(GLuint name);
void (*DeleteTransformFeedback)(GLuint name);
Int64 (*GetGpuTimestampNs)(); // glGetInteger64v(GL_TIMESTAMP); 0 if unsupported
};
struct GlobalBackendFunctionsTable {
GLFunctionsTable GL;
void (*Present)();
// Optional: applies the app-requested eglSwapInterval to the native
// presentation path (null = backend keeps its own pacing policy).
void (*SetSwapInterval)(Int interval);
};
// Coarse GPU vendor identity for gating device-specific quirks. Detected from the
// Vulkan physical-device vendorID or the GLES GL_VENDOR/GL_RENDERER strings; stays
// Unknown when detection is inconclusive, in which case auto-gated quirks stay off.
enum class GpuVendorKind : Uint8 {
Unknown = 0,
Qualcomm,
Arm,
Nvidia,
Amd,
Intel,
ImgTec,
// Software rasterizers (llvmpipe/lavapipe, SwiftShader).
Software,
};
struct DynamicBackendParameters {
SizeT UniformBufferOffsetAlignment = 256;
// GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT. 1.0 means the backend cannot filter anisotropically,
// which is also why the extension is not advertised in that case.
Float MaxTextureMaxAnisotropy = 1.0f;
Float AliasedLineWidthRangeMin = 1.0f;
Float AliasedLineWidthRangeMax = 1.0f;
Float SmoothLineWidthRangeMin = 1.0f;
Float SmoothLineWidthRangeMax = 1.0f;
Float SmoothLineWidthGranularity = 1.0f;
Float PointSizeRangeMin = 1.0f;
Float PointSizeRangeMax = 1.0f;
Float PointSizeGranularity = 1.0f;
Int Max3DTextureSize = 16384;
Int MaxArrayTextureLayers = 2048;
Int MaxCubeMapTextureSize = 16384;
Int MaxFramebufferWidth = 16384;
Int MaxFramebufferHeight = 16384;
Int MaxFramebufferLayers = 2048;
Int MaxRenderbufferSize = 16384;
Int MaxTextureSize = 16384;
Int MaxColorTextureSamples = 1;
Int MaxDepthTextureSamples = 1;
Int MaxFramebufferSamples = 1;
Int MaxIntegerSamples = 1;
Int MaxSamples = 1;
Int MaxSampleMaskWords = 1;
// Tessellation limits; defaults are the GL 4.0 core minimums.
Int MaxPatchVertices = 32;
Int MaxTessGenLevel = 64;
// GL_MIN/MAX_PROGRAM_TEXTURE_GATHER_OFFSET. Defaults are the GL 4.0 core
// minimums, which every ES 3.1 driver also guarantees.
Int MinProgramTextureGatherOffset = -8;
Int MaxProgramTextureGatherOffset = 7;
Int MaxTextureImageUnits = 32;
Int MaxVertexTextureImageUnits = 32;
Int MaxComputeTextureImageUnits = 32;
Int MaxCombinedTextureImageUnits = 192;
Int MaxVertexAttribs = 16;
Int MaxComputeShaderStorageBlocks = 8;
Int MaxCombinedShaderStorageBlocks = 32;
Int MaxComputeUniformBlocks = 12;
Int MaxComputeWorkGroupInvocations = 128;
Int MaxShaderStorageBufferBindings = 8;
Int MaxTextureBufferSize = 65536;
// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; 1 means the offset is unconstrained.
Int TextureBufferOffsetAlignment = 1;
Int MaxUniformBufferBindings = 24;
Int MaxUniformBlockSize = 16384;
Int MaxImageUnits = 8;
Int MaxCombinedImageUniforms = 8;
Int MaxVertexImageUniforms = 0;
Int MaxGeometryImageUniforms = 0;
Int MaxFragmentImageUniforms = 8;
Int MaxComputeImageUniforms = 8;
Int MaxDrawBuffers = 8;
Int MaxColorAttachments = 8;
Int MaxClipDistances = 8;
Int MaxViewports = 16;
Int MaxViewportWidth = 16384;
Int MaxViewportHeight = 16384;
Float ViewportBoundsRangeMin = 0.0f;
Float ViewportBoundsRangeMax = 0.0f;
Int ViewportSubpixelBits = 0;
// GL 4.x fragment-interpolation offset limits. These defaults are the
// core minimums and are replaced by live GLES/Vulkan device limits.
Float MinFragmentInterpolationOffset = -0.5f;
// For four fractional bits the greatest required legal offset is
// 0.5 - 2^-4 = 0.4375 (GL 4.6 table 23.70).
Float MaxFragmentInterpolationOffset = 0.4375f;
Int FragmentInterpolationOffsetBits = 4;
Bool SupportsWideLines = false;
// Whether a framebuffer whose depth and stencil attachments are distinct
// images can be rendered to. GL only requires support when both refer to the
// same image and lets an implementation answer GL_FRAMEBUFFER_UNSUPPORTED
// otherwise, which is what DirectVulkan (one combined attachment) and the
// real ES drivers behind DirectGLES both do. Defaults to true so a backend
// that never sets it keeps the permissive behaviour.
