'+set vid_renderer egl_headless' will now give a headless client that's able to take screenshots and video captures without creating any kind of window. Because we can.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5763 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2020-09-15 08:54:10 +00:00
parent 98809d99ec
commit 6094fc6ab3
4 changed files with 201 additions and 12 deletions

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@ -1225,6 +1225,9 @@ rendererinfo_t dedicatedrendererinfo = {
#ifdef HEADLESSQUAKE
extern rendererinfo_t headlessrenderer;
#endif
#if defined(GLQUAKE) && defined(USE_EGL)
extern rendererinfo_t rendererinfo_headless_egl;
#endif
static struct
{
@ -1279,6 +1282,9 @@ static struct
//{NULL, &headlessvkrendererinfo},
#endif
#endif
#if defined(GLQUAKE) && defined(USE_EGL)
{NULL, &rendererinfo_headless_egl},
#endif
};
qboolean R_RegisterRenderer(void *module, rendererinfo_t *ri)

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@ -243,7 +243,7 @@ static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
rendererinfo_t headlessrenderer =
{
"Headless",
"Headless (Null)",
{"headless"},
QR_HEADLESS,

View File

@ -33,9 +33,11 @@ static EGLBoolean (EGLAPIENTRY *qeglTerminate)(EGLDisplay dpy);
static EGLBoolean (EGLAPIENTRY *qeglGetConfigs)(EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config);
static EGLBoolean (EGLAPIENTRY *qeglChooseConfig)(EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config);
EGLBoolean (EGLAPIENTRY *qeglGetConfigAttrib)(EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value);
static EGLBoolean (EGLAPIENTRY *qeglBindAPI) (EGLenum api);
static EGLSurface (EGLAPIENTRY *qeglCreatePlatformWindowSurface)(EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list);
static EGLSurface (EGLAPIENTRY *qeglCreateWindowSurface)(EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list);
static EGLSurface (EGLAPIENTRY *qeglCreatePbufferSurface) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list);
static EGLBoolean (EGLAPIENTRY *qeglDestroySurface)(EGLDisplay dpy, EGLSurface surface);
static EGLBoolean (EGLAPIENTRY *qeglQuerySurface)(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value);
@ -59,6 +61,7 @@ static dllfunction_t qeglfuncs[] =
{(void*)&qeglChooseConfig, "eglChooseConfig"},
{(void*)&qeglGetConfigAttrib, "eglGetConfigAttrib"},
{(void*)&qeglCreatePbufferSurface, "eglCreatePbufferSurface"},
{(void*)&qeglCreateWindowSurface, "eglCreateWindowSurface"},
{(void*)&qeglDestroySurface, "eglDestroySurface"},
{(void*)&qeglQuerySurface, "eglQuerySurface"},
@ -140,7 +143,7 @@ qboolean EGL_LoadLibrary(char *driver)
(most things are expected to statically link to their libs)
strictly speaking, EGL says that functions should work regardless of context.
(which of course makes portability a nightmare, especially on windows where static linking is basically impossible)
(android's EGL bugs out if you use eglGetProcAddress for core functions too)
(android's EGL bugs out if you use eglGetProcAddress for core functions too, note that EGL_KHR_get_all_proc_addresses fixes that.)
*/
