/**************************************************************************/
/* detect_prime_egl.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#ifdef EGL_ENABLED
#include "detect_prime_egl.h"
#include "core/string/print_string.h"
#include "core/string/ustring.h"
#include <stdlib.h>
#include <cstring>
#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>
// To prevent shadowing warnings.
#undef glGetString
// Runs inside a child. Exiting will not quit the engine.
void DetectPrimeEGL::create_context(EGLenum p_platform_enum) {
#if defined(GLAD_ENABLED)
if (!gladLoaderLoadEGL(nullptr)) {
print_verbose("Unable to load EGL, GPU detection skipped.");
quick_exit(1);
}
#endif
EGLDisplay egl_display = EGL_NO_DISPLAY;
if (GLAD_EGL_VERSION_1_5) {
egl_display = eglGetPlatformDisplay(p_platform_enum, nullptr, nullptr);
} else if (GLAD_EGL_EXT_platform_base) {
#ifdef EGL_EXT_platform_base
egl_display = eglGetPlatformDisplayEXT(p_platform_enum, nullptr, nullptr);
#endif
} else {
egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
}
EGLConfig egl_config;
EGLContext egl_context = EGL_NO_CONTEXT;
eglInitialize(egl_display, nullptr, nullptr);
#if defined(GLAD_ENABLED)
if (!gladLoaderLoadEGL(egl_display)) {
print_verbose("Unable to load EGL, GPU detection skipped.");
quick_exit(1);
}
#endif
eglBindAPI(EGL_OPENGL_API);
EGLint attribs[] = {
EGL_RED_SIZE,
1,
EGL_BLUE_SIZE,
1,
EGL_GREEN_SIZE,
1,
EGL_DEPTH_SIZE,
24,
EGL_NONE,
};
EGLint config_count = 0;
eglChooseConfig(egl_display, attribs, &egl_config, 1, &config_count);
EGLint context_attribs[] = {
EGL_CONTEXT_MAJOR_VERSION, 3,
EGL_CONTEXT_MINOR_VERSION, 3,
EGL_NONE
};
egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, context_attribs);
if (egl_context == EGL_NO_CONTEXT) {
print_verbose("Unable to create an EGL context, GPU detection skipped.");
quick_exit(1);
}
eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, egl_context);
}
int DetectPrimeEGL::detect_prime(EGLenum p_platform_enum) {
pid_t p;
int priorities[4] = {};
String vendors[4];
String renderers[4];
for (int i = 0; i < 4; ++i) {
vendors[i] = "Unknown";
renderers[i] = "Unknown";
}
for (int i = 0; i < 4; ++i) {
int fdset[2];
if (pipe(fdset) == -1) {
print_verbose("Failed to pipe(), using default GPU");
return 0;
}
// Fork so the driver initialization can crash without taking down the engine.
p = fork();
if (p > 0) {
// Main thread
int stat_loc = 0;
char string[201];
string[200] = '\0';
close(fdset[1]);
waitpid(p, &stat_loc, 0);
if (!stat_loc) {
// No need to do anything complicated here. Anything less than
// PIPE_BUF will be delivered in one read() call.
// Leave it 'Unknown' otherwise.
if (read(fdset[0], string, sizeof(string) - 1) > 0) {
vendors[i] = string;
renderers[i] = string + strlen(string) + 1;
}
}
close(fdset[0]);
} else {
// In child, exit() here will not quit the engine.
// Prevent false leak reports as we will not be properly
// cleaning up these processes, and fork() makes a copy
// of all globals.
CoreGlobals::leak_reporting_enabled = false;
char string[201];
close(fdset[0]);
setenv("DRI_PRIME", itos(i).utf8().ptr(), 1);
create_context(p_platform_enum);
PFNGLGETSTRINGPROC glGetString = (PFNGLGETSTRINGPROC)eglGetProcAddress("glGetString");
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
unsigned int vendor_len = strlen(vendor) + 1;
unsigned int renderer_len = strlen(renderer) + 1;
if (vendor_len + renderer_len >= sizeof(string)) {
renderer_len = 200 - vendor_len;
}
memcpy(&string, vendor, vendor_len);
memcpy(&string[vendor_len], renderer, renderer_len);
if (write(fdset[1], string, vendor_len + renderer_len) == -1) {
print_verbose("Couldn't write vendor/renderer string.");
}
close(fdset[1]);
// The function quick_exit() is used because exit() will call destructors on static objects copied by fork().
// These objects will be freed anyway when the process finishes execution.
quick_exit(0);
}
}
int preferred = 0;
int priority = 0;
if (vendors[0] == vendors[1]) {
print_verbose("Only one GPU found, using default.");
return 0;
}
for (int i = 3; i >= 0; --i) {
const Vendor *v = vendor_map;
while (v->glxvendor) {
if (v->glxvendor == vendors[i]) {
priorities[i] = v->priority;
if (v->priority >= priority) {
priority = v->priority;
preferred = i;
}
}
++v;
}
}
print_verbose("Found renderers:");
for (int i = 0; i < 4; ++i) {
print_verbose("Renderer " + itos(i) + ": " + renderers[i] + " with priority: " + itos(priorities[i]));
}
print_verbose("Using renderer: " + renderers[preferred]);
return preferred;
}
#endif // EGL_ENABLED
#endif // GLES3_ENABLED