Bool SupportsDistinctDepthStencilAttachments = true;
// Whether attaching a single layer of a 3D or array texture to a framebuffer actually
// renders to that layer. DirectGLES hands the layer straight to
// glFramebufferTextureLayer, so it does; DirectVulkan maps a GL layer onto a Vulkan
// array layer with no notion of a 3D depth slice, so it does not yet. Defaults to false
// so a backend that never sets it gets the conservative answer.
Bool SupportsPerLayerFramebufferAttachment = false;
SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
Uint32 SubgroupSize = 0;
Uint32 SubgroupSupportedStages = 0;
Uint32 SubgroupSupportedFeatures = 0;
Bool SubgroupQuadOperationsInAllStages = false;
GpuVendorKind GpuVendor = GpuVendorKind::Unknown;
};
enum class WindowBackend {
Android,
X11,
MetalLayer,
Win32, // Handle is an HWND
// TODO: Wayland, etc.
WindowBackendCount,
Unknown = -1
};
struct WindowHandle {
WindowBackend Backend = WindowBackend::Unknown;
void* Handle = nullptr;
Uint32 Width = 0;
Uint32 Height = 0;
};
class BackendObject {
public:
virtual ~BackendObject() = default;
virtual void Initialize() = 0;
virtual Bool InitCapabilities() = 0;
virtual Bool InitWindowSurface() = 0;
virtual Bool InitializeEGLDisplay(EGLDisplay dpy, EGLint* major, EGLint* minor);
virtual Bool CreateEGLWindowSurface(EGLSurface surface, const WindowHandle& handle);
virtual Bool ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height);
virtual Bool CreateEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height);
virtual Bool MakeEGLCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
virtual Bool SwapEGLBuffers(EGLDisplay dpy, EGLSurface draw);
// Forwards the app-requested eglSwapInterval to the backend's native
// presentation path (no-op for backends without a SetSwapInterval hook).
virtual void SetEGLSwapInterval(Int interval);
virtual void ReleaseEGLSurface(EGLSurface surface);
virtual void ReleaseEGLResources();
void SetWindowHandle(const WindowHandle& handle);
virtual const RendererInfo& GetRendererInfo() const = 0;
virtual String GetBackendAPIVersionString() const = 0;
virtual const GlobalBackendFunctionsTable& GetBackendFunctions() const = 0;
virtual const DynamicBackendParameters& GetDynamicParameters() const = 0;
const FormatCapabilityCache& GetFormatCapabilities() const;
virtual BackendType GetBackendType() const = 0;
protected:
enum class SurfaceKind {
None,
Window,
Pbuffer
};
struct EGLCurrentState {
EGLDisplay Display = EGL_NO_DISPLAY;
EGLSurface DrawSurface = EGL_NO_SURFACE;
EGLSurface ReadSurface = EGL_NO_SURFACE;
EGLContext Context = EGL_NO_CONTEXT;
};
struct EGLSurfaceState {
SurfaceKind Kind = SurfaceKind::None;
Bool DestroyPending = false;
WindowHandle Window;
EGLint Width = 1;
EGLint Height = 1;
};
void ResetEGLRuntimeState();
Bool RegisterEGLWindowSurface(EGLSurface surface, const WindowHandle& handle);
Bool RegisterEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height);
const EGLSurfaceState* GetRegisteredEGLSurface(EGLSurface surface) const;
Bool ActivateEGLSurface(EGLSurface surface);
virtual Bool InitPbufferSurface(EGLint width, EGLint height);
virtual void OnEGLSurfaceReleased(EGLSurface surface);
FormatCapabilityCache& MutableFormatCapabilities();
mutable std::recursive_mutex m_eglStateMutex;
FormatCapabilityCache m_formatCapabilities;
WindowHandle m_windowHandle;
EGLDisplay m_eglDisplay = EGL_NO_DISPLAY;
EGLSurface m_eglSurface = EGL_NO_SURFACE;
Bool m_eglDisplayInitialized = false;
Bool m_eglSurfaceInitialized = false;
Bool m_backendCapabilitiesInitialized = false;
SurfaceKind m_eglSurfaceKind = SurfaceKind::None;
UnorderedMap<std::thread::id, EGLCurrentState> m_eglCurrentThreads;
UnorderedMap<EGLSurface, EGLSurfaceState> m_eglSurfaces;
private:
Bool IsEGLSurfaceCurrent(EGLSurface surface) const;
void DestroyPendingEGLSurfaceIfUnused(EGLSurface surface);
void ReleaseEGLCurrentThread(const std::thread::id& threadKey);
};
} // namespace MG_Backend
} // namespace MobileGL