Sys_Printf("Attempting to dlopen libGLESv2... ");
eslibrary = Sys_LoadLibrary("libGLESv2", NULL);
@ -183,6 +186,10 @@ qboolean EGL_LoadLibrary(char *driver)
}
Sys_Printf("success\n");
//egl1.2
qeglBindAPI = EGL_Proc("eglBindAPI");
//these are from egl1.5
qeglGetPlatformDisplay = EGL_Proc("eglGetPlatformDisplay");
qeglCreatePlatformWindowSurface = EGL_Proc("eglCreatePlatformWindowSurface");
@ -298,7 +305,7 @@ qboolean EGL_InitDisplay (rendererstate_t *info, int eglplat, void *ndpy, EGLNat
EGLint major=0, minor=0;
EGLint attrib[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_SURFACE_TYPE, (eglplat==EGL_PLATFORM_DEVICE_EXT)?EGL_PBUFFER_BIT:EGL_WINDOW_BIT,
// EGL_BUFFER_SIZE, info->bpp,
// EGL_SAMPLES, info->multisample,
// EGL_STENCIL_SIZE, 8,
@ -370,19 +377,26 @@ qboolean EGL_InitDisplay (rendererstate_t *info, int eglplat, void *ndpy, EGLNat
qboolean EGL_InitWindow (rendererstate_t *info, int eglplat, void *nwindow, EGLNativeWindowType windowid, EGLConfig cfg)
{
EGLint contextattr[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2, //requires EGL 1.3
EGL_NONE, EGL_NONE
};
EGLint renderabletype;
if (qeglCreatePlatformWindowSurface)
if (eglplat == EGL_PLATFORM_DEVICE_EXT && qeglCreatePbufferSurface)
{
EGLint wndattrib[] =
{
EGL_WIDTH, vid.pixelwidth,
EGL_HEIGHT, vid.pixelheight,
// EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
EGL_NONE,EGL_NONE
};
eglsurf = qeglCreatePbufferSurface(egldpy, cfg, wndattrib);
}
else if (qeglCreatePlatformWindowSurface)
{
EGLAttrib wndattrib[] =
{
// EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
EGL_NONE
EGL_NONE,EGL_NONE
};
eglsurf = qeglCreatePlatformWindowSurface(egldpy, cfg, nwindow, info->srgb?wndattrib:NULL);
}
@ -392,7 +406,7 @@ qboolean EGL_InitWindow (rendererstate_t *info, int eglplat, void *nwindow, EGLN
{
// EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR,
EGL_NONE
EGL_NONE,EGL_NONE
};
eglsurf = qeglCreateWindowSurface(egldpy, cfg, windowid, info->srgb?wndattrib:NULL);
}
@ -406,7 +420,30 @@ qboolean EGL_InitWindow (rendererstate_t *info, int eglplat, void *nwindow, EGLN
return false;
}
eglctx = qeglCreateContext(egldpy, cfg, EGL_NO_SURFACE, contextattr);
qeglGetConfigAttrib(egldpy, cfg, EGL_RENDERABLE_TYPE, &renderabletype);
if ((renderabletype & EGL_OPENGL_BIT) && qeglBindAPI)
{
EGLint contextattr[] =
{
// EGL_CONTEXT_OPENGL_DEBUG, 1,
// EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT,
// EGL_CONTEXT_CLIENT_VERSION, 2, //requires EGL 1.3
// EGL_TEXTURE_TARGET,EGL_NO_TEXTURE, //just a rendertarget, not a texture.
EGL_NONE,EGL_NONE
};
qeglBindAPI(EGL_OPENGL_API);
eglctx = qeglCreateContext(egldpy, cfg, EGL_NO_SURFACE, contextattr);
}
else
{
EGLint contextattr[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2, //requires EGL 1.3
EGL_NONE, EGL_NONE
};
eglctx = qeglCreateContext(egldpy, cfg, EGL_NO_SURFACE, contextattr);
}
if (eglctx == EGL_NO_CONTEXT)
{
Con_Printf(CON_ERROR "EGL: no context!\n");
@ -449,5 +486,147 @@ qboolean EGL_InitWindow (rendererstate_t *info, int eglplat, void *nwindow, EGLN
return true;
}
//code for headless/pbuffer rendering.
//in terms of energy efficiency its better to use the true headless renderer which stubs out ALL rendering.
//however that's not very useful for screenshots or demo captures, so we offer this route too.
#include "glquake.h"
#include "gl_draw.h"
#include "shader.h"
#include "EGL/eglext.h"
static void EGLHeadless_SwapBuffers(void)
{
if (R2D_Flush)
R2D_Flush();
EGL_SwapBuffers();
}
static qboolean EGLHeadless_Init (rendererstate_t *info, unsigned char *palette)
{
EGLConfig cfg;
void *dpy = NULL;
if (!EGL_LoadLibrary(info->subrenderer))
{
Con_Printf("couldn't load EGL library\n");
return false;
}
#ifdef EGL_EXT_device_base
if (*info->devicename)
{
EGLDeviceEXT devs[64];
EGLint count;
EGLint idx = atoi(info->devicename);
EGLBoolean (EGLAPIENTRY *qeglQueryDevicesEXT) (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices) = EGL_Proc("eglQueryDevicesEXT");
if (qeglQueryDevicesEXT)
{
qeglQueryDevicesEXT(countof(devs), devs, &count);
if (idx >= 0 && idx < count)
dpy = devs[idx];
}
}
#endif
vid.pixelwidth = (info->width>0)?info->width:640;
vid.pixelheight = (info->height>0)?info->height:480;
vid.activeapp = true;
if (!EGL_InitDisplay(info, EGL_PLATFORM_DEVICE_EXT, dpy, (EGLNativeDisplayType)EGL_NO_DISPLAY, &cfg))
{
Con_Printf("couldn't find suitable EGL config\n");
return false;
}
if (!EGL_InitWindow(info, EGL_PLATFORM_DEVICE_EXT, EGL_NO_SURFACE, (EGLNativeWindowType)EGL_NO_SURFACE, cfg))
{
Con_Printf("couldn't initialise EGL context\n");
return false;
}
if (GL_Init(info, &EGL_Proc))
return true;
Con_Printf(CON_ERROR "Unable to initialise opengl-on-wayland.\n");
return false;
}
static void EGLHeadless_DeInit(void)
{
EGL_Shutdown();
EGL_UnloadLibrary();
GL_ForgetPointers();
}
static qboolean EGLHeadless_ApplyGammaRamps(unsigned int gammarampsize, unsigned short *ramps)
{
//not supported
return false;
}
static void EGLHeadless_SetCaption(const char *text)
{
}
static int EGLHeadless_GetPriority(void)
{
return -1; //lowest priority, so its never auto-used..
}
rendererinfo_t rendererinfo_headless_egl =
{
"Headless OpenGL (EGL)",
{
"egl_headless",
},
QR_OPENGL,
GLDraw_Init,
GLDraw_DeInit,
GL_UpdateFiltering,
GL_LoadTextureMips,
GL_DestroyTexture,
GLR_Init,
GLR_DeInit,
GLR_RenderView,
EGLHeadless_Init,
EGLHeadless_DeInit,
EGLHeadless_SwapBuffers,
EGLHeadless_ApplyGammaRamps,
NULL,
NULL,
NULL,
EGLHeadless_SetCaption, //setcaption
GLVID_GetRGBInfo,
GLSCR_UpdateScreen,
GLBE_SelectMode,
GLBE_DrawMesh_List,
GLBE_DrawMesh_Single,
GLBE_SubmitBatch,
GLBE_GetTempBatch,
GLBE_DrawWorld,
GLBE_Init,
GLBE_GenBrushModelVBO,
GLBE_ClearVBO,
GLBE_UpdateLightmaps,
GLBE_SelectEntity,
GLBE_SelectDLight,
GLBE_Scissor,
GLBE_LightCullModel,
GLBE_VBO_Begin,
GLBE_VBO_Data,
GLBE_VBO_Finish,
GLBE_VBO_Destroy,
GLBE_RenderToTextureUpdate2d,
"",
EGLHeadless_GetPriority
};
#endif

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@ -21,6 +21,10 @@
#define EGL_PLATFORM_WIN32 0 //no meaningful value.
#endif
#ifndef EGL_PLATFORM_DEVICE_EXT
#define EGL_PLATFORM_DEVICE_EXT 0x313F //we're using it for headless/pbuffer. oh well.
#endif
void *EGL_Proc(char *f);
void EGL_UnloadLibrary(void);
qboolean EGL_LoadLibrary(char *driver);